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The Best Book
of Autodesk
Deke McClelland
FIRST EDITION
FIRST PRINTING-1990
Trademark Acknowledgments
2 Animation, 225
7 Introduction to Animation, 2 2 7
8 Animating Type, 2 6 9
vii
Contents
Introduction: An Overview of Autodesk
Animator xxi
p A R T
Painting on the PC
1 Getting Started 3
ix
The Best Book of Animator
Loading a Picture 23
T h e Pie Menu 23
The Files Panel 25
The File Selector Panel 26
Painting a Picture 30
Drawing and Undrawing 31
Canceling a Drawing 33
Restoring a Picture 34
Clearing the Screen 36
Making Detailed Changes 36
Saving a Picture 39
Overwriting a File 40
Saving a Picture under a New Name 40
What You've Learned 41
x
Contents
xi
The Best Book of Animator
xii
Contents
xiii
The Best Book of Animator
p A R T
Animation
7 Introduction to Animation 227
xiv
Contents
xv
The Best Book of Animator
p A R T
xvi
Contents
a
13 Ca turing Photographic Images
an Artwork 415
xvii
The Best Book of Animator
A P P E N D X E S
Index 483
xviii
Acknowledgments
My heartfelt thanks to the people at Howard W. Sams for their help in
this project, including Richard Swadley, Marie Butler-Knight, and the
extremely capable, occasionally clairvoyant Justine Couts. Also thanks
to Bill Gladstone for getting the project off the ground.
For technical support, thanks to Rick, Brian, and Kathy at
Autodesk, Inc.
On this, the eleventh project, our continued appreciation goes out
to RD, SR, JG, AE, and JM.
Thanks to CMD for sharing his hovel and his pretzels. May your
garage forever remain an impenetrable fortress.
A special thanks to Don Sr. for the camcorder and to Virginia for
putting up with the mess on the pool table.
xix
Introduction:
An OvervielV of
Autodesk Animator
This section introduces you to Animator's principal features and func
tions. If you have not yet used this software or seen it demonstrated,
you will find this information useful in assessing Animator's ability to
meet your specific needs. However, if you already know what Anima
tor can do and can't wait to begin using it, skip to Chapter 1.
Animator doubles as a Animator is a powerful artist's tool for drawing original artwork and
powerful painting enhancing scanned images. These can then be combined to create im
program and a sophisti
pressive video presentations, the kind that only a few years ago would
cated animation
package.
have been unthinkable for any company or individual operating on a
limited budget.
Animator has broken down the process of creating professional
quality presentations into three parts:
xxi
The Best Book of Animator
Painting on the PC
In the vernacular of personal computers, a painting is an image created
by assigning a color to each of the thousands of points on your com
puter's screen. These colored points are called pixels. In Animator, the
screen is divided into 320 pixels horizontally by 200 pixels vertically,
for a total of 64,000 pixels per painted image. Viewed from a slight dis
tance, these pixels fuse to form a single picture. Figure 1 shows an Ani
mator painting viewed both from a normal distance and in magnified
detail with individual pixels of colored light.
Luckily, you don't have to manipulate each of these 64,000 pixels
individually. Animator provides a number of painting tools so that you
can draw on the screen much as you would on a piece of paper. For
example, there is a box tool for creating rectangles, a draw tool for cre
ating freehand lines, and a spray tool for creating airbrush effects.
If you don't like the way a line or effect turns out, you can always
undo your most recent action, returning the screen to its previous ap
pearance. If you want to alter a small detail, you can use Animator's
zoom feature to magnify a specific area of your painting, as in the exam
ple in Figure 1. Zooming allows you to clean up ragged images more
precisely by manipulating individual pixels.
Animator also provides a wide selection of inks so that you can
vary the manner in which color is applied by a tool. For example, if you
draw a line using an opaque ink, the line appears solid, covering images
that lie beneath it. If you switch to a glass ink, the line becomes trans
parent, as if composed of colored glass; the images that lie beneath it are
merely tinted with the new color.
As far as colors are concerned, Van Gogh should have had such a
palette! Animator allows over a quarter million col ors , 256 of which
xxii
Introduction
xx iii
The Best Book of Animator
Animation
After you've established Once you establish the images you want to use, you can make them
your images, you can move. The first step is to determine the number of frames required for
begin to animate.
the length of your animation. This number is by no means fixed; you
can always add or delete frames as the need arises. Next, you specify
the speed at which the frames flash by. Faster speeds create more fluid
animation but require that you draw more frames; slower speeds re
quire less frames (and thus less effort on your part) but produce choppy
animation. The frame speed can be changed at any time.
Finally, you must address the most difficult part of animating: fill
ing in the frames. In traditional (non-computer) animation, each frame
has to be drawn by hand, a technique known as eel animation. Figure 3
and Color Plate 1 show an example of a string of the individually drawn
frames which constitute eel animation.
While the most memorable animated works have been created us
ing this technique almost exclusively, eel animation is extremely diffi
cult and time-consuming. The feature length film Fantasia from the
Disney studios required over 2 00,000 separate original drawings , not
counting the myriad background and foreground images. It's no won
der animation of this caliber is as rare as it is expensive.
Animator allows you to create eel animation if you so desire, and
XXIV
Introduction
if you have the inclination, time, and talent; you'll be gratified that
technology has lightened the workload a little. For example, if you cre
ate two frames of a bird in flight, one with its wings fully up and one
with wings fully down, you can instruct Animator to create a new com
bined drawing between the two frames, as shown in Figure 4. This
tween frame, as it's called, will include a blue image of the first frame
and a green image of the following frame, allowing you to trace an in
termediate drawing. After you draw your new bird with wings in a
middle position, you instruct Animator to delete the blue and green
tween images, leaving you with a 3-frame animation. You could then
create two more tween frames-one between the first and second
frames and another between the second and third-and so on, until the
animated sequence plays fluidly.
Cel animation is possibly the b e st method of animation but not the
only one. Other animation features in Animator can also produce high
quality effects while doing much of the work for you! For example, you
could use Animator's titling (pronounced "title-ing") options to create
animated text for a presentation. Animator can scroll a block of text
across the screen in any direction, or even produce each letter individ
ually as if it's being typed in. Both of these effects require almost no
effort on your part.
Even more exciting automated effects are possible. Using Anima
tor's color cycling commands, you can change a background gradually
xxv
The Best Book of Animator
When it's time to present your animation before an audience, you will
most likely present it on videotape since it is a universal medium. Ani
mator has the capability to transfer images from and to videotape, pro
vided you own or have access to the proper hardware. For example,
photographs and artwork can b e imported using a flat-bed scanner. The
photo is laid face down on the scanner's glass surface; a sensor then
xxvi
Introduction
reads the image directly onto your computer's screen. Live images can
be captured as well, by linking a video camera to your computer.
Your finished animation can also be recorded on videotape di
rectly from Animator using a standard VCR receiving signals translated
by a video output card. You can then duplicate this original master re
cording to other vid eot apes for promotion or distribution.
Animator includes a Unfortunately, translating animation input and output from the
public domain utility for VGA display of your computer to standard video signals requires spe
playing your animation
cial video boards, cameras, and so on. Purchasing this hardware can be
on any VGA-equipped
difficult or even impossible for those operating on limited funds. Never
PC.
fear, Animator include s AAPLAY.EXE, a projection utility that runs on
any VGA- equipped PC. Best of all, you can distribute this program on a
disk with your animation without paying licensing fees to Autodesk.
A detailed guide to the use of input and output hardware with
Animator is included in Chapters 12 through 1 5 of this book.
If you have used other Autodesk applications in the past, such as the
popular AutoCAD technical drawing application, or i f you have used
xxvii
The Best Book of Animator
any PC painting programs like Splash! or Dr. Halo, you will find much
of Animator's environment familiar.
If you haven't used any drawing software before or if you are un
familiar with computers in general, don't worry. Chapter 1 provides a
step-by-step introduction to Animator in which you can get your feet
wet without destroying your computer or your morale. In fact, Chapter
1 is probably the most important portion of this book for beginners.
If you are a more advanced user and have already installed Ani
mator on your hard drive, you should at least skim The Home Window
section of Chapter 1. You can then skip to Chapter 2 where the real
operational discussions begin.
xxviii
p A R T
Painting
on the PC
1
0 N E
Getting Started
This chapter focuses on getting Autodesk Animator up and running on
your computer and becoming familiar with its interface. You will learn
how to use your mouse and keyboard to access Animator's commands
and panels.
This chapter is recommended reading for-users new to drawing
software or to personal computers in general. The chapters which fol
low will draw upon techniques learned i n this chapter.
Before you can use Animator, you must install it on your computer's
hard drive. If you don't have a hard drive, you can install Animator on
two 720K floppy disks or four 360K floppy disks. Although the main
Animator program, AA.EXE, can fit on a single 360K floppy disk, it will
execute faster from a hard drive. Animator will run only on an AT
model PC, or better, that is equipped with a VGA video board and mon
itor and a Microsoft-compatible mouse. Users with CGA or EGA equip
ment will need to upgrade their hardware before running Animator.
(Contact your local computer dealer for more information.) If you use a
non-Microsoft mouse or a drawing tablet, refer to Appendix A at the
end of this book for specific configuration instructions.
If Animator is already installed on your computer, you can skip to
the Starting Autodesk Animator section of this chapter.
If you have not installed Animator, you will need to complete the
Quick Installation steps.
3
Painting on the PC
Quick Installation
The steps which follow explain briefly how to install Animator on your
computer's hard drive. If you want to install Animator on floppy disks
or if you have questions about any step, refer to Appendix A.
1 . Get the four floppy disks included in the original software package
or four copies of these disks.
2. If you have not done so already, turn on your computer and load
the operating system. (Most PCs with hard drives are set up, or
configured, to load MS-DOS or some other operating system auto
matically after you turn on the computer.) The standard DOS c>
prompt should appear on your screen.
3. If you want to install Animator on a drive other than the standard
C drive, change to that drive by typing the drive letter followed by
a colon (such as d : ) and pressing Enter.
4. Make a new direc tory for the Animator program by typing
md \ a n i m a t o r and pressing Enter.
5. Change this directory to the current directory by typing
c d \ a n i ma t o r and pressing Enter.
6. Your Animator package includes either four 360K disks or two
720K disks. Insert the disk labeled "Disk 1 " into your computer's
A drive. Type copy a : * . * and press Enter to copy all files from Disk
1 to the current directory.
7. Repeat step 6 for the remaining disks.
The unpack1 and 8. After copying all disks, type u n p a c k 1 and press Enter. This runs a
unpack2 files contain utility program which converts the animation and picture files in
the sample pictures and
Animator to a useable form. If your version of Animator included
animation sequences
used throughout this
four 360K disks (rather than two 720K disks), type unpac k2 and
book. press Enter after unp a c k 1 has finished.
To use Animator, you must first change to the directory that contains
t he program. If you installed Animator according to the preceding
4
1-Getting Started
steps, you can enter the proper directory by typing cd\animator and
pressing Enter. If you did not follow these steps when you installed Ani
mator, or someone else installed the program for you, your directory
may have a different name. If, for example, the directory was named aa,
as suggested in the Animator manual, you will need to type cd\aa. If
your computer does not have a hard drive, insert the disk containing
the AA.EXE file into a floppy drive, and change to that drive by typing
the drive letter followed by a colon (such as b:) and pressing Enter.
Now type aa and press Enter. This tells DOS to launch the Anima
tor program.
Did It Work?
If you have launched Animator successfully, your computer screen
will display a window like the one shown in Figure 1.1. Unlike other
programs that run on the PC, Animator requires no special configura
tion before it's used for the first time. If the window in Figure 1.1 is
displayed, proceed to the Using a Mouse or Tablet section.
If the message Bad command or file name appears instead of the An
imator window, this means the AA.EXE file is missing from the current
directory. You are either in the wrong directory or the program has not
been installed. You may need to consult with the person who installed
Figure 1.1 The Home window appears after Animator has been
l a unche d successfully.
5
Painting on the PC
Animator to find out where the AA.EXE file is located. Or reinstall Ani
mator according to the instructions in the Quick Installation section.
If the normal DOS messages disappear and a large message
reading I n s e r t d i s k e t t e for d r i v e D : (or some other drive letter) and
s t r i ke any key when ready appears, j ust press Enter to dispense with it.
Other similar messages may appear directly below this message. Sim
ply press Enter in response to each such message; the Animator win
dow will appear eventually.
These messages most often occur if your PC is connected to a net
work and if you use communications software such as Tops. Animator
isn't smart enough to compensate for extra drives established i n the
CONFIG.SYS file by networking utilities. Be reassured there's nothing
wrong with your computer or with Animator, nor is there a need to
change your CONFIG.SYS file.
If you are already familiar with a mouse or drawing tablet, and under
stand the difference between operations such as clicking, double
clicking, and dragging, skip to The Horne Panel section. Otherwise, read
on.
Mouse Operations
A mouse can have two or three buttons. If it is a three-button mouse,
the center button is inoperative inside Animator. Only the left and
right buttons can operate and modify the program's many options.
If you haven't used a mouse before, you may want to consult the
manual that came with it for specific instructions. Get a feel for the
mouse by moving it around. Position the mouse in relation to your
computer so that it is easily accessible. Some Animator functions don't
require a mouse, so you will be switching your right or left hand back
and forth between the keyboard and the mouse on a regular basis. The
mouse should be in easy reach so you don't have to grope around.
In this book, the terms Now press the left mouse button, then immediately release it.
clicking and left-clicking This quick pressing motion is called clicking. Clicking the left mouse
are synonymous.
button is also called left-clicking. L ikewise, if you click the right mouse
button, you are right-clicking. Other clicking variations are possible. If
you press and release the mouse button twice in rapid succession, you
are double-clicking. You can also press a key on the keyboard while
clicking with the mouse. All clicking variations are performed with the
mouse s ta tion a ry .
6
1-Getting Started
Double-click
If the mouse does not seem to be operating correctly from the out
set, it may not be configured correctly. Refer to the Configuring
Autodesk Animator discussion in Appendix A. If the mouse stops work
ing after you've been using it for a while, it more likely needs cleaning
or servicing. Refer to the documentation included with it or call the
dealer from whom the mouse was purchased.
Tablet Operations
If you are accustomed to drawing with a standard pencil or pen and
can't get comfortable with the mouse, you may want to use a digitizing
tablet. Many users find tablets easier to draw with since they utilize an
ele ctronic stylus about the size and wei ght of a large pen. This stylus is
1
Painting on the PC
attached to a flat sensory device, the tablet itself. The tablet tracks the
stylus as it's drawn across the face of the tablet.
Tablets are also sold with an alternate tracking device called a
puck. Generally larger than a mouse, a puck includes several buttons
and has a clear reticle attached to its top, which is used similarly to the
sights on a gun to position the puck accurately. Like a stylus, a puck is
connected to the tablet by a cord. Due to its bulky size, a puck is re
served primarily for tracing hand-drawn artwork or photographs, or for
creating technical drawings.
Animator supports only Summagraphics Corporation's Summa
Sketch MM1 201, or a compatible tablet. For information on configuring
your tablet, refer to the Configuring Autodesk Animator discussion in
Appendix A.
How you operate the tablet depends on whether you're using a
puck or a stylus. If you are using a stylus, follow these instructions:
To click, press the stylus nib against the tablet surface and quickly
release.
To right-click, press the button on the barrel of the stylus and
quickly release.
To drag, press down on the stylus, move the stylus, then lift up,
just as if you were drawing a line on a sheet of paper.
To click, press the white button on the l eft side of the puck and
quickly release.
To right-click, press the green button on the right side of the puck
and quickly release.
To drag, press the white button, move the pen, then release the
button.
You can use Animator equally well with either a mouse or a tab
let; any operation performed with a mouse can also be performed with
a tablet. However, to simplify future discussions, the term mouse will
be used generically to refer to either input device.
When Animator first launches, and before you choose any commands
or perform any other actions, it displays the Hom e window, a view of
8
1-Getting Started
To get back to the Home If you clicked on any b uttons or chose any commands after
window from any other launching Animator, the window may not look right. The menu bar
window, press the
may contain different names or have disappeared entirely, or the panel
Spacebar one or more
times.
at the bottom of the window may look different. If this is the case, move
the mouse so that the cursor appears anywhere inside the drawing
area. Then click the right mouse button. See how the screen changes?
Keep right-clicking inside the drawing area until the Home panel reap
pears. If you click the right mouse button one too many times, both the
9
Painting on the PC
menu bar and the Home panel will disappear, leaving only a blank
drawing area. Just right-click again to bring everything back.
Pressing the Spacebar performs the same function as right
clicking in the drawing area; it gets you home or hides menus and
panels. The only exception to this is when you are entering text using
the text tool; pressing the Spacebar then creates a normal space.
The Cursor
The cursor is the most important element in the window. It allows you
to draw, choose commands, select options, click on buttons-in short,
the cursor is your visual guide to all actions that you perform with the
mouse.
Move the mouse and notice how the cursor moves with it. If the
cursor is over the drawing area, dragging with the mouse will create
lines and shapes on the screen. If the cursor is over the menu bar, click
ing with the mouse will choose commands. And if the cursor is inside a
panel, clicking will activate buttons. Try this: Position the cursor over
the rounded box containing the word "Fill" in the Home panel. Now
click the left mouse button. The Fill button lights up because the cursor
was over that button when you clicked. Now position the cursor over
the drawing area and click. The entire drawing area becomes a light
blue. Though you may not understand what you're doing yet, it should
be apparent that the same mouse operation produces different effects
depending on the location of the cursor.
The drawing area is the locus of all artwork and animation. Imagine the
drawing area as a sketch pad on which the menu bar and Home panel
are resting. In fact, the menu bar and Home panel cover some of the
drawing area. To display the entire drawing area, move the cursor in
side the drawing area and click the right mouse button. The menu bar
and Home panel disappear. Right-click again to bring them back.
You can create images on the obscured parts of the drawing area
even though a menu bar or panel is displayed. Try this: Position the
cursor over the Draw button in the Home panel and click on it so that it
lights up. Then click on the orange square in the top row of color boxes
in the center of the panel. A light red outline will appear around it.
Move the cursor into the middle of the drawing area and drag by hold
ing down the left mouse button; then move the cursor around. Notice
that an orange line follows the cursor. Drag downward, still keeping the
10
1-Getting Started
mouse button pressed, until the cursor goes into the Home panel; then
drag up again, as in Figure 1.4. Now release the mouse button. Right
click in the drawing area to hide the Home panel, and you will see that
you have drawn a line that dips below the area previously covered by
the panel, as shown in Figure 1.4.
11
Painting on the PC
12
1-Getting Started
The Home panel is the main control panel for using Animator. It allows
you to access drawing tools, inking effects, and colors, as well as to play
and design animation.
The rectangular shapes with words or letters inside them are
called buttons. All buttons in the Home panel fall into one of five cate
gories, as shown in Figure 1.7:
1J
Painting on the PC
highlighted; that is, the button turns white and the word or letter inside
the button turns red.
l 1
14
1-Getting Started
You can select from any of the seven colors in the mini-palette.
Or you can select one of the slices of color in the cluster box.
The current color indicator displays the color selected above.
The key color indicator displays the current background color; in
this example, black.
15
Painting on the PC
16
1-Getting Started
The brush shape indicator controls the width of lines created with
the Draw tool and other tools.
You can play animation or access a specific frame in an animated
sequence using one of the frame icons.
Current color
Cluster box indicator
l Mini-palette
1
r "
17 .
Painting on the PC
The gray box in the center of the frame icons is the current frame
indicator. In your case, it probably reads 1 , indicating that you're at the
first frame. Since you haven't created any other frames, this is also the
only frame. If you had created some other frames, you could click one
of the arrow icons to move to a different frame.
If you're anxious to experiment with these buttons, complete the
exercise in the next section.
Quick Animation
For a glimpse at how to use the animation controls, follow the steps
outlined below. These steps are designed only to get your feet wet. If
you're afraid you'll get in over your head, you can skip to the Quitting
Autodesk Animator section. Then again, you've come this far. Why not
have some fun?
18
1-Getting Started
To quit Animator If you want to use a different program, or i f you want to stop working on
quickly, press the Q key, your computer altogether, you must first quit the Animator program.
then the Y key at the
This will take you back to your computer's operating system, presum
Home window.
ably DOS. To quit, you must choose the Quit command from the Ani
mator menu on the menu bar. You can do this in three different ways:
1. Move the cursor over the word Animator in the menu bar to dis
play the Animator menu. Next, move the cursor to the bottom of
the command list so that the Quit command is highlighted (out
lined in red), then click. If you move the cursor down too far and
the menu disappears, move the cursor over the Animator menu
label and try again.
2. Or simply press the A key to display the Animator menu, then
press the Q key to choose Quit.
3. Or, even simpler, just press the Q key. Since the Quit command is
followed by a Q in the Animator menu, you can press this key to
choose the command without displaying a menu.
If you don't quite understand the purpose of every element in the menu
bar or Home panel, don't worry; all items are explained in more detail
in future chapters. At this point, it's only imp ortant that you under-
19
Painting on the PC
stand the general workings of the Home window. In this chapter, you
learned the following:
Before you can use Animator, you must install it on your com
puter.
To launch Animator from your hard drive, type cd\ followed by
the name of the directory in which the Animator program is
stored (for example, cd\ani mator) and press Enter. Then type the
command aa and press Enter.
To launch Animator from a floppy disk, insert the Animator disk
containing the file AA.EXE in the floppy drive, enter the letter for
the floppy drive followed by a colon (such as a : ) and press Enter.
Then type the command aa and press Enter.
There are four basic mouse operations: clicking, right-clicking,
moving, and dragging. All clicking variations require that you
keep the mouse. stationary. Moving and dragging require that you
move the mouse.
If you get lost, you can always return to the Home window by
clicking the right mouse button in the drawing area or by pressing
the Spacebar. If the Home panel doesn't appear, continue right
clicking or pressing the Space bar until it does. Both right-clicking
and pressing the Spacebar also hide the menu bar and Home panel
so that you can view the entire drawing area.
The on-screen cursor tracks the movement of the mouse continu
ally.
The drawing area takes up the entire screen, including portions
covered by the menu bar and the Home panel.
You can display any menu by typing the first letter in the menu
name or by positioning the cursor over the menu nam e . If you
display a menu using the k eyboard, you choose a command by
typing the first letter in the command name. If you display a
menu using the mouse, you must click on th e command name to
choose it.
Some buttons, including those in alert boxes, can be activated by
typing the first letter in the button name.
The names of dimmed commands and buttons appear gray rather
than black, indicating that they are not applicable under current
conditions.
Only one tool, one ink, and one color can be selected at a time.
You can move the Home panel by clicking on the Home button. A
dotted rectangle, which you can move up and down with the
20
1-Getting Started
mouse, will then appear in the panel's place. When the dotted rec
tangle is positioned where you want the panel to appear, click,
and the panel will reappear in its new location. Right-click the
Home button to return the panel to the bottom of the window.
Animator displays an alert box when you quit the program to
warn you about any unsaved changes.
21
T w 0
The Basics of
Creating a
Painting
This chapter provides an opportunity for you to experiment with some
of the basic painting features i n Animator. You will learn how to utilize
these features and also acquire some time-saving techniques.
If you quit Animator as recommended at the end of Chapter 1, you
will need to launch i t again before you can experiment with the pro
gram. Change to the directory containing the Animator files using the
cd\ command, then type aa and press Enter to launch the program.
After a moment, the Home window will appear on the screen .
Loading
. a Picture
Move the cursor over the word "Pie" in the menu bar to display the Pie
menu, as shown in Figure 2 .1. All commands in this menu affect still
images, or pictures. These commands are as follows:
Clear. Choose this command or press the X key to erase the cur
rent picture. The entire screen will become black (or some other
color if you've changed the key color).
23
Painting on the PC
24
2-The Basics of Creating a Painting
With the Pie menu displayed, position the cursor over the Files . . .
command and click to choose it. The Home panel and menu bar disap
pear and the Files panel displays in place of the Home panel, as in Fig
ure 2 . 2, which indicates that you are now i n the Files window. Notice
that the cursor still appears as a small white plus sign tracking the
movements of the mouse, and that the drawing area remains black in
the background. The cursor and drawing area are the two constants
which carry over from the Home window into all other windows in
Animator.
J[
- + - ))'-+- I F IFLIC
CTURE I J:::=::;;;:; F; O ::;T
;;; N ;: :: I !SETTINGSI
; =:
( LOAD J [ EX IT ) I CEL 11 POLYGON [I MASK
'
T h e Files Panel
The Files panel allows you to load, save, and delete files. Animator uses
many different kinds of files, which are discussed throughout this
book. For now, you will be loading a picture file.
Shown in Figure 2 . 3, the Files panel includes the following ele
ments:
Click the Files button to move the Files panel to a different loca
tion on the screen. Click again to display the panel in its new posi
tion.
25
Painting on the PC
The frame icons in the Like the frame icons in the Home panel, the frame icons in the
Files panel let you vie w Files panel allow you to play animation and view frames.
an animated sequence
so you can make sure Click the Load button or press the L key to select a picture to load
you 're opening the right into the drawing area.
file.
Click the Save button or press the S key to save the picture in the
drawing area to disk.
Click the Exit button, press the E key, or right-click in the drawing
area to hide the Files panel and return to the Home window.
Click the Delete key or press the D key to select a picture to delete
from a floppy disk or hard drive directory.
The file type buttons indicate the type of file you intend to load,
save, or delet e . The Picture button is highlighted currently,
allowing you to load a still image. Selecting any file type button
deselects all others.
The title bar of the file Click on the Load button or press the L key to load a picture file. The
selector panel displays Files panel will be replaced by the file selector panel, which provides a
the action to be taken.
list of picture files that can be loaded into the drawing are a . The title
You are precluded from
performing other actions.
bar at the top of the panel should read Load a Pi c t u re? as shown in
Figure 2 . 4 . Under different circumstances, it might read Save a Pi c-
26
2-The Basics of Creating a Painting
ture? or Delete a Picture?, since the title bar also appears when you
click the Save or Delete button in the Files panel.
In panels with title bars, The title bar of the file selector panel works like the Home button
click the title bar to in the Home panel. You can click on the title bar to move it to a new
move the panel up and
location in the drawing area. After you move the panel, you click again
down on the screen.
to fix it in place.
Other elements in the file selector panel are as follows:
The scrolling file list contains the names of all files in the current
directory (plus the names of any subdirectories under the current
directory) that match the current file type. For example, if the title
bar reads Load a Picture?, the scrolling list will contain picture
file names only.
The drive and directory buttons allow you to change drives and
directories.
The Fi le: option contains the name of the file currently selected
in the scrolling file list.
The Dir: option displays the current path. If you followed the
directions for installing Animator in Chapter 1, the path will read
c:\animator, indicating that you're currently in the Animator
directory on the C drive.
27
Painting on the PC
pear in the scrolling file list. If no file appears in this list, you may have
stored the sample Animator files on another drive or directory. Click a
drive button (A : , B : , C : , and so on) to search other floppy disks or hard
drive partitions. Click the button labeled to back up one current di
rectory to the drive or directory in which the current directory resides.
Or click the root directory button (\) to exit all subdirectories. The D i r :
option box will update the name o f the current path a s you change
drives and directories.
If you cannot locate any picture files ending in a . g i f extension,
you probably installed Animator incorrectly. Refer to Appendix A for
an explanation of the complete installation procedure.
To understand the file selector panel better, complete the follow
ing experiment:
You cannot select 1. Position the cursor inside the D i r : option box, then click. The
buttons or menus from thin vertical line inside the option box changes to a rectangle,
the keyboard when a
called a text entry marker. Any letters that you type now appear in
text entry marker
appears on the screen.
the Di r: option box.
2. Press the Backspace key. The marker moves to the left one charac
ter , deleting the r i n c : \animator. Pressing the Backspace key
with the text entry marker activated deletes individual charac
ters.
3 . Now press the Esc key. This clears the entire option box. The Esc
key deletes all characters in an option box containing a text entry
marker.
4. Type c : \ and press Enter. Notice that a text entry marker no
longer appears in the option box. Also, the scrolling list now item
izes the contents of the root directory of your C drive. Files with
.g i f extensions are not likely to be in the root directory, so only
directory names (preceded by \ 's) should appear in the list.
28
2-The Basics of Creating a Painting
6. Click on the word Dir:. You're back at the root directory. Click
again, and you'll see the previous path name reappear in the
option box. Clicking on Dir: toggles back and forth between the
current path and the most recently entered path name.
7. Now click on the word Wi Ldca rd:. The contents of the Wi Ldca rd:
option box change to*.*, which directs the scrolling list to display
all files in the current directory, regardless of their extensions.
Although many of the files in the list, such as AA. EXE, cannot be
opened in Animator, it's often helpful to view the entire contents
of a dir e ctory or drive.
8. To the left of the scrolling list is a scroll bar. Click on the down
arrow at the bottom of the scroll bar. The arrow becomes high
lighted, and the list scrolls downward one file name. You may
notice that the black box inside the scroll bar (called the scroll
box) shifts slightly downward. Click the down arrow a few more
times, paying special attention to the file nam es and the scroll
box. Then click the up arrow at the top of the scroll bar, and notice
that it has an opposite effect.
9. You can also click inside the empty gray areas above and below
the scroll box. If you click just under the scroll box, the list scrolls
down one entire display, such that the file name after the last
name in the list (prior to clic k ing) now becomes the first name in
the list. Likewise, clicking in the scroll bar above the scroll box
scrolls the list up an entire display.
10 . Now drag the black scroll box itself. The file names scroll up and
down as you drag. This is probably the most efficient method for
locating a file name in a long list.
Clicking on an option in 11. Click on the word Wi ldca rd: again, toggling the contents of the
the file selector panel option box back to *. g if. The scroll box grows to fill a larger por
toggles the contents of tion of the scroll bar since there are fewer files in the list. This is
the option box between
the current specification Animator's way of telling you that the number of files displayed
and an alternate one. represents a large percentage of the total number of files in the
list.
This may seem like a lot to remember just to locate a few files. But
you'll become proficient with the file selector panel in a surprisingly
short period of time.
Now scroll to the bottom of the list of picture file names and select
29
Painting on the PC
Painting a Picture
30
2-The Basics of Creating a Painting
If youcan't remember 1. Select the Box tool by clicking on the Box button in the Home
which buttons are ink panel. Make sure that Opaque is selected from the ink buttons.
buttons or where the
mini-palette is, refer to 2. Select light blue from the mini-palette. (Click in the leftmost of the
Figures 1.1and 1.10 in seven color boxes.)
the previous chapter.
3. Move the cursor to a spot above and to the left of the visor of the
astronaut's helmet. Click at this point to fix the location of one of
the rectangle's four corners.
4. A status line now appears at the top of the screen in place of the
standard menu bar. Move the cursor down and to the right until
the pair of numbers farthest to the right in the status line read 202
90, as shown i n Figure 2.6. Then click to fix the location of the
rectangle's opposite corner.
Figure 2.6 The status line displays the coordinates of the cursor
as you draw .
31
Painting on the PC
1. Sglect the Box tool if it is not alrgady sglgct9d. Sglgct thg Glass ink
button.
2. Draw a rectangle in the same location as before so that it covers
the astronaut's visor. The result will be another light blue rectan
gle. It will be transparent because you selected the Glass ink.
3. Press the Spacebar to hide the menu bar and Home panel and to
get a better view of your drawing.
4 . Right-click anywhere on the screen to redisplay the menu bar and
Home panel. (Be careful not to left-click in the drawing area, since
this would be interpreted by Animator as a new significant opera
tion!)
5. Display the Pie menu (by moving the cursor over the word "Pie"
in the menu b ar) and choose the Files . . . command. Now click on
the Load b utton in the Files panel.
6. Click on Wi Ldc ard : several times, toggling the option between
* - g i f and * * and back again.
7. Suppose you change your mind and decide not to load a new file
after all. Press the Spacebar twice to return to the Home window.
8. Click the Undo button. The rectangle disappears! Despite hiding
and displaying panels, choosing commands, and toggling options,
you haven't performed one significant operation since you drew
the rectangle. Since you didn't complete the Load operation, Ani
mator ignored the actions leading up to it.
32
2-The Basics of Creating a Painting
A fter you undo an 1. Click Undo again. The transparent rectangle reappears. In this
operation, you cannot instance, your last significant operation was to choose the Undo
undo the operation
command and delete the rectangle. Clicking the Undo button
before it.
twice redoes your previous operation, which was to draw the
transparent rectangle.
Double-click a file name 2. Choose the Files... command from the Pie menu. Click the Load
in the file selector panel button, then double-click on the portra i t . g i t file name in the
if you want to bypass scrolling list. Double-clicking on the file name to load it is the
the OK button when
performing file opera
same as selecting the file name and pressing Enter.
tions. 3. Press the Spacebar twice to hide all menus and panels and display
only the drawing area. Only a woman's face and the cursor appear
on the screen.
To undo an operation 4. Whoops! What were you thinking? You've loaded the wrong file,
without using the and now you want the astronaut back. Press the Backspace key,
mouse, press the
the keyboard equivalent of Undo, and the astronaut will reappear.
Backspace key.
Now that you've loaded a file-a significant operation-you can
no longer undo the blue rectangle you've drawn over the astro
naut's face.
Canceling a Drawing
The Undo button and Backspace key are only one of several ways to
correct a mistake in Animator. For example, Animator allows you to
abandon an image in the middle of creating it simply b y right-clicking.
Try the next example to see how this works:
1. With the Box tool selected, click in the center of the American flag
on the astronaut's shoulder.
2. Move the cursor around the screen. A rectangle with a dotted out
line follows its movements, tracking the size and shape of your
prospective rectangle.
3. Suppose you had wanted to surround the American flag with the
rectangle . By beginning the rectangle in the center of the flag
If you are creating an you've foiled your plans. This wasn't obvious to you at first, but
image with any tool that
requires two clicks to with the aid of the dotted rectangle, it is now. The only way to
complete its operation, surround the flag accurately is to start over.
simply right-click to 4. Now right-click. The dotted rectangle disappears, as does the sta
cancel the creation
tus bar. You have successfully canceled the process of creating an
process.
image with the Box tool.
33
Painting on the PC
Restoring a Picture
What if you make a really big mistake-not just creating an odd rectan
gle or loading the wrong file-but a mistake that entails several mouse
operations? The answer is the Restore command in the Pie menu.
The Restore command restores the drawing area to its appearance
when you entered this frame. This command may seem odd to some
experienced users, since it does not refer to the file as it was last saved.
Rather, it is linked to your use of the frame icons. The following example
demonstrates both how the command works and how it does not work:
1. Select the Draw tool along with the V Grad ink. This tool and ink
combination allows you to create free-form lines in a rainbow of
colors.
2. Click on the brush shape indicator in the top right corner of the
Home panel. This increases the thickness of the single-pixel brush
shape.
3. Press the Spacebar to give yourself a lot of room. Then go to town!
Draw by dragging the cursor across the screen. Create as many
images as you want, the more the better. Notice how your lines
fade from one color to another, as shown in Figure 2 . 7 .
34
2-The Basics of Creating a Painting
If you can 't remember 4. After you 've expressed yourself sufficiently, press the Spacebar to
how to display a menu display the menu bar and Home panel. Suppose you dislike what
or choose a command, you've drawn and want to start over with a clean astronaut. Using
refer to the Menu Bar
the mouse or keyboard, choose the Restore command from the Pie
discussion in Chapter 1.
menu.
5. O h no, the screen turned black! Not only did your lines disappear,
but so did the astronaut. This is because this frame was empty
initially. When you started working in Animator (many examples
ago), the screen was empty, j ust as it is now, and that's the last
image the Restore command remembers.
If you get an unexpected 6. Lu ckily, you can undo the Restore command by clicking the Undo
result by choosing button. In this case, it won't do much good since the screen was
Restore, press
such a mess. So reload the file and try again, this time preserving
Backspace or click the
Undo button.
an image you'll want to revert to in case of another crisis.
7. Choose the Files . . . command from the Pie menu and select the
Load button from the Files panel. Double-click o n the wa l k . g i t
file to reload it onto the screen. After the image loads, press the
Spacebar to return home.
8 . Click any of the frame icons, except the current frame indicator
(the gray box with a number in it). If you click the play button (the
one that looks like a double arrow), you'll have to right-click in
the drawing area to regain control of the screen: Animator is try
ing to play your single-frame animation sequence over and over
again.
9. No matter which frame icon you clicked, you instructed Anima
tor to leave frame number 1 and go to frame number 1. After all, a
picture file only has one frame. As soon as you left the frame, how
ever, Animator stored its image in a buffer on your hard disk . This
is the same buffer the Restore command uses when rebuilding
your screen, as you shall soon see.
10. Using the Draw tool, scribble all over the screen again. When it's
as messy as you would want it, choose the Restore command from
the Pie menu. Voila, the astronaut is restored to his original
appearance.
Click a frame icon before Used properly, the Restore command can be a powerful tool. Sup
embarking on a risky pose you want to perform a series of operations but you're uncertain
experiment to ensure
about the results. You might create a masterpiece, or you might create a
that the Restore
command will return the mess. By clicking a frame icon prior to your experiment, you provide
screen to the current yourself a safety net to which you can retreat simply by choosing the
image. Restore command.
35
Painting on the PC
1 . Click the Zoom button, located directly above the Undo button in
the Home panel.
2. The menu bar and Home panel disappear, replaced by a status bar
and a dotted rectangle called a marquee, as shown in Figure 2.8.
Only the portion of the drawing area inside the marquee will be
magnified.
3. Move the cursor. Nothing happens. Now click anywhere on the j
screen and move the cursor again. The marquee moves with the
cursor. Clicking instructs Animator to move the marquee accord
ing to your placement, allowing you to select the portion of your
artwork to be magnified.
The status bar is 4. As you move the marquee, watch the status bar at the top of the
generally useful only screen. The first pair of numbers (in parentheses) are the coordi
when you are zooming a
nates of the top left corner of your marquee, measured in pixels
very specific area of
your artwork. from the top left corner of the drawing area. The second pair of
numbers indicate the distance that you've moved the marquee. A
negative number indicates that you've moved up or to the left; a
positive number results from moving down or to the right.
5. After you position the marquee where you want it, click to com
plete the zoom operation. The area inside the marquee is magni-
36
2-The Basics of Creating a Painting
Figure 2.9 The drawing area magnified to twice its normal size.
31
Painting on the PC
The Draw tool is the 6. You can paint with any tool in a magnified view, but you will
most useful tool for probably find the Draw tool most useful for detail work. Select the
editing individual pixels Draw tool and Opaque ink. Also select white from the mini-pal
in a magnified view.
ette. Click inside the astronaut's helmet. A white dot appears
where you clicked. You have j ust edited a single pixel. Now drag
inside the helmet. See how you have more control in a magnified
view?
7. To return the view to normal size, click the Zoom button again .
38
2-The Basics of Creating a Painting
the marquee, and move it over the American flag on the astro
naut's shoulder.
4. Click to magnify the area inside the marquee. Notice that the pix
els are blown up to a large size, as shown in Figure 2 . 1 1 . Now paint
with the Draw tool.
You can change the 5. Right-click the Zoom tool again , displaying the zoom level
zoom level even when options. Select the Times 2 option. The drawing area changes
the drawing area Is
magnification immediately to twice normal view size.
already magnified.
6. Press the Z key again to return to normal view size.
Saving a Picture
You never know when something will go wrong with your computer. A
power surge or operation error could make Animator lock up or crash,
and you could lose a substantial amount of work. It's a good idea to save
your Animator file every fifteen minutes or so, not j ust when you've
finished working on it.
To save a painting, choose the Files . . . command from the Pie
menu, j ust as you did when you loaded your artwork. When the Files
panel appears, click the Save button or press the S key. The file selector
panel will appear, its title bar reading Save a P i c t u r e ? .
39
Painting on the PC
Overwritin g a File
Be careful when If you are simply updating a file, you will probably want to save it to
overwriting a file. You disk, using the same file name it had when it was loaded. In this case,
cannot undo a save
simply click the OK button or press Enter to initiate the save operation.
operation.
An alert box will appear, asking if you really want to overwrite the
current version of that file on disk, as shown in Figure 2.12. To over
write a file means to replace the old version of a file with a new version;
as a result, you can no longer access the information contained in the
old file. If there isn't information in the old file you'll want to access,
click the Yes button or press the Y key. If you don't want to overwrite
the file or you aren't sure, press the N key for No and return to the Files
panel. Then click the Save button and follow the directions for saving a
picture under a new name.
OVERWR I TE
c : ,A N I MATOR,WA L K . G I F
.
r YES ] f NO ,
--
Figure 2.12 The alert box asks you if you want to overwrite
an existing file on disk.
If you don't want to lose an old file in the process of saving a new one,
you must change the name in the F i L e : option of the file selector panel
prior to clicking the OK button. There are three ways to do this:
40
2-The Basics of Creating a Painting
When modifying a file Click in the F i L e : option box and modify the file name from the
name, do not change the keyboard. Pressing the Backspace key deletes individual letters
extension, and and pressing the Esc key deletes the entire file name. You can also
remember that file
names in DOS cannot use the left and right arrow keys to move the text entry marker
exceed eight characters. back and forth inside the option box.
Click on a different file name in the scrolling list to insert that
file's name in the Fi L e : option box. You can then modify the new
name or overwrite the file on disk currently using that name.
Clicking the + button is Click the + button to add a number to the file name as it is saved. If
the easiest way to save the file name already ends in a number, clicking the + button adds
a new version of a file 1 to the number as the file is saved.
without overwriting the
old version.
You probably don't want to overwrite the astronaut picture on
disk with the version you've been scribbling on, so click the + button.
The file selector panel will disappear while Animator writes the file to
disk. After a moment, the Files panel will reappear. Click the Save but
ton to redisplay the file selector, and scroll down to the end of the file
list. You'll see a new name at the bottom, wa L kO 1 g i f . If you clicked the
.
+ button again, Animator would save the file as wa L k02 . g i f , and so on.
To quit the program and take a break, right-click in the drawing
area to return home, then press the Q key to choose the Quit command.
When the alert box appears (erroneously informing you that you have
unsaved changes), press the Y key to select Yes and you will return to
DOS.
41
Painting on the PC
42
2-The Basics of Creating a Painting
43
T H R E E
Operating and
Modifying Tools
The previous chapter encouraged you to experiment with some of Ani
mator's painting features. Now that you've had some fun, it's time to
get down to business. Comprehensive information pertaining to Ani
mator's tools and inks is contained in this chapter. You should read it
carefully, because Animator's tool palette operates very differently
than those in other painting programs.
If you quit Animator as recommended at the end of the previous
chapter, you will need to launch it as described in Chapter 1 . If the
astronaut file from Chapter 2 was the last picture you worked on, the
astronaut will appear i n the drawing area after you launch Animator.
This is because Animator saves temporary files to your hard drive or
disk as you work, as described below.
45
Painting on the PC
same time by choosing the Reset command from the Flic menu. Choose
this com mand now. An alert box will appear, r eading Reset t o
defa u l t . f l x ? . This message refers t o a document residing in the same
directory as the Animator program. The DEFAULT.FLX file contains
information about the default s ettings for the Home window as well as
for other windows and panels throughout Animator. Click the Yes but
ton or press the Y key to complete the command.
Whereas the Clear The drawing area will appear black and the Home panel will dis
command merely erases play its original settings, as shown in Figure 3 . 1 . Original settings in
the current drawing area,
clude: the Draw tool and Opaque ink are highlighted; the cluster bar
the Reset command
clears the drawing area
contains a rainbow of colors; the Zoom button is not highlighted (indi
and resets all panels. cating that the drawing area is not magnified).
If your window looks exactly like Figure 3.1, skip to the Using the Origi
nal Tools section. If your settings don't match those in the figure, it is
because you, or someone else with access to the program, have changed
the contents of the DEFAULT. FLX file using the Configure . . . command
in the Extra menu, which is described in Appendix A. To restore the
DEFAULT.FLX file to its original settings, complete the following steps:
46
3-0perating and Modifying Tools
Deleting the Because you deleted the DEFAULT.FLX file, Animator was forced
DEFAUL T. FLX file from to reset the window to its original default settings. You do not need to
the Animator directory
do anything to save these settings. Animator will automatically create a
allows you to restore the
original default settings.
new DEFAULT.FLX file containing the default settings.
The six tools currently displayed in the Home panel are the Draw, Box,
Poly, Text, Spray, and Fill tools. You experimented briefly with both
the Draw tool and the Box tool in Chapter 2. In the next example you'll
experiment with all six tools:
1. The Draw tool is currently selected. Select the light green color
from the mini-palette. By dragging inside the drawing area, draw a
rough oval shape as shown in Figure 3.2. Make sure that the oval
is complete; there should be no breaks in its outline.
If you make any 2. Select the Box tool and the white color from the mini-palette. Cre
mistakes using one of ate two rectangles toward the top of the oval, as shown in Figure
the tools, click the Undo
3 . 3 . The two rectangles represent a pair of glasses on a face.
button or press
Backspace, then try 3 . Select the Draw tool and draw a small bridge between the two
again rectangles, completing the pair of glasses.
4. Now select the Poly tool, which allows you to create a polygon, a
name given to any shape with multiple straight sides. Also select
orange from the mini-palette. Click with the cursor at about the
middle of the bottom side of the left rectangle. Now move the cur
sor upward to j ust below the bridge of the glasses and click again.
Notice that an orange line connects your two click points.
47
Painting on the PC
Figure 3.3 Create two white squares with the Box tool.
48
3-0perating and Modifying Tools
Click with the Poly tool 5. Move the cursor and click at each of the other corner points
to establish each comer shown in Figure 3.4. After clicking at the last point (identified in
of a polygon, then right the figure by the cursor) , right-click. The polygon fills with
click to fill it.
orange, indicating that the shape is finished. This shape repre
sents a bird's be ak.
Figure 3.4 Click at each corner of the beak with the Poly tool.
6. Select the Fill tool , which is used to fill an outlined area with a
selected color. Select blue from the mini-palette. Click anywhere
in the black area inside the green oval. The entire shape fills with
blue. If the background outside the shape fills with blue as well ,
there is a break in the outline of your oval. Press Backspace to
undo the fill, use the Draw tool to repair the break in the outline,
then fill the shape again.
7. Click inside any other areas that should be colored blue. For
exampl e, there is probably a small pocket of black between the
bridge of the glasses and the beak. Click inside this area to fill it.
8. Select the Spray tool and the light green mini-palette color. The
Spray tool acts like an airbrush, creating a spray of loose pixels as
you drag the cursor across the screen. Drag in an area above the
bird's head to create outrageous plumage, as shown in Figure 3 . 5 .
Don't worry i f some of i t goes behind the menu bar.
49
Painting on the PC
" Figure 3.5 Give the bird some plumage with the Spray tool.
9. Finally, select the Text tool. Select white as the test color. To oper
ate this tool, you first draw a box to delimit the amount of space
that the text can occupy in the drawing area. Click with the cur
sor about an inch below the Trace menu. A status bar will display
in place of the menu bar. Move the cursor down and to the right
until the pair of numbers inside the parentheses read 75 30, which
is the distance in pixels from the top left corner of the text box to
the lower right corner. Click at this point.
When the text entry 1 0. The Home panel disappears and a white rectangle with a text
marker appears inside a entry marker appears in the drawing area. Type the following: Be
text box, any letters that
on t h e lookout f o r t h i s b i rd ! As shown in Figure 3.6, the type
you type will appear
on-screen.
au tomati c ally wraps to fit inside the text box.
11. Position the cursor inside the text box and click. Now move the
mouse; note that the text box moves with it. Click again to set the
text box down at its new location.
1 Click with the c urs o r outside the text box. The text box disap-
50
3-0perating and Modifying Tools
:e : r1 -.e
.
51
Painting on the PC
You may also recall that clicking on the brush shape indicator (the
small dot in the upper right corner of the Home panel) toggles between
a single-pixel brush and a brush 4-pixels thick.
Right-click the brush You can select additional brush sizes by right-clicking the brush
shape indicator to shape indicator. You can set the brush shape to any size from a single
reduce or enlarge the
pixel to 11 pixels wide.
weight of future lines by
single-pixel increments.
Try the following example to learn more about the brush shape:
1. Select the Draw tool. Click in the key color indicator (to the left of
the mini-palette) to select black as the current color.
To toggle the brush 2. Press the B key to toggle the thicker brush shape. Pressing the B
shape without using the key is the same as die.ki ng the brush shape indicator.
mouse, press the B key.
3. Draw a smile on the bird's beak as shown in Figure 3 . 8.
4. Right-click o n the brush shape indicator. Animator displays a
slider bar labeled Set brush s i ze, as shown in Figure 3.9. You
adjust the slider bar much as you would a scroll bar. Click the left
arrow to reduce the brush shape one pixel; click the right arrow to
enlarge the brush shape one pixel. As the black slider box scoots
back and forth, the number inside it changes to reflect the size of
the current brush in pixels. You can also drag the slider box to
resize the brush shape. If you click on an empty portion of the
slider bar, the slider box moves to that spot. Using any of these
52
3-0perating and Modifying Tools
methods, move the slider box so that it reads 7, then press the
Spacebar to hide the slider bar.
Figure 3.8 Draw a smile on the bird using a thick brush shape.
53
Painting on the PC
Of the six original tools, 5. With the Draw tool, click inside each of the white squares to give
the brush shape affects the bird eyes.
only the Draw tool and
the Spray tool, but you 6. The brush shape also affects the Spray tool. Select the Spray tool
can modify the tools so and the Glass ink. Also select the color blue from the mini-palette.
that the Box and Poly Press the Spacebar to hide the menu bar and Home panel so that
tool are also affected. you can view the entire drawing area. Drag around the edges of
the drawing area to create a soft border for your painting, as
shown in Figure 3.10. Notice that the cursor sprays giant blobs of
Using the Spray tool
with a heavy brush
deep blue as you drag. Since the Glass ink is transparent, the black
shape creates giant background shows through the blue, creating a very dark color. If
blobs of color. You can you want some lighter shades, click on areas that have already
easily overwhelm your been painted.
painting if you also use
the Opaque ink.
7. Press the Space bar to redisplay the menu bar and Home panel.
At this point, you may want to save your bird picture under the
file name b i rd . g i f . If you have forgotten how to save a painting, refer
to the directions at the end of Chapter 2.
If Animator limited you to the six tools currently in the Home panel,
with only the brush shape as a modifier, your painting capabilities
would be severely handicapped. In fact, Animator offers 22 tools, each
of which can be modified in several ways. This array of tools multiplies
your capabilities dramatically.
The Home panel contains six tool slots, into which you can plug
any of Animator's 22 tools. To use a tool not currently displayed, you
have to unplug one of the current tools, since only a single tool can
occupy a slot.
To access other tools or modify an existing tool, right-click a tool
slot. For example, right-click the Box tool. The Drawing Tools panel
will appear with the Box tool highlighted, as shown in Figure 3 . 1 1 .
The Drawing Tools panel i s divided into the following sections,
which are labeled in Figure 3 . 1 1 :
The tool slots display the six tools a s they appear i n the Home
panel. The current tool is highlighted. You can select a different
tool slot by clicking on it.
The scrolling tool list contains the names of all 22 Animator tools.
Clicking on a tool name inserts that tool in the highlighted tool
slot and in the Home panel.
54
3-0perating and Modifying Tools
Figure 3.10 Spray around the edges of the picture using the Glass
ink and a heavy brush shape.
Tool slots
. r
1 '
"c:
-. " -5
ORA-I ING TOOLS
- -..
I
CRAW l PO LY ' TEXT ). . .
OR I Z . I. SPRFIY '( F I L L . D escnpt1on box
EDGE
FI LL
F I L LTO
The description box explains how the current tool works. If you
select a different tool in th e tool slots or the scrolling tool list, the
55
Painting on the PC
Modifying a Tool
To learn how the modification options work, complete the following
example, which demonstrates how to modify the operation of the Box
tool:
1. Return to the Home panel by pressing the Spacebar. Using the Box
tool, create a rectangle around the text in the drawing area. To
accomplish this: click above and to the left of the text, move the
cursor to the opposite cor ne r then click again to create the shape.
,
56
3-0perating and Modifying Tools
Box tool. By modifying the Box tool, however, you can bolster the
brush shape 's influence.
3. Right-click the B o x tool to display the Drawing Tools panel. Notice
the two modification options for this tool: the Filled button and
the 2 Color button. Currently, the Box tool is set to create filled
rectangles (rectangles with colored interiors). Click the Filled but
ton to deactivate it. Now your rectangles will have no interiors,
only colored borders.
When the Filled button 4 . Press the Spacebar to return home. Notice that the F button in the
is not selected, a lower right corner of the Home panel is no longer highlighted,
rectangle has an outline
indicating that the fill function is turned off. Select lavender (light
whose weight is deter
mined by the brush purple) from the mini-palette. Redraw the rectangle, tracing the
shape. transparent blue shape as closely as possible. The finished shape
has a heavy outline, in accordance with the brush shape, but no
fill. Since the outline is transparent, you can see that some of the
width of the outline overlaps the blue shape and some extends
outside its boundaries. This is an indication that the blue rectan
gle was assigned no outline.
The 2 Color button 5 . To create a rectangle that has both fill and an outlin e , you must
produces an effect only select the 2 Color button. Right-click the Box tool to display the
if the Filled button is
Drawing Tools panel and click on both the Filled and 2 Color but
also highlighted.
tons.
When the 2 Color button 6. Press the Spacebar to return home. Trace each of the two rectan
is selected, any shape gles that make up the lenses of the bird's glasses. You will create
you create will be filled
two new shapes that have lavender fills and white outlines, as
with the current color
and outlined with the
shown in Figure 3 . 1 3 . How do you specify the color of the outline?
rightmost color in the Animator always uses the rightmost color in the mini-palette-in
mini-palette. this case white-for the outline of a two-color shape.
You can also select and The Filled and 2 Color buttons are common to all of Animator's
deselect the Filled shape tools. These tools include Box, Circl e , Oval, Petal, Poly, RPoly,
button using the Filled
Shape, Spline, and Star. Selecting or deselecting either button for one
(F) mode button in the
Home panel. tool selects or deselects it for all other tools as well. For example, if you
select the 2 Color button for the Box tool, you will discover that it is also
selected in the modification options of the Circle tool, the Oval tool,
and so on.
Tool Descriptions
This section explains how to operate and modify every tool in Anima
tor. The tools are listed in alphabetical order. You should read through
57
Painting on the PC
Figure 3.13 Trace the bird's glasses using the Box tool with the 2
Color button selected.
the tool descriptions at least once to learn how each tool works, al
though some of the descriptions repeat information you already know.
After you have had time to experiment with the tools, you can use this
section as a reference guide.
You can cancel the Operation: Click in the drawing area to fix the location of the first
creation of a rectangle corner in a rectangle. The menu bar is replaced by a
by right-clicking before status bar containing coordinate information for this
you locate the opposite
corner point. rectangle. The coordinate information is updated as
you move the cursor. A dotted rectangle shows the
dimensions of the shape. Move the cursor to establish
the size of the rectangle, then click to fix the location of
the opposite corner. The completed rectangle now
appears filled or outlined, in accordance with the mod
ification options, and the menu bar reappears.
Status bar: When you establish the opposite corner point of a rec
tangle, three pairs of numbers appear in the status bar.
The first pair represents the location of the first corner
58
3-0perating and Modifying Tools
When the 2 Color button Modification: The only modification options are the Filled and 2
is selected, the color of Color buttons. When the Filled button is not high
a shape 's outline
lighted-whether or not the 2 Color b utton is high
depends on the current
ink. Many inks ignore lighted-you will create a shape wi th no fill and with
the outline completely. an outline as heavy as the brush shape and colored in
the current ink. When the Filled button is highlighted
and the 2 Color button is not, you will create a shape
filled with the current ink and with no outline.
When both the Filled and 2 Color buttons are
highlighted, you will create a shape filled with the cur
rent ink and outlined in the current brush shape using
a second inking technique. If the current ink is Add,
Glass, Glaze, Opaque, and XOR, the outline is inked
with the rightmost color in the mini-palette. If the ink
is H Grad, L Grad, R Grad, or V Grad, an alternate gra
dation effect is used to distinguish the outline. No dis
tinction is made between the colors of the outline and
the fill if the ink is Bright, Close, Dark, Emboss, Glow,
Gray, Hollow, Jumble , Pul l , S crape, Smear, Soften,
Spark, Split, Sweep, Tile, or Unzag.
Use: You can use the Box tool to:
Surround text with a rectangular border.
Create geometric sketches.
Create rectangular or cityscape backgrounds for text
and other images.
Fill large areas with color.
Create rectangular color overlays when you use it i n
combination with the Glass ink.
Erase images when you use it i n combination with
the key color and the Opaque ink.
59
Painting on the PC
60
3-0perating and Modifying Tools
For best results, use the paintbrush. When you draw slowly, the line appears as
Drizzle tool in combi heavy as the current brush shape. When you draw
nation with a brush
quickly, the line becomes thinner, sometimes as thin as
shape at least four
points thick. a single pixel, as shown in Figure 3 . 1 5 . Thick brush
shapes produce the most dramatic effects.
A line drawn with the Drizzle tool is colored in
the current ink.
Modification: There are no modification options for the Drizzle tool.
Use: Like the Draw tool, the Drizzle tool is a useful drawing
tool . You can use the Drizzle tool to:
Create lines in a calligraphic style.
Draw natural images, such as a river.
Create smoke or clouds when you use it in combina
tion with the Glass ink.
Trail off images to indicate motion in an animated
sequence.
61
Painting on the PC
Figure 3.15 A line created with the Drizzle tool and a 1 0-pixel,
or 10-point, brush shape.
Figure 3.16 Clicking on an image with the Edge tool outlines all
areas that have the same color as that image.
62
3-0perating and Modifyng
i Tools
The brush shape does thin outline in the current ink. In Figure 3 . 1 6, all the
not affect the weight of rectangles are the same color. If you click on one of the
the outline created with
rectangles with the Edge tool, the current ink outlines
the Edge tool.
every point at which that rectangle meets an image of a
different color.
Modification : There are no modification options for the Edge tool.
Use: The Edge tool is powerful but limited in scope. You can
use the Edge tool to:
Separate images from one other in a cluttered pic
ture.
Make an image heavier by surrounding i t with a
matching color.
C reate highlights around i mages to convey the
appearance of back-lighting.
Outline large type.
You can cancel filling Operation: Click on the boundary of the area that you want to fill.
the area inside a Then click inside the boundary to begin the fill. The
boundary by right-
entire area within a single-color boundary will be filled
clicking before you click
inside the boundary. with the current ink, even if that means filling areas of
different colors. Note that a boundary can be noncon
tinuous. Figures 3 . 1 7 and 3 . 1 8 show before and after
shots of using the Fillto tool.
Modification: There are no modification options for the Fillto too1.
63
Painting on the PC
Figure 3.17 First click with the Fillto tool on the boundary of the
area you want t o fill.
AN I MATOR: F L. I C P IC
Figure 3.18 Then click inside the boundary and the entire area
will be filled with the current ink.
64
3-0perating and Modifying Tools
Use: The Fillto tool is the Fill tool's more powerful relation.
You can use it to perform any of the Fill tool's functions
and to:
Erase areas inside an image.
Tint a portion of the drawing area when you use i t in
combination with the Glass ink.
Reapply a gradation to the interior of an image, or
delete a gradient fill.
Figure 3.19 The word was drawn with a 2-point brush shape and
the R Grad ink. The line underneath was drawn with a thicker
brush shape.
65
Painting on the PC
You can cancel the Operation: Click in the drawing area to fix the location of the first
creation of a straight endpoint in a straight line. The menu bar is replaced by
line by right-clicking
a status bar, which contains coordinate information
before you establish the
second endpoint. about your straight line, as shown in Figure 3.20. The
coordinate information is updated as you move the cur
sor. Also as you move the cursor, a thin line increases
in length and changes direction, depending on the
proximity of the cursor to the endpoint. Once the line
is the correct length and angle, click to fix it in place.
The weight of th e completed line corresponds to the
current brush shape. The menu bar now reappears.
< 59 1 34 > WID 1 87 HGT 94 < 245 41) DEG 63 RAD 207
66
3-0perating and Modifying Tools
Status bar: After you establish the first end point of a line, four
pairs of numbers appear in the status bar. The first pair
(in parentheses) represents the location of the first end
point of the straight line (the point at which you have
already clicked) , as measured from the top left corner
of the drawing area. The second pair represents the
dimensions of an imaginary rectangle, drawn from the
first endpoint of the rectangle to the current cursor
location. The third pair (in parentheses) represents the
location of the second endpoint of the line (the current
cursor location) as measured from the top left corner of
the drawing area. The fourth pair includes the angle of
the straight line, as measured in degrees (counterclock
wise from 3 o'clock), and the length (or radius) of the
line from endpoint to endpoint.
All measurements, except the angle, are in screen
pixels.
Modification: There are no modification options for the Line tool.
Use: You can use the Line tool to:
Emphasize text with an underline.
Insert rules between lines of text to make them more
legible and more visually interesting.
Label an image by drawing a line from the image t o a
block of text.
Create geometric sketches.
Connect images with straight lines.
Operation: This tool is used to move images from one area of the
drawing area to another. You specify the portion of the
drawing area that you want to move by drawing a mar
quee around it.
You can cancel the Click in the drawing area to fix the location of the
movement of an image first corner of the marquee. The menu bar is replaced
by right-clicking any by a status bar, which contains coordinate information
time after you first click
with the Move tool. about your marquee, as shown in Figure 3 . 2 1 . The
coordinate information is updated as you move the cur
sor. A dotted rectangle indicates the dimensions of the
marquee. Move the cursor so that the marquee sur-
67
Painting on the PC
Figure 3.21 Surround the portion of the drawing area that you
want to move with a marquee.
68
3-0perating and Modifying Tools
Figure 3.22 Portions of the marquee i n the key color will appear
clear when moved because the K mode button is highlighted.
69
Painting on the PC
Figure 3.23 The initial circle created with the Oval tool is
stretched and rotated into an oval.
faces.
Create three-dimensional ellipses when you use it in
combination with the R Grad ink and other gradient
inks.
Establish a tweenable shape for animation purposes.
See Chapter 10 for more information.
Operation: Click in the drawing area to fix the location of the cen
ter of a symmetrical flower. As you move the cursor, an
70
3-0perating and Modifying Tools
You can cancel the outlined flower expands or contracts, depending on the
creation of a flower by proximity of the cursor to the center point, as shown in
right-clicking after you
Figure 3 . 24 . Once the flower is the correct size, click to
establish the center
fix it in place. The completed flower appears filled or
point.
outlined, in accordance with the modification options.
Modification: The first two modification options are the Filled and 2
Color buttons. Refer to The Box Tool description for an
explanation of these options.
Animator displays the second pair of options as
slider bars, as shown in Figure 3 . 2 5 . By moving the
slider box inside the Inner Radius Ratio slider bar, you
can set the ratio between two distances: the distance
from the center of the flower to the intersection of any
two petals, and the distance from the center to the out
side tip of any petal. A small ratio makes for elongated
petals while a large ratio makes for a less articulated
flower, as shown in Figure 3 . 2 6. The ratio can vary
between 0 (petals only) and 100 (a circle).
By moving the slider box inside the Points slider
bar, you can determine the number of petals in the
flower. The number of petals can range from 3 to 3 2 .
71
Painting on the PC
72
3-0perating and Modifying Tools
The only way to cancel Opera ti o n : An irregular polygon is an unsymmetrical shape with
an irregular polygon is any number of straight sides. Click in the drawing area
to complete it, then
to fix the location of the first corner point in the poly
press Backspace to
undo
gon. As you move the cursor, a thin line increases in
length and changes direction, depending on the prox
imity of the cursor to the point. Once this first line is
the correct length and angle, click to establish a second
corner point. Now as you move the cursor, two straight
lines track your movements. Continue to click to estab
lish additional corner points and straight lines. After
creating the last corner point, right-click to fix the
shape in place. The completed polygon appears filled or
outlined, in accordance with the modification options.
If the sides of an irregular polygon overlap, as in
the case of a five-pointed star, the enclosed areas will
be treated as if outside the shape, and will not be filled,
even if the Filled button is highlighted. Create a five
pointed star to observe this.
Modification: The first two modification options are the Filled and 2
Color buttons, which are common to all shape tools.
Refer to The Box Tool description for an explanation of
these options.
To see the effect of Another modification option is the Closed button.
selecting the Closed When highlighted, this button ensures that all
button, you must
polygons are closed shapes. The first point and last
deselect the Filled
button. point are always connected by a straight line. If the but
ton is not highlighted, you can create an open polygon,
in which the first and last points are not connected.
The Closed button is common to the Irregular
Polygon and Spline tools. Selecting or deselecting it for
one tool selects or deselects it for the others as well.
The remaining modification options are the
Reuse, Tween, and Files buttons. These buttons do not
work by changi ng the effect of a tool. Therefore, they
do not appear highlighted when selected; rather, they
produce an immediate effect.
13
Painting on the PC
14
3-0perating and Modifying Tools
15
Painting on the PC
J F I L LE'.D ,
l ;;:: CO Le.R: . l JJ . 18.
l-i+
-
'
76
3-0perating and Modifying Tools
. MOVE
OVA L
PETA L
P O L\"
RPO LV
SEP .
::::> I NG LE BOXEO
SHAPE
I RA L C LUSTER
NEFiF.: T.HF.:ESHO LO
L I NE NEAR:
RAY l+-I m 11
Figure 3.30 The modification options for the Separate tool.
11
Painting on the PC
78
3-0perating and Modifying Tools
Opera tion: Drag in the drawing area to create the outline of a free
form shape. Drag as if you were drawing with the Draw
tool . After you release the mouse button, the com
pleted shape appears filled or outlined, in accordance
with the modification options.
If the sides of a free -form shape overlap, all
enclosed areas are treated as outside the shape, and are
not filled, even if the Filled button is highlighted.
Modification: The only modification options are the Filled and 2
Color buttons. Refer to The Box Tool description for an
explanation of these options.
Use: The Shape tool is basically a free-form version of the
Poly tool. You can use the Shape tool to:
Draw or sketch images, with no restriction on the
shape of the images.
Add finishing touches to existing images.
Erase images when you use it i n combination with
the key color and the Opaque ink.
Establish a tweenable shape for animation purposes.
See Chapter 10 for more information.
Operation: The Spiral tool is used to create curved lines. You first
create a straight line, then you bend it.
You can cancel the Click in the drawing area to fix the location of the
creation of a straight first endpoint i n a straight line. The menu bar is
line by right-clicking
replaced by a status bar, which contains coordinate
before you establish the
opposite endpoint. information about the straight l in e . As you move the
cursor, the coordinate information is updated. Also as
you move the cursor, a thin line increases i n length and
changes direction, depending on the proximity of the
cursor to the endpoint. Once the line is the correct
length and angle, click to fix the location of the second
endpoint. The line now changes to a dotted line which
be nds according to the movement of the cursor, as
shown i n Figure 3 . 3 1 . The s tatus bar displays the
degree of arc produced by the line. When you are satis-
79
Painting on the PC
Status bar: The status bar that appears when you first click with
the Spiral tool is identical to the status bar that appears
when you create a straight line. Refer to The Line Tool
description for an explanation of this status bar.
Modification: There are no modification options for the Spiral tool.
Use: The Spiral tool is basically a curved version of the Line
tool. You can use the Spiral tool to:
Emphasize text with a curved underline.
Label an image by drawing a curved line from the
image to a block of text.
Connect ima ges with curved lines.
Piece together precise curving images as if you were
using a traditional French curve.
80
3-0perating and Modifying Tools
The only way to cancel a Operation : A spline curve is an unsymmetrical shape with any
spline curve is to number of curved sides. Click in the drawing area to fix
complete the shape,
the location of the first point in the spline curve . As you
then press Backspace to
undo. move the cursor, a thin line increases in length and
changes direction, depending on the proximity of the
cursor to the point. Once this first line is the correct
length and angle, click to establish a second point. Now
as you move the cursor, two lines bow out from these
points to track your movements. Continue to click to
establish additional points and curved lines. After
establishing the last point, right-click to fix the shape in
place. The completed spline curve appears filled or
outlined, in accordance with the modification options.
If the sides of a spline curve overlap, all enclosed
areas are treated as outside the shape, and are not
filled, even if the Filled button is highlighted.
Modification: The modification options include the Filled and 2 Color
buttons, which are common to all shape tools . Refer to
The Box Tool description for an explanation of these
options. Like the Poly tool, the Spline tool is also
equipped with Closed, Reuse, and Tween buttons.
Refer to The Poly (or Irregular Polygon) Tool description
for more information about these options.
A tension setting below The remaining modification options are displayed
-6 or above 7 tends to as slider bars. The Tension slider bar (labeled Tens)
produce excessive
determines the curvature of lines. A tension of 5 is no
curves which are difficult
to control. curvature at all. A tension of -3 produces circular
curves. Tensions above 5 force lines to curve backward
on top of themselves, as demonstrated by the first
shape in Figure 3.33. Tensions less than -3 force lines
to curve well beyond their established points, as dem
onstrated by the second shape in Figure 3 .33 (the points
of which were displayed by clicking the Reuse button).
The Continuity slider bar (labeled Cont) controls
the angle at which all lines in a spline curve exit and
enter their points. A positive continuity forces lines to
bulge out from their points, as demonstrated by the first
shape in Figure 3 . 34. A negative setting forces lines to
collapse inward, as demonstrated by the second shape
in Figure 3.34.
81
Painting on the PC
Figure 3.33 Two spline curves, one created with the tension set
to 10, the other created with the tension set to -8.
82
3-0perating and Modifying Tools
Figure 3.34 Two spline curves, one created with the continuity
set to 1 2 , the other created with the continuit y set to -1 2.
83
Painting on the PC
You can achieve Operation : Drag in the drawing area to create a free-form spray of
spectacular results using loose pixels. Drag as if you were painting with a tradi
the Spray tool when you
tional airbrush. When you draw slowly, the spray is
use it in combination
with the mask options, saturated. When you draw quickly, the spray is airy.
described in Chapter 6. The size and speed of the Spray tool can be adjusted
using the modification options. The size of individual
dots of spray is determined by the current brush shape.
Modification; The two options for the Spray tool are displayed as
slider bars, as shown in Figure 3 . 3 5 . By moving the
slider box inside the Air Speed slider bar, you can
determine how fast the Spray tool covers pixels as you
draw. This slider bar can be set between 1 and 1 00. The
Spray Width slider bar controls the diameter of the cir
cular boundary of the spray, measured in pixels. This
slider bar can be set as high as 3 2 0 pixels, a diameter
wide enough to spray the entire drawing area at once.
84
3-0perating and Modifying Tools
Use: Like the Drizzle tool, the Spray tool is a unique special
effects device. You can use the Spray tool to:
Create realistic shading effects.
Create a background of stars or city lights quickly
after setting the Spray Width slider b ar to 320 pixels.
Create smoke or clouds.
Trail off images to indicate motion in an animated
sequence.
You can cancel the Operati on: Click in the drawing area to fix the location of the cen
creation of a star by ter of a symmetrical star. As .you move the cursor, an
right-clicking after you
outlined star expands or contracts, depending on the
establish the center
point.
proximity of the cursor to the center point, as shown in
Figure 3 . 3 6. Once the star is the correct size, click to fix
it in place. The completed star appears filled or out
lined, in accordance with the modification options.
Modification : The first two modification options are the Filled and 2
Color buttons. Refer to The Box Tool description for an
85
Painting on the PC
For best results, vary Operation: Drag in the drawing area to create a free-form, dotted
your speed from fast to line. The distance between each dot depends on how
slow as you draw with
fast you move the cursor. When you draw slowly, the
the Streak tool.
line appears solid, as if it were created with the Draw
tool. When you draw quickly, the line becomes broken,
as shown in Figure 3.37. The dots which constitute a
line drawn with the Streak tool are the size of the brush
shape and colored in the current ink.
Figure 3.37 A line created with the Streak tool and a 7-point
brush shape.
86
3-0perating and Modifying Tools
Operation: The Text tool is used to create type in the drawing area.
First you create a box to hold the type, then you enter
the text from the keyboard. Click in the drawing area to
fix the location of the first corner of the text box. The
menu bar is replaced by a status bar containing coordi
nate information about the text box. The coordinate
information is updated as you move the cursor. A rec
tangle indicates the dimensions of the shape. Move the
cursor to determine the size of the text box, then click
to fix the location of the opposite corner. The com
pleted text box now appears with a text entry marker;
whatever you type will appear in the drawing area.
After you fill up the length of the text block, the text
entry marker drops down, or wraps, to the next line
and the text continues there. If you enter text past the
last line in the text box, the text in the box scrolls up
and the first line of text becomes hidden (but not lost) .
You can m o ve the text entry marker, scroll text,
or edit text by pressing the following keys:
The right or left arrow key moves the marker for
ward or backward one character.
The Home or End key moves the marker to the
beginning or end of a line.
The up or down arrow key moves the marker up or
down one line of type. You can also force the text to
scroll up or down if the type exce eds the limits of the
text box.
The Page Up or Page Down key scrolls the marker up
87
Painting on the PC
88
3-0perating and Modifying Tools
$'./STEM
89
Painting, on the PC
arc
li 3 6
p1
w o < t e - 1lt
1\lll\'2 LI decl)24
orc p
.
d etC> 48 t3 6
s u p b a l2 2 p o st 5 4
]?lo cl<2 0 s u p b a l3 2
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WI n dy 1 8 ve l ve t 1 4 hl1 i 11 r1 1 1
Figure 3.39 The 1 8 fonts included with Animator.
Choosing the Reset command from the Flic menu resets all
options, buttons, and colors, as well as the contents of the drawing
area, to the settings stored in a file named DEFAULT.FLX . If you
saved a new DEFAULT.FLX file, you can revert to Animator's orig
inal settings by deleting the DEFAULT. FLX file from the directory
containing the Animator program and choosing the Reset com
mand again.
Click in the drawing area with the Irregular Polygon (or Poly) tool
selected to establish the corners in an unsymmetrical shape with
multiple straight sides. Right-click to secure the shape in the
drawing area.
The spray tool creates loose dots the thickness of the current
brush shape.
90
3-0perating and Modifying Tools
You must draw a box with a Text tool before you can type in the
drawing area. While the text box is displayed, click on it to move
it, or click outside it to resize it. After you finish typing, right-click
to secure the type in the drawing area and hide the text box.
Right-click the brush shape indicator to display a slider bar. Drag
the slider box left or right to reduce or enlarge the brush shape in
one-pixel increments.
Right-click any tool slot to display the Drawing Tools panel. You
can then select one of 22 tools to display in the Home panel and
modify the performance of any tool.
The brush shape affects the weight of o utlines created by any
shape tool (such as the Box or Poly tool) only when the Fill b u tton
is not highlighted or when the 2 Color button is highlighted.
The Box, Circle, Oval, Petal, Poly, RPoly, Shape, Spline, and Star
tools are known generically as shape tools. They all offer Filled
and 2 Color buttons, used to control the fill and outline of shapes.
The setting of each b utton applies to all shape tools.
If you don't understand how to use a certain tool or what purpose
a specific modification option serves, refer to the tool descriptions
contained in this chapter.
91
F 0 u R
Using and
Modifying Inks
The previous chapter described how to use Animator's 22 tools to paint
images inside the drawing area. This chapter describes the second part
of the drawing formula, inks, which determine how colors are applied
by the current tool. A knowledge of tools and inks combined provides
the solid foundation necessary for fully understanding Animator.
Before you read on, make sure Animator has been launched and
that the Home panel is displayed on the screen. If you have been exper
imenting with various tools discussed in Chapter 3, choose the Reset
command from the Flic menu to restore Animator to its original set
tings.
1. First load the WALK.GIF file into the drawing area. To accomplish
this, first choose the Files . . . command from the Pie menu. Next,
click the Load button i n the Files panel , then double-click
wa l k . g i f in the scrolling file list. After the astronaut appears in
the drawing area, press the Spacebar to return home.
93
Painting on the PC
2 . Move the cursor over the word " Swap" in the menu bar. The
Swap m enu appears, as shown in Figure 4 . 1 . All commands
except the Clip command are dimmed.
3. Choose the Clip command b y clicking on it. The screen will flash
briefly, but there will be no other effect. The contents of the dr aw
ing area have been stored, or clipped, to a special portion of com
puter memory, called the swap buffer. You might think of the
swap buffer as a scratch pad - for storing sketches or information
that you intend to use in more than one painting.
The Reset command 4. Choose the Restore command from the Pie menu. The Home
also resets the frame window is now returned to its original settings, even though you
buffer, which is used by
never clicked a frame button to save those settings. When you
the Restore command.
(The frame buffer is chose the Reset command at the beginning of this chapter,
independent of the swap . you also reset the frame buffer used by the Restore command. The
buffer.) frame buffer is independent of the swap buffer.
5. The astronaut no longer appears in the drawing area, but he still
exists in the swap b uffer. To prove this, click on the brush shape
indicator to toggle to the thicker brush shape, then s e lect the
Scrape ink. Now scribble in the drawing area. As you draw, you
reveal portions of the swap screen, as shown in Figure 4.2.
94
4-Using and Modifying Inks
Notice that the colors of the astronaut appear slightly off when
using the Scrape ink. This i s not due to the ink or the swap buffer, but a
result of changing the color palette when you chose the Restore com
mand. See the next chapter for complete color information.
Once you choose the Clip. Choose this command, or press the S key followed by the C
Clip command, you can key, to save the contents of the drawing area and other Home win
no longer access the
dow settings to the swap buffer. The previous contents of the swap
previous swap screen.
buffer are displaced.
95
Painting on the PC
When you choose the Paste. Choose this command, or press the S key followed by the P
Paste command, you key, to restore the settings of the Home window to those in the
automatically forfeit the swap buffer.
contents of the drawing
area and the current View. Choose this command, or press the S key followed by the V
color palette. key, to display the swap screen. Click anywhere to hide the swap
screen and return home.
Release. Choose this command, or press the S key followed by the
R key, to empty the swap buffer. All commands except the Clip
command are dimmed again.
1. With the astronaut image still in the swap buffer, load the painting
called MOON. GIF by following the load instructions at the begin
ning of Chapter 2, and return to the Home window. Your screen
appears as shown in Figure 4.3.
96
4-Using and Modifying Inks
Use the Fill tool with the Z. The lower portion of this picture contains a lunar mountain range.
Scrape ink to insert a The upper portion is black, or empty. Select the Scrape ink and
background that can be
the Fill tool, then click in the empty portion of the painting. The
shared by different
pictures.
astronaut now appears in the background as shown in Figure 4.4.
Figure 4.4 Fill the area behind the lunar mountain range with
the picture of the astronaut.
1. Load the REDLINE. GIF file into the drawing area and return to the
Home window. The image of a World War I I bomber appears in the
drawing area, as shown in Figure 4 . 5 .
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Painting on the PC
The Tab key is a 2. Choose the Clip command from the Cel menu. The Home panel
shortcut for the Gel and menu bar disappear, and a rectangular marquee surrounds
the airplane, as shown in Figure 4 . 6 . After a moment, the marquee
menu 's Clip command.
After you choose the 6. Choose the Stretch command from the Cel menu. This command
Stretch command, click is used to enlarge or reduce a eel image. First, you need to move
inside the marquee to
the image to a position more conducive to stretching it. Click
move the image, click
inside the eel marquee, then move the cursor up and to the left
outside the marquee to
resize the image. until the airplane appears in the approximate center of the draw
ing area. Click again to set the image down.
98
4-Using and Modifying Inks
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Painting on the PC
right until the percentage values inside the status bar read 50% X
50% Y, as showr:i. in Figure 4.8. These values indicate that you have
scaled the airplane down to half its previous size. Click again to
complete the reduction process.
8. The marquee still surrounds the airplane. You can move the
image again by clicking in the marquee, or you can fix it in place
by right-clicking anywhere.
You have now seen how you would transfer an image from one
file to another using the eel buffer. You also know how to move an im
age and resize it. For further information about the Cel m enu, see
Chapter 6.
Now that you're familiar with th e swap and eel buffers, you're ready to
experiment with more inks. You've already experimented with the
Opaque, V Grad, and Glass inks in previous chapters. The next exam
ple allows you to experiment with all six inks in the Home panel
Opaque, V Grad, Glass, Scrape, Soften, and Tile .
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4-Using and Modifying Inks
1 . Choose the Reset command from the Flic menu, then click the Yes
button in the alert box.
2. Choose the Stretch command from the Cel menu. The airplane
image appears in the lower right corner of the screen. Move it to
the center of the screen and reduce it to 50%, following the direc
tions i n step 7 of the previous example. Then right-click to fix it in
place.
3. Choose the Clip command from the Cel menu or press the Tab
key, the keyboard equivalent of this command. A marquee briefly
appears around the reduced airplane, then disappears. The
smaller airplane has now been clipped to the eel buffer.
4. Select the Spray tool and the Opaque ink. Drag across the screen
to create a gentle stream of lavender dots, as shown in Figure 4.9.
The Tile ink creates a 5. Now select the Box tool and the Tile ink. The Tile ink is used to
repeating pattern of the create a repeating pattern of eel images. Press the Spacebar to hide
images contained in the
the menu bar and Home panel. Move the cursor into the upper
eel buffer.
most left corner of the drawing area and click. Then move to the
bottommost right corner of the drawing area (the second pair of
numbers in the status bar should read 320 200) and click again. A
barrage of airplanes fills the drawing area, as shown in Figure
4.10.
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Painting on the PC
102
4-Using and Modifying Inks
Figure 4.11 Using the V Grad ink to fill the area between
airplanes with color.
Figure 4.1 2 Clouds drawn with the Shape tool and the Glass ink.
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Painting on the PC
area. Wherever you spray, the astronaut emerges from the paint
ing, as shown in Figure 4.13. The longer you spray, the clearer the
astronaut becomes.
10. Select the Shape tool and the Soften ink. This ink is used to blur
the edges between different colors to create gradual transitions.
Press the Spacebar to hide the menu bar and Home panel. Draw a
large shape that encompasses the portions of the astronaut
exposed in the previous step. Release the mouse button then sit
back and watch. Animator softens color transitions as you watch,
creating a less focused but also less obtrusive image of the astro
naut, as shown in Figure 4.14 and in Color Plate 3 .
It's good enough to hang in a gallery, don't you think? And you
created this masterpiece in a relatively short period of time. By manag
ing the contents of the buffers carefully, you can use Animator's inks to
create powerful special effects in a matter of minut es, effects that
would have required hours using traditional drawing techniques.
At this point, you may want to save your painting to disk under
the name me rge . g i f .
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4-Using and Modifying Inks
You learned in previous chapters that inks are applied b y tools. There
are a few exceptions to this rule: the Apply Ink command in the Pie
menu (introduced in Chapter 2) and the Paste, Stretch, and Turn com
mands in the Cel menu.
The Apply Ink command The Apply Ink command is used to apply the current ink t o the
can be used in combi entire drawing area, as demonstrated i n the following e xample:
nation with the Time
Select panel to create
animation sequences
1. Select the Glass ink and the orange color from the mini-palette.
that fade in or out. Then choose the Apply Ink command from the Pie menu or press
the P key followed by the A key. A coat of orange wash covers the
entire drawing area, rather than m erely filling one color or
another.
2. Select the Tile ink, then choose the Apply Ink command. The
army of airplanes fills the screen, as shown in Figure 4 . 1 5 .
3 . This time, choose the Apply Ink command with t h e Scrape ink
selected. The astronaut picture appears, but it obscures the other
images in the drawing area.
105
Painting on the PC
To see the difference 4. Since the current color palette is not the same as the palette that
made by applying an accompanies the WALK.GIF picture, the transitions between col
ink, press the Backspace
ors appear harsh, an effect known as polarization. (To compare the
key to undo the most
recent Apply Ink colors in the current astronaut image with those of the original
command. astronaut painting, choose the View command in the Swap
menu.) To soften the picture, select the Soften ink and then choose
the Apply Ink command again. Similar colors are now grouped
together, as shown in Figure 4 . 1 6.
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4-Using and Modifying Inks
Although eels work with all inks, the Opaque and Glass inks gen
erally produce the best results.
By virtue of its 2 2 tools and the six inks discussed so far, Animator pro
vides more painting flexibility than almost any other painting program
for the PC. But once again, there's more to Animator than meets the
eye. There are actually 2 6 inks, which can all be swapped and altered
much like tools .
The Home panel contains six ink slots, into which you can plug
any of Animator's 26 inks. To use an ink not currently displayed, you
have to unplug one of the current inks, since only one ink can occupy a
You can access the Ink slot.
Types panel by choosing To access other inks or modify an existing ink, right-click an ink
the Ink Types command
slot. For example, right-click the Glass button. The Ink Types panel ap
from the Animator menu
in the Home window, or pears with the Glass button highlighted, as shown in Figure 4.17.
by pressing the A key The Ink Types panel is similar to the Drawing Tools panel , and
followed by the I key. includes the following sections:
The ink slots display the six inks as they appear in the Home
panel. The current ink is highlighted. You can select a different
ink slot by clicking on it.
107
Painting on the PC
The scrolling ink list contains the names of all 26 Animator inks.
Clicking on an ink name inserts that ink in the highlighted ink
slot and in the Home panel.
The description box explains how the current ink works. If you
select a different ink in the ink slots or in the scrolling ink list,
the contents of the description box will change to correspond to
that ink.
You can modify how the current ink affects the application of
color by changing settings in the modification options. The modifi
cation options vary from ink to ink.
Modifying an Ink
r "
GRAO) MA KE A 5 I NG LE T;';:;At'4SPAENT
LAVER . RE LEASE: MOUS:E BUTTQN
A
5I
... Description box ZQR
108
4-Using and Modifying Inks
1. Choose the Paste command from the Swap menu. The same astro
naut from previous examples appears in the drawing area, but the
settings of the color palette change to the settings contained in the
original WALK.GIP file.
2 . Select the Box tool and the Glass ink. Also select the pale yellow
color on the right side of the color palette. Draw a rectangle any
where in the drawing area.
Ink strength, or density, 3. Right-click the Glass ink slot. Notice that there are two modifica
determines whether tion options for this ink: the Dither button and the Ink Strength
colors appear solid or
slider bar. The second option controls the density of the color
watered down.
applied by the current tool, measured as a percentage of the cur
rent color. A 1 00% density produces a solid color, as if you used
the Opaque ink ; a 0% density produces a transparency. Currently,
a 50% dose of pale yellow is added to the colors in the drawing
area.
4. Move the slider box to 2 5 , then press the Spacebar to return to the
Home window. Now draw a second rectangle below the first, as
shown in Figure 4.18. Notice that this box is lighter in color.
Figure 4.18 Two rectangles created with the Glass ink, the upper
with a 50% density and the lower with a 25% density.
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Painting on the PC
5. First, right-click the Glass ink, then set the Ink Strength to 75.
Leave the Dither button deselected. Press the Spacebar to return
home, then select orange from the mini-palette. Draw a rectangle
anywhere in the drawing area.
6. Right-click the Glass button again. Highlight the Dither button by
clicking on it, then press the Space bar to hide the Ink Types panel.
Draw another rectangle directly to the side of the previous one.
7. Dithering affects the color of individual pixels in an image. Since
it is difficult to compare individual pixels at the normal view size,
you may want to magnify the two shapes by 200%. Click the Zoom
button or press the Z key. Move the marquee over the orange rec
tangles, then click to zoom. (If the drawing area magnifies by
400%, right-click the Zoom button, then select the 200% zoom
level option.)
Dithering mixes differ 8. As shown in Figure 4 . 1 9 , the colors in the non-dithered (left) rec
ently colored pixels to tangle are smooth and continuous. The colors in the dithered
create an effect similar
(right) r ectangle vary from pixel to pixel, like the colors in an
to an impressionist
painting. impressionist painting. Dithering blends pixels to fool the eye into
seeing more than the 2 5 6 colors permitted by Animator. Dithering
1 10
4-Using and Modifying Inks
1 . Choose the Reset command from the Flic menu to restore all origi
nal settings.
2. Select the V Grad ink, then choose the Apply Ink command from
the Pie menu. Notice how the colors dither into one another. The
dithering will become more obvious with the next steps.
3. Right-click the V Grad ink slot, then deselect the Dither button.
Press the Spacebar to return home.
4. Select the Box tool, then press the Spacebar again to hide the
Home window. Draw a rectangle to cover the entire right half of
the drawing area, as shown in Figure 4.20.
5. The colors in the right half of the screen are not dithered; they are
applied in even rows. Figure 4 . 2 1 displays the gradations in both
the dithered and non-dithered rectangles magnified to 400% .
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Painting on the PC
- .
I
Dithering is most The Dither button and the Ink Strength slider bar are common to
noticeable with one of many of Animator's inks. Both options are available for the Bright,
the gradient inks-H
Dark, Emboss, Glass, Glaze, and Gray inks. Only the Dither button is
Grad, L Grad, R Grad,
and V Grad.
available to the H Grad, L Grad, R Grad, Scrape, Soften, Tile, Unzag,
and V Grad inks. The Ink Strength slider bar is the only option for the
Jumble and Split inks. Unlike the tool modifiers, altering an option for
one ink does not affect the status of that option for any other ink.
Ink Descriptions
T his section explains how to operate and modify every ink in Anima
tor. The inks are listed in alphabetical order. You should read through
the ink descriptions at least once to learn how each ink works, although
some of the descriptions repeat information you already know. After
you have had time to experiment with the inks, you can use this sec
tion as a reference guide.
1 12
4-Using and Modifying Inks
Figure 4.22 The right half of this woman's face has been
subjected to the Add ink. The register number of the
currently selected color is 2 1 .
1 13
Painting on the PC
Because the Bright ink Effect: The Bright ink lightens the color of each affected pixel
works according to in the drawing area by the percentage specified in the
percentages, it affects
Ink Strength slider bar. For example, if the slider bar is
light colors more
dramatically than dark set to 50, the color of a pixel will become 50% brighter.
colors. The Bright ink ignores the current color.
Modification: The only modification options are the Dither button
and Ink Strength slider bar. When the Dither button is
highlighted, Animator considers the colors of all pixels
within an affected area and changes the colors of these
pixels in relationship to one another. The result is that
pixels of different colors are blended, which fools the
eye into perceiving additional colors. When the Dither
button is not highlighted, each pixel is treated individ
ually. Animator merely selects the color from the Pal
ette panel that most nearly meets the mathematical
requirements.
.
.
, - " -
.
.
Figure 4.23 The B right ink was applied to the picture in five
horizontal strips, with densities of 0%, 25%, 50%, 75%,
and 100o/o, respectively.
1 14
4-Using and Modifying Inks
If the Ink Strength slider Moving the slider box inside t h e Ink Strength
bar is set to 0, the slider b ar changes the degree to which the colors of pix
current ink produces no
els are affected by the current ink.
effect.
Use: You can use the Bright ink to:
Create highlights in a painting.
Bring out details in the shadows of a photographic
scan.
Diffuse an image into whiteness via an animation
sequence, as if an incredibly bright light were being
shone upon it.
Use the Close ink, in Effect: The Close ink closes up single-pixel gaps in lines in the
combination with the drawing area which are no more than one-pixel thick
Apply Ink command, to
and whose color matches the current color.
close up gaps in free
form lin es that you plan Modification: There are no modification options for the Close ink.
to fill with the Fill tool.
Us e : You can use the Close ink to:
Close gaps in lines that you want to fill.
Clean up breaks in scanned artwork.
1 15
Painting on the PC
1 16
4-Using and Modifying Inks
Think of the Emboss ink drawing area. It also adds a line of darker or lighter pix
as the opposite of the els along the bottom and right edges of these contrast
Soften ink, since it
ing pixels. The lines are lighter on the top and darker
contrasts, rather than
blends, pixels of
on the bottom if the affected pixels are lighter than the
different colors. surrounding pixels. If the affected pixels are darker
than their neighbors, the lines are darker on top and
lighter on the bottom. The degree to which a line is
lighter or darker than the affected pixels is determined
by the Ink Strength value, as per the Bright and Dark
inks.
The result of all this is that an image subjected to
the Emboss ink appears sharper or raised from its back
ground.
The Emboss ink ignores the current color.
Modification: The only modification options are the Dither button
and Ink Strength slider bar. Refer to The Bright Ink
description for an explanation of these options.
Use: You can use the Emboss ink to:
Heighten the appearance of detail or texture in an
image.
1 11
Painting Ofl the PC
Figure 4.27 The right half of this woman's face was subjected to
the Emboss ink, giving it a sharper, more textured appearance.
If the Ink Strength slider Effect: The Glass ink mixes the color currently selected in the
bar is set to 100, the Horne panel with the color of each affe ct e d pixel in the
Glass ink will be drawing area, according to the percentage value speci
opaque.
fied in the Ink Strength slider bar. For ex ampl e if the
,
1 18
4-Using af]d Modifying Inks
Figure 4.28 The Glaze ink and the Spray tool were used to
produce a snowy effect. The Ink Strength setting varied
between 10 and 50.
1 19
Painting on the PC
The Dither button slows Modification: The only modification options are the Dither button
down the performance of and Ink Strength slider bar. Refer to The Bri gh t Ink
tools which are operated
description for an explanation of these options.
by dragging, such as the
Draw and Spray tools. Use: You can use the Glaze ink to:
Create watercolor or charcoal effects when you use it
Figure 4.29 The Glow ink was applied between one (top) and five
(bottom) times to the five sections of the pictu re .
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4-Using and Modifying Inks
Gradient inks work best Effect: This ink creates a horizontal gradation using the colors
when the colors in the in the cluster box. All colors occupy equal amounts of
cluster box are
space. When you draw with a shape tool with the Filled
organized using the
Gradient command from button selected, the gradation b egi ns at the left edge of
the Arrange menu in the the shape and ends at the right edge. Similarly, when
Palette window. you use the Text tool, the gradation begins in the first
letter and ends in the last letter. When you use other
121
Painting on the PC
122
4-Using and Modifying Inks
The Hollow ink is ing only a single-pixel outline of the original color to
generally useful only for identify the shape. Masses of color are therefore " hol
hollowing out simple lowed out. " You might think of the Hollow ink as pro
images. Results are less
predictable when it is ducing the opposite effect of the Fill tool used with the
applied to complex Opaque ink.
paintings or photo The Hollow ink ignores the current color.
graphic scans.
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Painting on the-PC
Figure 4.32 The painting from Figure 4.31 after the Hollow ink
was applied.
Figure 4.33 The right half of this woman's face was subjected to
the Jumble ink with an Ink Strength setting of 3 .
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4-Using and Modifying Inks
Figure
4.34 This effect was achieved by applying the Jumble ink
with a density of 8% and spraying around the edges
with the Glaze ink.
Ink Strength settings Modification: The only modification option is the Ink Strength slider
higher than 20 tend to bar. Refer to The Bright Ink description for an explana
mix images past the
tion of this option.
point of recognition.
Use: You can use the Jumble ink to:
Transform a photographic scan into a mosaic or
impressionistic image.
Make images appear as if they are behind a panel of
textured glass.
Take the edge off an image or further mix a cluster of
colors applied with a gradient ink. (The Ink Strength
setting of the Jumble Ink must be 1 .)
Effect: Using the colors in the cluster box, this ink creates a
horizontal gradation con toured to the outline of a
shape. In other words, each color is applied in conform
ity with the shape's outline , mimicking its curves and
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Painting on the PC
Observe the effect of Modification: The only modification option is the Dither button.
turning the Dither button Refer to The H Grad (or Horizontal Gradient) Ink sec
off when drawing a
tion for an explanation of this option.
circle.
Use: All gradient inks are useful for creating three
dimensional images. Specifically, the Line -C ontour
Gradient ink can be used to:
Draw spheres that appear to be lit longitudinally
(with color bands following the lines of longitude) .
Create abstract or cubist effects.
126
4-Using and Modifying Inks
Effect: The Opaque ink creates lines and shapes with solid
colors.
Modification: There are no modification options for the Opaque ink.
Use: D espite its s implicity, you will probably use the
Opaque ink most often. You can use the Opaque ink to:
Introduce opaque images from the eel buffer.
Draw solid lines to fil l l ater using the Fillto tool.
Create solid backgrounds.
Repair or smooth out mistakes in a magnified view.
Erase images when you use it in combination with
the Draw tool and the key color.
127
Painting on the PC
Figure 4.36 This image was created using the Drizzle tool
with the Pull ink.
128
4-Using and Modifying Inks
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Painting on the PC
130
4-Using and Modifying Inks
You can create Effect: This ink smears colors in the drawing area. Because
surprising and inter- you must drag at an on-screen color to smear it, the
esting effects simply by Smear ink only produces noticeable effects when you
dragging back and forth
over an area with the apply it with tools that require dragging. These include
Smear ink. the Draw, Drizzle, Gel, Spray, and Streak tools. The
Smear ink produces no effects when you apply it with
other tools or with a Cel menu command.
This ink works like the Pull ink, except that the
latter produces more radical, deliberate results.
The Smear ink ignores the current color.
Figure 4.39 Compare this image using the Smear ink to the Pull
ink example in Figure 4.36.
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Painting on the PC
132
4-Using and Modifying Inks
When the Spark Ink is Effect: The Spark ink adds the register numbers of the colors
applied to a painting, of the four pixels (above, below, left, and right) sur
pixels around the
rounding each affected pixel. The color whose register
perimeter will look
inconsistent with their number equals the resultant sum becomes the new
neighbors because these color fo r the affected pixel. The result is supposed to be
pixels have fewer than a sparkling effect. The outcome depends considerably
four pixels surrounding on the organization of the Palette panel (discussed in
them.
the next chapter).
The Spark ink ignores the current color.
Figure 4.41 The Spark ink was applied to the right half of the
woman's face, creating a veritable contour map of her features.
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Painting on the PC
Lower Ink Strength Effect: The Split ink moves every other affected row of pixels
settings create some number (determined by the Ink Stre ngth setting)
"television " lines.
of pixels to the right or to the left. For example, if you
Higher Ink Strengths
create double images,
apply the Split ink to the entire drawing area with an
as shown in Figure 4. 43 Ink Strength setting of 2 , the first row of pixels will be
and in Color Plate 5. moved two pixels to the right, the second row will
be moved two pixels to the left, the third row will be
moved two pixels to the right, and so on.
The Split ink ignores the current color.
Modification: The only modification option is the Ink Strength slider
bar. Refer to The Bright Ink description for an explana
tion of this option.
Use: You can use the Split ink to:
Make images appear out of focus or blurred.
Split an image into a double image, as if the image is
in the foreground and the viewer is looking past it.
Figure 4.42 An Ink Strength setting of 1 was used on the left side
of this painting; an Ink Strength setting of 11 was used
on the right side.
134
4-Using and Modifying Inks
135
Paintjng on the PC
Figure 4.45 Applying the Sweep ink fills in the single-pixel gaps
in Figure 4.44.
136
4-Usfng and Modifying Inks
It the eel buffer is Effect: This ink displays multiple versions of the current eel,
empty, the Tile ink acts repeated in strict vertical and horizontal formation.
like the Opaque ink.
Figure 4.46 displays the current eel. Figure 4.47 and
Color Plate 6 show the effect of transferring the eel
image to the current painting using the Tile ink.
Provided a eel exists, the Tile ink ignores the cur
rent color.
Modification: The only modification option is the Dither button.
Refer to The Br i g ht Ink description for an explanation
of this option.
Use: You can use the Tile ink to:
Mix images from two di fferent paintings.
Transfer images from one painting to another.
C reate repetitive background patterns such as wood
grain, marble, etc.
Always apply anti- Effect: The U nzag ink smooths out diagonal lines so they
aliasing after an image appea r less stair-stepped. This ink uses a technique
has been set against its
called anti-aliasing, whereby an intermediary color is
final background.
inserted between a j agged line and its background,
fooling the eye into perceiving that the line ends grad
ually, rather than abruptly. This technique is also use
ful for making type appear less jagged.
This ink works like the Soften ink, except that the
latter softens pixels indiscriminately, while the Unzag
ink is designed specifically to anti-alias jagged edges.
The Unzag ink ignores the current color.
Modification: The only modification option is the Dither button.
Refer to The Bright Ink description for a n explanation
of this option.
Use: You can use the Unzag ink to:
Smooth the edges of diagonal lines and edges.
Soften the appearance of large type.
Hide imperfections in high-contrast scans.
137
Painting on the PC
138
4-Using and Modifying Inks
Figure 4.49 Using the Unzag ink to soften the edges of letters,
making them more attractive and legible.
139
Painting on the PC
140
4-Using and Modifying Inks
141
Painting on the PC
Figure 4.50 By selecting the XOR ink and white as the key color,
you can paste an image on top of itself, canceling out all
non-white colors.
The commands in the Swap menu are used to store paintings in,
and retrieve paintings from, a portion f computer memory called
the swap buffer. Using the Scrape ink, you can combine selected
portions of the swap buffer with the current painting. Provided
142
4-Using and Modifying Inks
the current painting is stored in the swap buffer, you can also use
the Scrape ink to erase future changes to it.
The eel buffer serves a purpose similar to the swap buffer. How
ever, commands i n the Cel menu are more comprehensive; they
can store partial images as well as move, resize, and rotate the
images retrieved. The Tile ink creates a repeating pattern of the
contents of the eel buffer, also called the eel.
The gradient inks use all colors in the cluster box. These inks
include Horizontal Gradient, Line-Contour Gradient, Radial Gra
dient, and Vertical Gradient.
The Soften ink blends transitions between neighboring pixels to
create a tidier but less focused picture.
The Apply Ink command from the Pie menu applies the current
ink over the entirB drawing are a .
Images in the eel buffer are always introduced into the drawing
area in the current ink.
The Dither button blends the pixels of different colors to create
the impression of colors not included in the current picture's 2 5 6 -
color Palette panel.
The Ink Strength slider bar controls the density of an ink, that
is the degree to which the current ink affects the colors of pixels in
the drawing area.
Changing the status of the Dither button or the Ink Strength slider
bar for one ink does not affect the status of that option for any
other ink.
If you don't understand how to use a specific ink or understand
the purpose of a specific modification option, refer to the ink
descriptions contained in this chapter.
143
F I v E
As you know, you can access colors by clicking on them in the Home
panel. For example, if you want to draw a blue line, you click the blue
color box on the far left side of the seven-color mini-palette. If you want
to erase a line, you select the key color indicator box to the left of the
mini-palette. If you want to know the currently selected color, you look
in the current color indicator box in the upper right corner of the Home
panel. To review the location of these color controls refer to Figure 5 . 1 .
145
Painting on the PC
Cluster box
Current color
indicator
You can use up to 256 Between the mini-palette and key color, you have eight colors from
colors per picture or which to select. However, Animator allows you to use a total of 2 56
frame.
colors per picture. How do you get to these other 248 colors?
In fact, there are many ways to access colors not found in the cur
rent mini-palette. First, as you have discovered in previous chapters,
you can use an ink that mixes colors in the drawing area to produce
new colors, such as the Glass ink. For example, select the Box tool, the
Glass ink, and the color blue from the mini-palette. Draw a rectangle in
the drawing area. S elect lavender from the mini-palette, then draw an
other rectangle which partially overlaps the first. You have now cre
ated three new colors-a deep blue, a lighter blue, and a grayish
purple-none of which appears in the mini-palette, key color indicator,
or cluster bar. Even without changes in the Ink Strength setting, the
Glass ink alone offers the potential to create 84 color permutations!
Another way to select different colors is to click in the cluster bar.
Each thin band of color represents another color that you can access
from the Home panel. For example, click on the lightest shade of blue.
A pair of pixels, one white and one black, will appear inside the color
band, indicating that it's selected. This shade of blue will also appear in
th e current color indicator.
146
5-The Color Palette
A third way to select other colors is to lift them off the screen. To ac
complish this, you must replace a color i n the mini-palette or in the key
color indicator by right-clicking on the appropriate color box and then
clicking on the color you want to lift. The following example demon
strates this:
2. Now move the cursor around in the drawing area. Notice that the
status bar and current color indicator are updated continually to
indicate the color under the cursor.
3. Click on a black portion of the drawing area. The status bar disap
pears and the current color indicator returns to its original laven-
147
Painting on the PC
If you select a color that appears more than once in the Horne
panel, An im at o r shows all occurrences of the color as se
lected. Generally, such repeat colors indicate an inefficient
use of the Horne panel.
5. Select the black box in the mini-palette. Since this is the same
color as the key color, red outlines surround both the selected
color box and the key color indicator. Repeating a color in the
Horne panel in this way is, in fact, a waste of your limited space.
All colors visible on the 6. Right-click in the black box in the mini-palette. This ti m e move
,
screen are members of the cursor over the Horne panel. As before, the current color indi
the set of 256 colors
cator displays the color under the cursor, which demonstrates
allotted to the current
painting.
that you can lift colors from buttons and other icons in an Anima
tor panel. You can even select a color from the status bar. Click on
any light gray portion of the panel or status bar; notice that the
color appears in the mini-palette.
To cancel a color 7. Right-click on a different color, such as red. Suppose you don't
change, simply right want to change this color after all. To cancel the alteration of a
c/ick anywhere in the
mini-palette color, you can either click again on the same color
window.
box, which still contains its original color, or right-click anywhere
in the window. Right-click again, and the color box remains
red.
8. You can change the key color in the same way you change color in
the mini-palette. Right-click the key color indicator, then click on
the lavender line in the drawing area. Lavender appears in the
key color indicator, indicating that this is the new background
color.
9. Choose the Clear command from the Pie menu or press the X key.
The entire drawing area becomes lavender. Drag the cursor in the
drawing area to create a black line, as shown in Figure 5 . 3 . Laven
der is now the background color and black is the current fore
ground color.
148
5-The Color Palette
01 .
CB
fffi
Figure 5.3 Change the key color to lavender,
then draw a black line.
149
Painting on the PC
150
5-The Color Palette
The Palette panel allows Like the frame icons in the Home panel, the frame i c ons in the
you to advance to a Palette panel allow you to play animation and view frames.
different frame in an
animation sequence so Highlight the Time button (labeled T) to perform a command from
as to access and manip the Palette, Arrange, or Value menu in several frames at once.
ulate its 256-color This mode button is described in detail in Chapter 7 .
palette.
Like its counterpart i n the Home panel, the key color indicator
Color changes made to
displays the current background color.
one frame in an
animation sequence do The mini-palette displays the colors contained i n the mini-palette
not automatically affect of the Home panel.
the palettes of other
frames. Like its counterpart in the Home panel, the current color indicator
displays the currently selected color.
The mutually exclusive range buttons (All and Cluster) determine
the range of colors affected by commands from the Arrange and
Value menus. These buttons are discussed in conjunction with
these commands i n the latter half of this chapter.
To select the current cluster, click either of the mutually exclu
sive cluster buttons (lab eled A and 8). The current cluster appears
in the Home panel cluster box.
The mutually exclusive color model buttons allow you to select
the color model for the numbers displayed in the color slider bars.
RGB stands for the Red, Green, Blue color model and HLS stands
for Hue, Luminance, Saturation.
The three color slider bars allow you to alter the selected color
according to the selected color model.
The giant palette grid (or simply palette grid) contains the 2 5 6 col
ors available to the current picture. Regi ste r numbers are assigned
to colors according to their location in the grid. The colors are
numbered 0 through 2 5 5 , starting in the upper left corner and
working left to right, th en top to bottom.
151
Painting on the PC
Palette grid
Colo model
butt Color Key color Cu rre nt colo
slider bar
Frame icons
1
i ndicator i ndicator
M i n i -palette
1
' r '
color band and the selected color will appear in the current color indi
cator.
The current cluster affects all future images created with the gra
dient inks. It also affects the application of the Glow ink. Finally, it
affects the Separate tool and command when the Cluster button in
the Drawing Tools panel is highlighted.
1. Click the B button to select the cluster on the right, then press the
Space bar to return home. Select the Box tool and the Vertical Gra
dient ink. Press the Spacebar again to hide the Home window,
then draw a large vertical rectangle that occupies the left half of
the drawing area, as shown in Figure 5.6.
152
5-The Color Palette
153
Painting on the PC
154
5-The Color Palette
7. Move the cursor over the dark red box i n the bottom row of the
palette grid so that the last two items in the status bar read C o l o r s
8 S t op 249, then click. Eight thick bands now appear in t h e right
cluster bar.
8 . Select cluster B. Notice the series of white outlines surrounding
the selected colors. Press the Spacebar to return to the view of the
drawing area only, the view from which you entered the Palette
window. Press the Spacebar again to display the Home window.
9. Select the Box tool, then draw a vertical rectangle in the left half
of the drawing area, as shown in Figure 5 . 9. Despite the dithering,
you can see the transitions between colors clearly because there
are few colors in the clusters and b ecause each color is very differ
ent from its neighbors.
Figure 5.9 Apply your new gradation with the Box tool.
155
Painting on the PC
: -. :
- \.
To learn how to create In general, you'll find that a fluid gradation requires 2 0 or more
more fluid gradations, colors per cluster. The rule of thumb is to include at least eight transi
see The Value Menu
tional colors between each unique hue-purple, blue, green, yellow,
section at the end of
this chapter.
orange, red, brown, black, and white.
Color Theory
156
5-The Color Palette
paper, you use the subtractive primary model . If you create colors with
light, as on a computer screen, you use the add itive primary model .
Both color models are described below.
only to white paper. pigment produces blue; additional magenta pigment produces
purple. I
/
magenta pigment produces carmine; additional yellow pigment
produces orange.
Equal amounts of yellpw and cyan make green. Additional yellow
pigment produces chrtreuse; additional cyan pigment produces
turquoise.
J
Equal amounts of cy n, magenta, and yellow make brown.
Black pigment added, to any other pigment darkens the color.
No pigmentation results in white (assuming white is the color of
the paper). 1
I
157
Painting on the PC
Equal intensities of red and green make yellow. Subtract some red
light to produce chartreuse; subtract some green light to produce
orange.
Equal intensities of green and blue make cyan. Subtract some
gre en light to produce turquoise; subtract some blue light to pro
duce j ade.
Equal intensities of blue and red make purple. Subtract some blue
light to produce magenta; subtract some red light to produce
violet.
Equal intensities of red, green, and blue make gray or white.
No light results in black (or darkness).
In the HLS color model, Animator allows you to specify the amounts of red, green, and blue
hues are measured on a ligh t in a color. It also provides a second model for adj usting the amount
wheel, where red blends
of light in a color. This HLS color scheme, as it is called, makes use of
into orange which blends
into yellow, on through
the properties of hue, luminance, and saturation. The hue of a color is
the spectrum back to measured on an imaginary color wh el representing the entire color
red. spectrum. Animator divides this wheel into 256 equal slices, each rep
resenting a unique hue. Some of the most popular hues are found at the
following numbered locations:
R e d is 0.
Orange is 2 1 .
Yellow i s 42.
Chartreuse is 64.
158
5-The Color Palette
Green is 8 5 .
Jade is 1 06.
Cyan is 12 8 .
B l u e i s 1 70.
Violet is 1 9 1 .
Purple is 2 1 4 .
Magenta i s 2 3 5 .
Changing a color in the In Animator, you can use the color slider bars to change any of the 2 5 6
palette grid changes all colors in t h e giant palette grid to a color not originally included i n the
occurrences of that color
grid. When the RGB button is highlighted, the color slider bars can be
in the drawing area,
whether or not the Fit set to a value between O and 6 3 . Assuming that your eyes and your
button is highlighted. monitor are sensitive enough, you 'll notice that adjusting the intensity
of red, green, or blue light by as little as a single i ncrement creates a
slightly different color. This means your VGA monitor is capable of dis
playing more than a quarter million colors (64 x 64 x 64 262, 144),
=
which is a thousand times more colors than you can display in a single
painting. You might think of each box in the palette grid as a color slot,
into which you can plug any new color.
The following example demonstrates how to use the color slider
bars to create new hues in any of the 2 5 6 color slots:
159
Painting on the PC
2. Click the HLS button. The values in the slider bar change to 1 7 0
for h u e , 1 98 units of luminance, and 238 units o f saturation. As
you recall, blue is at location 1 70 on the color wheel. The lumi
nance value of 1 98 indicates a very light color. The saturation
value of 2 3 8 indicates that the color is not pure, but has some gray
mixed in.
Each combination of 3. Move the hue (left) slider box to 0, the color wheel value for red.
RGB slider bar values The current color indicator changes to reflect your new choice, a
produces a different
warm pink.
color. However, moving
an HLS slider box a 4. Click the RGB button. The red and blue slider bars have swapped
single increment does values. Red is now at full intensity while the amount of blue has
not always produce a decreased.
different color.
5. Move the red (left) slider box to 36, the same value as green and
blue. Th e current color in dicator now appears gray.
6. Click the HLS button. Notice that the saturation slider bar is set at
0. This is how a warm pink would appear if you were color blind.
The luminance value is also lower, since you have subtracted
some of a primary color.
7. Click the Undo button. The luminance and saturation slider bars
return to their previous settings. The current color indicator again
displays warm pink.
The first menu in the Palette window is the Palette menu, as shown in
Figure 5 . 1 1 . The commands in this menu perform the following miscel
laneous functions:
160
5-The Color Palette
161
Painting on the PC
Cycling Colors
The Cycle Draw command allows you to apply colors from the cluster
bar using such inks as Opaque and Glass. The following example dem
onstrates how to use this command:
1. Choose the Cycle Draw command from the Palette menu. Press
the Spacebar to return to the Home window.
2. Select the Draw tool and the Opaque ink. Also click the brush
shape indicator to select a larger brush. Draw a free-form line in
the drawing area. As you draw, the colors cycle from one color in
the cluster box to the next, creating a continuous gradation, as
shown in Figure 5 . 1 2 .
3. For a more spectacular effect, select the Spray tool, then drag
across the screen. Each dot of spraypaint appears in a different
color.
4. The Cycle Draw command works with any ink that uses the cur
rent c olor Select the Glass ink and experiment with the Spray
.
162
5-The Color Palette
5 . Some tools cycle through the cluster colors one click at a time.
Select the Fill tool, then click in an empty portion of the screen. A
single color is applied. Now click again at the same location. The
next cluster color is applied.
6. Select the Box tool, then create a rectangle in the drawing area.
The Box tool is another tool that cycles one click at a time.
7 . Right-click the Text tool. Select the Edge tool from the scrolling
list in the Drawing Tools panel, then press the Space bar to return
home. Now click inside the rectangle you j ust drew. An outline is
drawn around the shape in the next color. Click again. Another
outline is created inside the first, using a different color from the
cluster box.
.F L. l C .P t C CE.l.
, . }
... .
..... ... . '14
....
...
. , . '
-
.:.
rl' .
4
...
.
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,
. .
163
Painting on the PC
Selecting a different 9. Click a new color in the mini-palette. This turns off the Cycle
cluster or altering the Draw command.
contents of a cluster
does not affect the
selection of the Cycle
Inks that are affected by the Cycle Draw command include Add,
Draw command. Glass, Glaze, Opaque, and XOR.
Tools which cycle colors continuously include the Draw, Drizzle,
Gel, Spray, and Streak tools. The Box, Circle, Edge, Fill, Fillto, Line,
Oval , Petal, Poly, RPoly, Shape, Spiral, Spline, and Star tools cycle one
color per application of the tool. The Separate and Text tools use the
most recently cycled color but do not themselves cycle to the next
color.
One Palette
If you click Yes, a message will appear in the upper left corner of
the screen reading 000 t o t a l c o l o r s u s e d , p a c k i ng
where ODO is the
total number of colors used in the current sequence of frames.
When the One Palette command finishes, a single palette is
formed containing the colors most commonly used throughout the ani
mation sequence. You should check all frames to verify that gradations
still appear the way you intended. Be careful when using the One Pal
ette command, since you cannot undo a palette transformation with
either the Undo button or the Restore command.
164
5-The Color Palette
In Animator's menus and panels, five colors are used to represent but
tons, options, commands, and so on. Normally, these colors are as fol
lows:
Notice that these same colors appear in the last five color slots of
the giant palette grid. By altering the colors in the last five registers and
applying the Menu Colors command from the Palette menu, you can
change the appearance of the menus and panels. Try the following ex
ercise to learn more:
By right-clicking a mini 1. Right-click any color in the mini-palette, then move the cursor
palette color, you can over the medium gray background of the current panel. Notice
determine the register that the status bar reads C o l o r 253 RGB 37 37 37. This indicates that
number of any color in
your palette. the current color of the panel background is located in register
number 2 5 3 , the third-to-last color slot in the grid. Right-click
again to cancel the color edit.
2. With the Palette panel displayed, select this medium gray color
slot. Each of the color slider bars now contains the number 38,
assuming the RGB button is highlighted.
3. Change this color to black by dragging each slider box to 0. Notice
that the menu and panel backgrounds change colors when you
move the first slider box, but revert to their original gray color
when you release it. Animator automatically maintains a consis
tent panel coloring scheme by locating the closest color in the
panel.
4. To determine this color, right-click in some color in the mini-pal
ette, then move the cursor over the panel background. The status
bar now reads C o l o r 18 RGB 37 37 37. Right-click to cancel the color
edit. If you were to alter the color in register 1 8 , Animator would
compensate again.
165
Painting on the PC
Figure 5.14 Animator does not allow you to use identical colors
in panels and menus.
Generally, you would only change menu and panel colors if you
were having problems reading them after you loaded a painting or
scanned picture with a limited palette.
166
5-The Color Palette
Highlight the Time (T) Palettes can be loaded and saved j ust like picture files or font files. Re
button to load a file into fer to Chapter 2 if you've forgotten how to use the Files ... and file selec
several frames at once. tor panels.
For more information
While saving a color palette is like saving any other type of file,
on this button, see
Chapter 7. loading color files can b e a little trickier. The following example dem
onstrates this:
1 . Return home, then load the WALK. GIF file using the Files . . . com
mand from the Pie menu.
2 . Enter the Palette window. The giant palette grid looks very differ
ent than it did a moment ago. The variety of colors is limited.
3. Choose the Files . . . command from the Palette menu, then click
the Load button in the resulting Files panel. The file selector
panel appears, with the title bar reading Load a pa l ette?. Double
click on the NTSC. C OL file name (a color file designed fo r record
ing to NTSC video displays).
4. The astronaut painting will change dramatically, as shown in Fig
ure 5 . 1 5 . Each color in the painting has changed to match its new
color in the palette grid. An alert box also appears, asking if you
want to color fit the painting; that is, change each pixel to the color
in the new palette that most closely matches its original color.
Also called rem appi n g , this t e chnique preserves the original
appearance of the painting. Click the Yes button or press the Y
key.
5 . Although the astronaut appears more polarized than before, the
painting as a whole appears the same as before.
Press the Spacebar to return to the Palette window.
You cannot undo the The second menu in the Palette window is the Cluster menu, as shown
effects of any command in Figure 5 . 1 6 . The commands in this menu affect the arrangement of
in the Cluster menu. colors in the currently selected cluster (A or B), as follows:
167
Painting on the PC
168
5-The Color Palette
C LUSTER : ARRANGE:
GET C LUSTER.
UNUS.EO CO LORS
L I NE: C: LUSTEF<!:
F I ND RAMP
NEAR CO LORS
I NVERT
P I NG -PONG
REVERSE
When painting a picture, you may never get around to using all 2 5 6
colors in the palette. Colors which do not appear in the drawing area
are called unused colors. For example, if y ou use the Reset command,
the drawing area empties and becomes black ; all colors but black are
now considered unused colors.
The Unused Colors command isolates all unused colors and
places them in the current cluster. The colors do not have to be contig
uous in the palette grid. White outlines appear around each color slot
not used.
The following example demonstrates this command. (The astro
naut picture with the new color palette should occupy the drawing
area.}
169
Painting on the PC
Choose the Invert 3. Keep the number of colors at 1 7 3, and click the OK button or press
command after you Enter. White outlines appear around 173 colors in the palette grid,
choose Unused Colors
all of which appear in order in the selected cluster box.
to isolate only those
colors which currently
appear in the drawing The Unused Colors command is most useful for locating colors
area. that you can then change without affecting the appearance of your
painting. Another command which serves this purpose is the Squeeze
command in the Value menu, described later in this chapter.
170
5-The Color Palette
1. Reload the WALK . GIF fil e with its original palette using the
Files ... command from the Pie menu of the Home window.
Altering colors or 2. Right-click the cluster box in the Home panel to redisplay the Pal
loading new palettes ette window. Notice that white outlines surround the same 1 7 3
does not affect the color
color slots as before, though these colors no longer represent
slots included in a
cluster. unused colors.
3. Choose the Line Cluster command from the Cluster menu. The
Palette window disappears, leaving only the drawing area and the
cursor. Click in the blue area about an inch to the right of the
astronaut's elbow. A status bar appears, containing the same items
as the status bar that appears with the Line tool. Move the cursor
up and to the right, creating the straight line shown in Figure 5 . 1 8,
then click.
. ..
Figure 5.18 Draw a line after you choose the
Line Cluster command.
171
Painting on the PC
4. All colors that fell under the line now appear in cluster B. While
only a few color slots are surrounded by white outlines, these col
ors are repeated as many times as there are pixels for that color in
the course of the line. Many colors even appear several times in a
row in the cluster box.
5. Choose the Cycle Draw command from the Palette menu. Then
press the Spacebar twice to display the drawing area only. Scrib
ble around on the surface of the earth. Your free-form lines blend
in with the background, allowing you to create subtle alterations
that appear consistent with the painting as a whole.
If a gradation includes four colors or less, this means you have few
colors within the specified range. Choose the Find Ramp com
mand again and select a slightly different first or last color.
The Near Color command allows you to include a limited range of col
ors in a cluster; all of the colors resemble a specified color. After you
choose the command, a status bar appears, displaying the red, green,
and blue composition of the color under the cursor. Click on a color to
make it the central color in the cluster. A message box will appear, as
1 72
5- The Color Palette
When the near threshold is higher than 20, the current cluster
often ends up encompassing over half the colors in the palette grid. You
will create more specific clusters by selecting values between 20 and
10. Click the OK button to complete the command.
The Near Color command is especially useful when you want to
draw lines and shapes with only a hint of depth. Such images appear
more realistic than if they were created with a single, flat color.
173
Painting on the PC
ors command, the Invert command affects the colors farthest from the
selected color.
To turn the ping-pong The Ping-Pong command repeats the colors in the current cluster
effect off, choose the at the end of the cluster and in the opposite order. Suppose that blue,
Invert command twice in
turquoise, and green are the only colors in the current cluster, in that
a row.
order. After you choose the Ping-Pong command, the colors in the clus
ter will change to blue, turquoise, green, turquoise, blue. This com
mand allows you to create gradations that fade in then fade out. This is
useful for softening harsh borders between colors in gradated lines, as
shown in Figure 5 . 20.
The third menu in the Palette window is the Arrange menu, as shown
in Figure 5 . 2 1 . Most of the commands in this menu affect the arrange
ment of colors in the entire palette grid, if the All button is selected, or
in the current cluster only, if the Cluster button is selected. All com
mands in this menu rearrange colors in the palette grid, actually chang-
1 14
5-The Color Palette
ing the contents of color slots. If the Fit button is highlighted, colors in
the drawing area are remapped in an attempt to preserve their original
appearance. If the Fit b utton is turned off, each pixel in the drawing
area accepts the new color for its corresponding slot in the palette grid;
in other words, the colors in the drawing area change to reflect your
rearrangement of the palette.
The commands in the Arrange menu operate as follows:
1 75
Painting on the PC
Sorting by Luminance
In theory, the Luma Sort command sorts colors in the order of their
luminance values in the HLS slider bars. In actuality, Animator adds
the values in each color's RGB slider bars. Colors are sorted from the
color with the highest RGB total, white, to the color with th e lowest
total, black.
Unfortunately, this command rarely produces color series that
progress continuously from dark to light. For example, a color with a
high green intensity, such as y e ll ow , appears lighter than a color with
an equally high blue intensity, like purple. Yet, both colors have the
same RGB totals, and would therefore be placed side by side.
To avoid sloppy-looking results, use this command only within a
single cluster (with the Cluster button highlighted).
1 76
5-The Color Palette
Cluster Manipulation
By highlighting the Time button and turning off the Fit button,
you can cycle the colors of a painting over several frames of ani
mation, creating a pulsating effect. For more information on the
Time button, see Chapter 7.
The fourth menu in the Palette window is the Value menu, as shown in
Figure 5 . 2 2 . Most of the commands i n this menu affect colors in the
entire palette grid, if the All button is selected, or in the current cluster
only, if the Cluster button is selected. All commands in this menu alter
colors in the palette grid, changing not only the contents of color slots
but also the composition of the palette. If the Fit button is highlighted,
colors in the drawing area are remapped in an attempt to preserve their
original appearance. If the Fit button is turned off, each pixel in the
drawing area accepts the new color for the corresponding slot in the
palette grid; in other words, the colors in the drawing area change to
reflect your rearrangement of the palette.
The commands in the Value menu operate as follows:
1 77
Painting on the PC
178
5-The Color Palette
The Tint, Negative, Use Cel, Default, Paste, and Blend commands
can be used in combination with the Time button. For information on
animating with color, see Chapter 9.
Earlier in the chapter you learned that you can isolate unused colors in
a palette by choosing the Unused Colors command from the Cluster
menu. If you want to go a step farther, you can eliminate unused colors
using the Squeeze command.
After you choose the Squeeze command, the message box shown
in Figure 5 . 23 will appear, asking you to indicate the total number of
colors to be used in the current picture. The number 83 in the figure
represents the number of palette colors currently being used in the
drawing area. If you specify a smaller number than this, using the slider
bar or option box, you i nstruct Animator to remove colors which ap
pear in the drawing area and risk reducing the quality of your image.
Click the OK button to complete the command. All unused and
removed colors become black and are moved to the end of the palette
grid or current cluster.
The Ramp command is By choosing the Find Ramp command from the Cluster menu, you can
always applied to the establish a continuous gradation using colors in the current palette
current cluster, whether grid. By choosing the Ramp command from the Value menu, you can
the All or Cluster button
is selected.
create a continuous gradation using new colors mixed automatically by '
Animator.
To cancel the creation of First select the cluster, A or B, that will hold the new gradation.
a gradation, right-click The number of colors in the cluster determines the number of colors i n
anytime before selecting t h e final gradation. After you choose t h e Ramp command, a status bar
an ending color.
appears, displaying the RGB values for the color under the cursor. Click
a color to select it as the first color in the gradated cluster. Then click a
second color to select it as the last color in the gradation. Animator will
1 79
Painting on the PC
TO HOW MANY .
4. Click in the first col o r slot in the sixth row (register number 160;
the numbers in the status bar read 1 5 3 39). Animator automati
cally creates a fluid gradation from peach to violet.
5. Press the Spacebar to return to the Home window. Right-click on
the V Grad ink, then select the L Grad ink from the scrolling list in
the Ink Types panel. Press the Spacebar again.
6. Right-click the Text tool, then select the Circle tool from the
scrolling list in the Drawing Tools panel. Press the Spacebar twice.
7. Click in the center of the drawing area. Then move the cursor
outward to create the biggest circle that will fit in the window.
8. Right-click, then right-click again in the cluster bar to display the
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5-The Color Palette
This command is effe ctive for creating full color gradations which
do not exist in the default palette. Be careful, however, to first establish
a cluster that contains only unused colors or that contains as few colors
in t h e current drawing area as possible.
181
Painting on the PC
by a slider bar. Like the Ink Strength slider bar available to many inks,
this slider bar determines the density of the applied color. You can ad
just the slider box to indicate any density between 0% and 1 00% .
By highlighting the Time Unless you want to limit the variety of colors in the palette, this
button and turning off command is most effectively applied to individual clusters. Tints ap
the Fix button, you can
plied at densities greater than 70% may overwhelm the colors in the
create fade-ins and
fade-outs.
palette.
Contrasting Colors
Contrasting colors are any pair of colors which are exact opposites.
Black and white are the most obvious example. Other examples in the
RGB model include blue and yellow, purple and green, red and cyan,
and so on. These are colors for which each of the RGB values is re
versed. For example, blue contains no red and no green, while yellow is
composed exclusively of red and green.
The Negative command from the Value menu is used to produce
contrasting versions of every color in the palette or current cluster. You
simply choose the command and the effect is performed.
Contrasting colors produce a sort of fluorescence at the point
where they meet, as if the colors are bouncing off each other. This fluo
rescence is demonstrated in the following exercise:
1. In the Home window, choose the Restore command from the Pie
menu. Then right-click the cluster box to display the Palette win
dow.
2. Right-click the right-hand cluster box. Click in the tenth color slot
in the fourth row (the status bar reads S t a r t 1 05). Then move the
cursor rightward 12 slots to the purple color in register 1 1 6.
3. With cluster B selected, choose the Cut command from the Value
menu. (This command is explained later in this section.)
4. Select the left cluster by clicking the A button. Then choose the
Paste command from the Value menu. The colors in cluster B now
appear in the first 1 2 slots of cluster A.
5 . Right-click the left-hand cluster box, then click in register 1 and
click in register 1 2 . Clusters A and B now contain identical colors,
located in different portions of the palette grid.
6. Choose the Negative command from the Value menu, filling clus
ter A with contrasting versions of the colors in cluster B.
7. Press the Spacebar to return home. Right-click the L Grad ink.
182
5-The Color Palette
Click the Dither button to deselect it, then press the Spacebar to
hide the Ink Types panel.
8. Choose the Apply Ink command from the Pie menu. The drawing
area fills with twelve bright color bars.
9. Right-click the cluster box. Select cluster B from the Palette panel,
then press the Spacebar to return home.
10. Select the Box tool. Press the Spacebar to hide the Home window.
Then create a rectangle across the entire bottom half of the
screen. The rectangle must be the full 320 pixels wide.
Any two colors which 1 1 . Each column of vertical bars that now appears on the screen rep
contain opposite RGB resents a pair of contrasting colors. Notice that there appears to be
values are contrasting
a horizontal line forming a border between the first and second
colors, and will create a
fluorescent effect if
clusters of colors. In fact, no line exists. This is an optical illusion
positioned next to each created by the fluorescence between each pair of contrasting
other. colors.
Contrasting colors are indeed dramatic (see Color Plate 7); none
theless, you should use them sparingly. Like dissonant chords in music,
contrasting colors can produce unpleasant results if used unwisely.
Importing Colors
Both the Use Cel and Default commands allow you to replace every
color in the palette grid or current cluster with colors from other pal
ettes. The Use Cel command imports colors from the palette stored with
the image in the eel buffer. The Default command imports colors from
the palette stored with the DEFAULT. FLX file, the same file used by the
Reset command in the Flic menu of the Home window.
Both commands import colors according to register number. For
example, if the Cluster button is selected, a n d the current cluster is
composed of 30 colors between registers 92 and 1 2 1 , these colors will be
replaced by the 30 colors between registers 92 and 121 in the eel b uffer
or DEFAULT. FLX palettes.
The following example demonstrates how to use both commands:
1. Load the REDLINE.GIF file using the Files . . . command from the
Pie menu.
2. Return to the Home window, then choose the Clip command from
the Cel menu. The airplane and its palette are now stored in the
eel buffer.
183
Painting on the PC
3. Now load the WALK. GIF file. Return home, then right-click the
current color indicator to display the Palette window.
4. Select the All button in the Palette panel. Also make sure the Fit
button is selected.
5. Choose the Use Cel command from the Value menu. The 2 5 6 col
ors from the REDLINE. GIF file appear in the palette grid. And
because the Fit button is highlighted, Animator remaps the colors
in the drawing area in an attempt to match those in your original
astronaut picture.
184
5-The Color Palette
185
Painting on the PC
This chapter provided you with essential information on using and ma- .
nipulating the 256 colors available in Animator. Every menu command
and option in the Palette window was discussed. Take a moment now to
review the important points of this chapter:
186
5-The Color Palette
being the darkest and 63 the brightest. Therefore, you can select
from one of 262, 144 colors for each slot in the palette grid.
Yellow and orange are created by mixing high intensities of red
and green; purple results from mixing blue and red; brown con
sists of a small amount of red with a dash of green and blue. Black
is the absence of all color; gray uses equal amounts of red, green,
and blue at various intensities; white is created by mixing full
intensities of all three primaries.
The Fit button remaps colors in an attempt to preserve the origi
nal appearance of the drawing area, despite the results of com
mands chosen from the Arrange and Value menus. If the Fit
button is turned off, on-screen colors take on the colors of their
corresponding color slots in the palette.
Changes made to a color slot with the color slider bars apply to all
occurrences of that color in the drawing area as well, whether or
not the Fit button is selected.
The All and Cluster buttons determine whether commands in the
Arrange and Value menus affect the entire palette grid or j ust the
current cluster.
If you don't understand how to employ a specific menu command
in the Palette window, refer to the menu descriptions contained
in the last half of this chapter.
The color b u ffer is used to store colors, which can then be
retrieved for subsequent use. This buffer is used by the Cut, Paste,
and Blend commands from the Value menu.
187
s I x
AutoDiated
Painting Features
If you read the previous chapters, you know everything you need to
know to paint any conceivable picture in Animator. Now it's time to
hone your knowledge of the electronic painting environment by ex
panding your skills and increasing your efficiency.
This chapter discusses the specific automated painting features,
commands, and options in Animator that can perform much of the hard
work for you. Among these are the commands from the Cel menu, in
troduced in Chapter 4 , and the Mask .. ., Grid .. ., and Record . . . commands
from the Extra menu. Together, these commands provide you with a
painting power you won't find outside the realm of computer graphics.
The time you spend now learning to master this power will be repaid
many times over by the countless future hours you'll save.
Cel Transformations
189
Pinting on the PC
By selecting a new eel Clip. Choose this command or press the Tab key to save the con
using the Clip or Get tents of the drawing area along with current palette information to
command, you automati
the eel buffer. The previous contents of the eel buffer are replaced.
cally forfeit the previous
contents of the eel Get. After you choose this command or press the Escape key, Ani
buffer. mator allows you to create a marquee around the exact portion of
the drawing area you want to save to the eel buffer.
Move . Choose this command or press the M key to move the con
tents of the eel buffer without pasting the eel into the drawing
area.
Paste. Choose this command or press the - key to import the con
tents of the eel buffer into the drawing area. A eel appears in front
of all other images in the drawing area when pasted.
Below. Choose this command, or press the C key followed by the B
key, to paste the contents of the eel buffer behind all images in the
drawing area.
Stretch. Choose this command, or press the C key followed by the
S key, to enlarge, reduce, or flip the current eel and paste it into
the drawing area at its new size .
Turn. Choose this command, o r press the C key followed b y the T
key, to rotate the current eel and paste it into the drawing area at
its new angle.
C:E. l. : T ACE
CLIP CTAB J
GET l:i:SC3
MOVE M
PASTE
BE LOH
STRETCH
TURN
1 COLOR
Of>T X ONS
R E L EASE
F.. :!: LS$ CF
190
6-Automated Painting Features
The Undo button does Release. Choose this command, or press the C key followed by the
not undo the effects of R key, to empty the eel buffer. All commands except Clip, Get,
the Clip, Get, Move, 1
Options . . . , and Files, . . will b e dimmed.
Color, Release, or
Files... command. Files. . . . Choose this command, or press the C key followed by the F
key, to display the Files panel , which allows you to load or save
eels.
Clipping a Cel
Both the Cel and Get commands allow you to capture an image and
place it in the eel buffer. When you choose the Clip command, Anima
tor briefly displays the smallest rectangular marquee that can surround
the image in the drawing area. If the image fills the entire screen, like
the astronaut painting, the marquee surrounds the entire painting. If
the image is smaller, as shown in Figure 6.2, the marquee shrinks to the
image, ignoring all portions of the drawing area in the current key
color.
The marquee disappears after the image has been successfully
stored to the eel buffer.
The C lip command selects everything in the current drawing
area. To clip a rectangular detail, you must choose the Get command.
The following example demonstrates how to use this' command :
1 . Load the AMBER.GIF file into the drawing area using the Files . . .
command i n the P i e menu. The picture o f a woman's face appears
in the drawing area. Now return to the Home window.
Both the Clip and Get 2. Suppose you want to create a eel containing only the lips on the
commands also store face. Since choosing the Clip command would capture the entire
the location of the eel
face, choose the Get command from the C el menu instead.
(relative to the drawing
area) in the eel buffer. 3. A pair of horizontal and vertical dotted lines appear in the draw
ing area, as shown in Fi gu r e 6.3. A status bar displays the coordi-
191
Painting on the PC
- - - - - - - -
- - - - - - - - - - - - - -
nates of the point at which the lines meet. Move the cursor to the
point above and to the left of the lips, so that the status bar reads
106 1 25. Click to set the first corner of the marquee.
4. Two additional pairs of numbers appear in the status bar, j ust as
they do when you draw a rectangle with the Box tool. Move the
cursor down and to the right to the point where the pair of num
bers in parentheses read 70 30. Then click again.
5. The Home window reappears, indicating that the lips have been
saved to the eel buffer. Now select the Glass ink as well as the key
color indicator (which should contain black). Choose the Apply
Ink command from the Pie menu. A transparent layer of gray now
veils the picture.
6. Choose the Paste command from the Cel menu. The lips appear in
a marquee in the drawing area; the marquee is the same size as
the one used to select them. Also notice that the lips appear in the
same portion of the drawing area from which they were clipped,
as shown in Figure 6.4. Right-click to complete the Paste com
mand.
You will be using the image of the lips in future exercises. If you
lose this image inadvertently, you can always retrieve it by repeating
steps 1 throl.l-gh 4 of the example just given.
192
6-Automated Painting Features
Figure 6.3 Choose the Get command and surround the lips
with a marquee.
Figure 6.4 Paste the lips into the grayed drawing area.
193
Painting on the PC
Pasting Cels
For now, skip over the Move command of the Paste and Below com
mands. (The Move command is discussed later in this section.) Both of
these commands import a copy of the image from the eel buffer to the
drawing area.
The Paste command displays the eel in front of all other images in
the drawing area. The Below command pastes the eel behind all other
images in the drawing area, so that the eel is visible only where it over
laps portions of the drawing area in the key color. The following exam
ple demonstrates some of the subtleties of these commands:
As you have seen, both the Paste and Below commands record eel
movement information in the eel buffer. The next pair of commands,
however, perform their transformations without affecting the contents
of the eel buffer.
194
6-Automated Painting Features
Figure 6.5 Erase the eyes using the Draw tool with a thick brush
shape and the Opaque ink.
AN I MATOR FLIC
195
Painting on tbe PC
1 . Reload the AMBER. GIF file so that the drawing area no longer
appears darkened. Then return home and choose the Clip com
mand from the Swap menu (not the Clip menu). The image is now
saved in the swap buffer for later use.
2. Choose the Clear command from the Pie menu. The entire draw
ing area becomes black. Choose the Paste command from the Cel
menu to display the lips in a marquee. Right-click to fix the image
6. Choose the Stretch command from the Cel menu. At present, the
lips appear over the right eye. Click inside the marquee, then
move the lips over the woman's lips in the picture. Click again to
set them in place.
After clicking inside or
outside a marquee to 7. Click below and to the right of the lips. This allows you to reduce
begin a transformation, or enlarge the lips proportionally, that is, by equal horizontal and
you can cancel the vertical percentages.
transformation by right
c/;cking. You cannot, 8. Move the cursor to the point where the numbers in the status bar
however, cancel the read 132% X 132% Y. This indicates you have enlarged the lips to 132%
paste. of their normal size. Click at this point; the marquee reappears.
196
6-Automated Painting Features
Figure 6.7 Erase around the lips with the Draw-t ool.
9. Right-click to paste the lips in the drawing area. S elect the Soften
ink, then drag around the lips to eliminate the rough edges. The
result is shown in Figure 6.8.
10. Choose the Get command from the Cel menu, then construct a
marquee around the left eye. Don't worry if you get extra flesh or
eyebrow in the marquee. Click again to store the image in the eel
buffer.
1 1 . Choose the Trade command again from the Swap menu. The cel
editing screen appears in the drawing area, replacing the face,
which has been sent to the swap buffer.
If a paste operation 1 2 . Choose the Paste command from the Cel menu, then right-click to
doesn't work correctly, paste the image on the screen. What happened? The eel disap
you probably have the
peared. The problem is that the Soften ink is selected. The eel is
wrong ink highlighted.
Select the Opaque ink,
therefore being used to soften the pixels in the drawing area.
then try again. Select the Opaque ink, choose the Paste command, then right
click again. The eye now appears in the drawing area in an opaque
form.
1 3. Erase excess flesh, eyelashes, and eyebrows around the eye.
14. Choose the Get command, then select the eye as the current eel.
15. Choose the Stretch command. The eel now appears over the origi
nal eye. Click to the right of the image, then drag outward. Notice
that you can only enlarge the eel horizontally, due to the location
191
Pairrtri.n!J on the PC
at which you clicked. Drag to the point at which the status bar
reads 200% X 100% Y, then click.
1 6. Click below the marquee. Now you can only resize the eel verti
cally. Click when the status bar reads 200% X 1 50% Y. Then right
click to paste the image in the drawing area.
1 7. Choose the Get command again, then clip the enlarged eye.
18. Choose the Turn command. The enlarged eye now appears in a
marquee. First, click inside the marquee, then move it straight
down, ample distance away from the existing eye. Next, click out
side the marquee. As you move the cursor, the image rotates; the
status bar indicates the degree of rotation. Rotate the image clock
wise slightly so that the status bar displays the number 9, then
click to terminate the rotation. Then right-click to fix the image in
place. Figure 6 . 9 shows how the screen should look so far.
19. Choose the Get command again, then select the rotated eye.
20. Choose the Trade command from the Swap menu. The picture of
the woman reappears.
2 1 . Choose the Paste command, then move the eye to the approxi
mate location shown in Figure 6.10. Use the Soften ink to smooth
the j agged edges around the outside of the eye and around the iris.
198
6-Automated Painting Features
Figure 6.9 Enlarge the lips with the Stretch command and rotate
them clockwise with the Turn command.
199
Painting on ifJJe PC..
You may want to add some lines with the Opaque or Glass ink to
help the eye blend in, as in the figure.
22. This woman's face is beginning to look pretty gruesome; she
would look better if her eyes were symmetrical. Choose the
Stretch command from the C el menu. Click inside the marquee,
then move the cursor directly to the right so that the eel covers the
woman's original right eye. Click again to complete the move.
23. Now click to the left of the marquee. The eye flips horizontally,
creating a mirror image of itself. Move the cursor to the point at
which the status bar reads -100% X 1 00% Y, then click. Finally,
right-click to fix the image in place. (If the image doesn't appear as
you expected, it could be that the Soften ink is selected. Click the
Opaque ink, press Backspace to undo the paste, then repeat steps
22 and 23.)
24. Once again, use the Soften ink to clean up j agged edges. The com
pleted image should look like Figure 6. 1 1 . A variation on this
image is shown in Color Plate 8.
Figure 6.11 The completed face with transformed lips and eyes.
200
6-Automated Painting Features
Click to the right or left of the marquee to resize or flip the eel
horizontally.
Click below or above the marquee to resize or flip the eel verti
cally.
Click outside the bottom right or upper left corner to resize or flip
the eel proportionally.
Click outside the bottom left or upper right corner to resize or flip
the eel non-proportionally.
By highlighting the Time Keep in mind that neither the Stretch nor the Turn command
(T) button, you can stores transformation information in the eel buffer.
perform the Paste,
Therefore, if you want to resize and rotate an image, you must clip
Below, Stretch, or Turn
command over the span
the newest version of the image between each transformation.
of several frames at one
time.
Altering Cels without Pasting
Both the Move and the 1 Color commands allow you to adj ust the con
tents of the eel buffer without actually pasting an image into the draw
ing area. The Move command, for example, operates identically to the
Paste command except for the paste. After you choose the Move com
mand, the eel appears in a marquee. A status bar identical to that de
scrib ed for the Paste co mmand is also displayed. C lick inside the
marquee then move the image, referring to the status bar for specific
coordinates. When you again click to set the image down, however, the
eel disappears. The next time you choose a transformation command,
the eel will appear on screen in its new location.
The 1 Color command changes the color of all pixels in the eel
buffer to the currently selected color. The current ink does not affect
201
Painting on the PC
this command, although the ink will affect the single-color eel when it
is later pasted into the drawing area. The following example shows how
this command can b e applied:
1. Choose the Trade command from the Swap menu. The eel-editing
screen will appear.
2. Press the Escape key to choose the Get command from the Cel
menu. Draw a marquee around the lips, sending it to the eel
buffer.
3. Select the V Grad ink, then click in the far right color slot in the
mini-palette which contains yellow.
The 1 Color command is 4. Choose the 1 Color command from the Cel menu. The lips appear
useful for creating the briefly inside a marquee, not in a gradient of colors, but in a single
outline of a eel image.
color, yellow.
6. Select the Scrape ink. Press the - key to choose the Paste com
mand again. Right-click to fix the image in place. The lips appear
in full color again. By using the Scrape ink, you have displayed a
lip-shaped portion of the swap screen, which itself happens to
contain lips.
7. Select the Opaque ink, then choose the Paste command from the
Cel menu. Right-click to cover the naturalistic lips with the yel
low lips.
8. Right-click the Tile ink slot. Select the Hollow ink from the scroll
Types panel, then p ress the Spacebar. Select the
ing list in the Ink
Box tool, then draw a rectangle around the yellow lips. They will
now appear outlined in yellow with a transparent interior.
9. Press the Escape key, then marquee the outlined lips to store them
to the eel buffer.
10. Choose the Trade command from the Swap menu. The modified
woman reappears in the drawing area.
1 1 . Select the Opaque ink. Choose the Stretch command from the Cel
menu, then enlarge the lip outline to 200%, as shown in Figure
6.12. Right-dick to apply the lips to the drawing area.
202
6-Automated Painting Features
1 2 . Right-click the Fill tool, then select the Fillto tool from the scroll
ing list in the Drawing Tools panel. Press the Spacebar to return
home.
1 3 . Right-click the Glass ink, then change the Ink Strength setting to
25. Also sel ect the Dither button. Press the Spacebar to return
home.
14. Select white from the mini-palette. Click on the yellow outline in
the drawing area, then click inside the outline. A transparent
white fill covers the lips, as shown in Figure 6. 1 3 .
For students o f Picasso who like this picture, now i s a good time to
save it to disk, since you will be deleting it from the screen in the fol
lowing text. Use the + button in the file selector panel to save the file as
AMBER0 1 . GIF.
Options
You can edit the way in which a eel is pasted by choosing the Options . . .
command from the Cel menu. A list of options will appear, labeled Ce L
opt i an s , as shown in Figure 6 . 1 4. Asterisks indicate the current set
tings. To select or deselect a setting, click the option name or type the
number that precedes the name.
203
Painting on the PC
The first option, C l ear key co lor, determines whether eel pixels
in the key color are treated as opaque or invisible. The second option,
204
6-Automated Painting Features
A N I MATO FLIC
Figure 6.15 A eel image whose key color pixels are opaque.
Select and deselect the 3. Press Backspace to undo the paste. Notice that the K button in the
K button in the Home lower right corner of the Home panel is not highlighted. This but
panel to determine the
ton is termed the Clear Key Color button . Click on the button to
transparency of key
colors In a pasted eel. highlight it, then choose the Paste command. The black portions
of the eel appear transparent again. Right-click to fix the eel in
place, then press Backspace to delete it.
4. Choose the Options ... command from the Cel menu. C L e a r key
c o l o r is again preceded by an asterisk. This is because highlight
ing the Clear Key Color button performs the same function as
selecting C l ear key co lor.
205
Painting on the PC
5. Press O to hide the options without changing them. Choose the Get
command, then select the portion of the drawing area shown in
Figure 6 . 1 6 .
6. Choose the Reset command from the Flic menu to display the con
tents of the DEFAULT.FLX file. Choose the Paste command from
the Cel menu, then right-click. Because the palette colors have
changed completely, Animator remaps the colors in t h e eel to
mimic the eel's original appearance. The result is a highly polar
ized pair of eyes.
7. Choose the Options . . . command, then press 2 to deselect Auto f i t
co l o r s . Press 0 to hide the options. Choose the Paste command,
then move the image to the bottom half of the screen before you
complete the paste. Each pixel in this image accepts the current
color in the corresponding slot of the new palette grid. The result
is an indecipherable mess, as shown in Figure 6 . 1 7 , resembling a n
infrared heat graph you might s e e o n a PBS science program.
8. Right-click the cluster box to display the Palette window. Choose
the Unused Colors command from the Cluster menu. A message
box informs you that there are 66 unused colors in the current
palette. Press Enter to accept this option.
206
6-Automated Painting Features
Figure 6.17 Remapped and unfitted images from the eel buffer.
9. Choose the Invert command to place all used colors in the current
cluster box. Click the Fit button to deselect it.
1 0 . Choose the Use Cel command from the Value menu to replace all
colors in the current cluster with those from the same slots in the
palette stored i n the eel buffer.
11. Press the Spacebar to return home. Notice that the top image is
now a mess and that the bottom image appears exactly as it did
when you clipped it.
207
Painting on the PC
Cels can be loaded and saved j ust like picture files or font files; conse
quently, you can keep several eels going at once. Like choosing the Clip
or Get command, loading a eel replaces the current contents of the eel
buffer.
Cels are saved with a CEL file extension. Refer to Chapter 2 if
you've forgotten how to use the Files and file selector panels.
Masking Images
Right-clicking the Mask Choose the Mask. . . command to display a list of options, labeled M a s k
(M) button in the Home a s shown i n Figure 6 . 1 8 . These options work as follows:
Menu,
panel also displays the
Mask menu options.
Use. Click this option or press 1 to turn the current mask on or off.
An asterisk precedes this option when the mask is active. You can
also turn a mask on or off by clicking the Mask (M) button in the
bottom right corner of the Home panel.
You can also exit the Create. Click this option or press 2 to toggle the mask creation
mask creation mode by mode on or off. An asterisk precedes this option when the mask is
selecting the Use or
active. When you enter the creation mode, the previous mask is
Release option, or by
clicking the M button.
deleted. All ink applied between the time you enter and exit the
creation mode is added to the current mask buffer.
Clip. Click this option or press 3 to save the contents of the draw
ing area to the mask buffer. The previous contents of the mask
buffer are replaced.
Invert. Click this option or press 4 to save the portion of the draw
ing area not included in the current mask to the mask buffer.
208
6-Automated Painting Features
View. Click this option or press 5 to view the contents of the mask
buffer in the current color. Click to hide the mask and return to
the Mask Menu options.
Paste. Click this option or press 6 to import the contents of the
mask buffer into the drawing area in the current ink. This option
will not work if the Use option is selected.
Release. Click this option or press 7 to empty the mask buffer.
Selecting the Release option deselects the Use and Create options.
Masks are saved with an Files . ... Click this option or press 8 to display the Files panel, from
MSK file extension. which you load or save masks.
Refer to Chapter 2 to
review how to use the Exit Menu. Click this option or press 0 to hide the Mask menu
Files and file selector options and return home.
panels.
USE
a C:REf'ITE
s C L;l; P
4 I NVERT
s V I EH
e. PASTE
., RE LEASE
s FI LES
0 E X I T MENU
Using a Mask
209
Painting on the PC
1. Load the WALK. GIP file into the drawing area. Click one of the
frame icons to save the image to the frame buffer.
2. Suppose you want to create a mask that covers the astronaut com
pletely but leaves the surface of the earth untouched. Choose the
Mask ... command from th e Extra menu. Press 2 to select the Cre
ate option. An asterisk now precedes the option name, indicating
that you are in the mask creation mode.
Any ink you apply in the 3. Right-click in the drawing area or press 0 to return home . Choose
mask creation mode is the Separate command from the Pie menu, then drag over as
added to the mask
many colors inside the astronaut as possible. All like colors now
buffer, even if you click
the Undo button.
change to the current color, presumably black. Don't worry if
small portions of the earth also become black. If you missed some
colors in the astronaut, repeat the Separate command until the
image appears as covered as the image in Figure 6 . 1 9. (If you make
a big mistake, clicking the Undo button will not remove it from
the mask buffer. You will have to reselect the Create option and
start over.)
4. Press the X key to clear the screen. Select white from the mini
palette. Choose the Mask . . . command, then click the C reate
option to turn it off. Click the Paste option to display the mask in
the current color, white.
210
6-Automated Painting Features
5. Press O to hide the Mask m e nu options. Use the Box, Fill, and
Draw tools with the key color to fill in white areas that appear
outside the outline o f the astronaut. Use the same tools with white
to erase black areas inside the astronaut. Your final image should
appear similar to Figure 6.20.
For those a little confused, here 's a buffer update: the frame
buffer contains the WALK. GIF picture, the swap buffer con
tains the BACKGRND.GIF picture, and the mask buffer con
tains the astronaut silhouette.
211
aint!flg 017. the PC
8. ChQose the Restore command from the Pie menu to retrieve the
contents of the frame buffer. The WALK.GIF picture appears in
the drawing area.
9. Click the Mask (M) button i n the bottom right corner of the Home
panel. The area inside the astronaut is now protected from any
screen manipulations you perform.
10. To prove this, select the Scrape ink, then choose the Apply Ink
command from the Pie menu. The unmasked portion of the draw
ing area is replaced by a Grecian backdrop, as shown in Figure
6.21 and in Color Plate 9 .
212
6-Automated Painting Features
Draw with the Draw tool, and notice that both astronaut and
background are no longer protected, as shown in Figure 6 . 2 2 .
Using the Mask menu options, you can create spectacular effects
in a surprisingly short period of time. Masking allows you to divide a
painting into a definite foreground and background, so that you can
create or manipulate an image in the foreground exclusively, or i n the
background exclusively, or in both .
Establishing a Grid
The Grid ... command is provided for users interested in applying Ani
mator to the tasks of creating charts, presentations, and other rectilin
ear drawings. Using the options available for this command, you can
establish a network of vertical and horizontal guidelines, called a grid.
Cursor movements in the drawing area will be constrained to the inter
sections of these guidelines; consequently, you can create straight lines
and geometric shapes more quickly and accurately.
213
Painting on the PC
Use. Click this option or press 1 to turn the current grid on and off.
An asterisk precedes this option when the grid is active.
Create. After you click this option or press 2, you can draw a rec
tangle indicating the size of each grid increment; that is, the verti
c al and horizontal distances between guidelines. The Use
command is activated automatically after you establish the grid
increments.
Paste. Click this option or press 3 to import the current grid into
the drawing area in the current ink.
View. Click this option or press 4 to view the current grid in the
current color. Click to hide the grid and return to the Grid Snap
Control options.
Exit Menu. Click this option or press 0 to hide the Grid Snap Con
trol options and return home.
Ci;!:EATE
3 PASTE
4 V I EW
0 EX I "t MNU
214
6-Automated Painting Features
Using a Grid
Creating and using a grid is a simple and straightforward process. A grid
ensures that images line up correctly, and that a picture appears regu
lar and balanced. The following example demonstrates how to employ
a grid effectively:
Figure 6.24 Establish the first corner of the grid increment at the
exact center of the drawing area.
Cancel the creation of a 4. Three pairs of numbers now appear in the status bar, similar to
new grid by right those that appear when you draw with the Box tool. Drag down
clicking after you
and to the right until the second pair of numbers read 32 20. Then
establish the first corner.
click to establish the opposite corner of the grid increment.
5 . The grid shown in Figure 6 . 2 5 appears on the screen in th e cur-
215
Painting on the PC
rent color, lavender. Click to hide the grid and redisplay the Grid
Snap Control options. Notice that the Use command is selected,
indicating that the grid is ready to be used.
A grid affects the use of all tools. However, some tools are more
positively affected than others. For example, using the Fill tool with a
216
6-Automated Painting Features
Figure 6.26 Drawing with the Gel tool while a grid is in use.
Grids also affect the application of the Get, Move, Paste, Below,
Stretch, and Turn commands from the Cel menu. Other commands that
fall under a grid ' s influence include the Separate command in the Pie
menu and the Line Cluster command in the Cluster menu of the Palette
window.
Making Macros
211
Painting on the PC
a file, selecting a different tool or ink for use in the Home panel, or even
writing a signature; macros can perform them all at the selection of a
single option.
Using Macros
Many users stay away from using macros because they seem compli
cated, confusing, or even too technical. But with practice, you can de
sign macros that are not only easy to use, but also customized to your
specific needs. How much more user-friendly can a macro get?
The following example demonstrates how to record and play a
macro;
218
6-Automated Painting Features
1 STAR1' REC!ORE.l
a .ENO i?o
a J.JSE MACRO
4 RE,EA:'i' Mf!CO
$ REf\LT l ME RCipRC)
6 F :t Li=;s "' .
.
e CAC. L
219
Painting on the PC
Clicking the Undo button 8. Set the brush shape to 7-pixels thick, then play the macro again.
after playing a macro
9. Boost the density of the Glass ink to 30%, set the brush shape to 5
only undoes the last
action performed by the pixels, and again play the macro.
macro, not the entire 1 0 . Increase the density of the glass ink, this time to 50%. Decrease
macro.
the brush shape to 3 pixels, then replay the macro.
1 1 . For the final playback, select the Opaque ink, then click the brush
shape indicator to display the single-pixel brush. Choose the
Record . . . command again, then press 3. The final image should
look something like Figure 6. 2 8 , only with your name displayed .
( CRt=IW )( BOX
I ZOOM I l POLY Jf TEXT
I UNDO I ( SPRA)( FI LL
If you have enough 1 3 . Choose the Record . . . command, then press 6 to select the Files . . .
space on disk, save all option. Click the Save button i n the Files panel, then save the
of your macros. Then
macro under the name NEONNAME.REC.
you can load them into
the macro buffer and
play them back at will. In the previous exercise, you changed settings between playbacks
to change the result of the macro. This is an important property of
macros to keep in mind, since it can prove both helpful and harmful.
For example, if you originally record a drawing using the Draw tool,
then play it back while the Box tool and V Grad ink are selected, the
results will differ dramatically, as shown in Figure 6.29. Even if you
record the selection of a tool, the macro has no idea what tool it's using.
220
6-Automated Painting Features
It only knows what tool slot was clicked. If the tool in the slot has been
changed, the results of the macro are changed as well.
In this chapter, you learned how to use every command in the Cel
menu and every option associated with the Mask ... , Grid . . . , and Re
cord . . . commands in the Extra menu. Take a moment now to review the
important points of this chapter:
Both the Clip and Get commands in the Cel menu store an image
to the eel buffer. The Clip command automatically c l ips all images
221
on the PC
222
6-Automated Painting Features
223
p A R T
Animation
225
s E v E N
Introduction to
Animation
Animator is a marvelous painting program. If you use it to create still
images only, you will find that it ranks among the best software avail
able. But Animator shines most brightly when applied to the task of
making images move. This chapter introduces you to the concepts and
uses of animation, as well as to Animator's specific flic-handling capa
bilities.
Animation Theory
227
Animation
pose or its passion; the who and what outweighs the how and why.
Consequently, a still image must appear accurate in form, color, and
detail, because these are the qualities that make it believable.
Animation is like a race Adding movement to a drawing is like adding a verb to a sentence.
horse-its movement is The how and why are elevated to the position of prime importance and
more important than its
interest. You see the action first and the artwork second. Therefore, a
looks.
stick figure that moves fluidly is a better piece of animation than a com
plex illustration that moves awkwardly or artificially.
You see evidence of this when you watch a Saturday morning car
toon. For example, a cartoon Tarzan drifts stiffly onto your television
screen. He does not bounce as if walking, but rather floats as if on roll
ers: A moment later, he moves his mouth in sync with a line of dialog.
He blinks his eyes. Otherwise, the King of the Jungle is as motionless as
a dead man. Although the image itself appears fairly realistic, its move
ments are stilted and singular. Tarzan appears incapable of walking and
chewing gum at the same time. If you're over the age of ten, Tarzan puts
you to sleep. Tarzan is animation at its worst.
On the other hand, images in a video game tend to be overly sim
plistic, made up of only a few pixels due to their small sizes. Yet you
can't pry your kids (or yourself) away from them. Despite their simplic
ity, arcade creatures react to your commands immediately-running,
jumping, hitting, and throwing in the span of several seconds. Their
actions, though limited, are dynamic and energetic. Even without a co
herent plot line, arcade characters are more interesting and entertain-
228
7-lntroduction to Animation
Figure 7.2 Images which do not change , such as the rolling hills
shown in the lower portion of th e picture, form
a consistent background.
229
Animation
230
1-lntroduction to Animation
Click the up arrow icon or press the up arrow key to display the
first frame in the current flic.
231
Animation
Click the left arrow icon or press the left arrow key to display the
previous frame in the current flic.
Click the rig ht arrow icon or press the right arrow key to display
the next frame in the current flic.
Right-clicking or Click the double arrow icon or press the down arrow key to play
pressing a key stops the the current flic. Each frame is displayed brie fly in sequential
playback at the frame
order. This playback repeats over and over until you right-click or
just played. This is
useful for locating and
press any key on the keyboard.
fixing inconsistent Click the down arrow icon to display the last frame in the current
images. flic.
The current frame indicator lists the number of the current frame.
Click this box or right-click any frame icon to display the Frames
panel.
You can also access the Right-click any frame icon to display the Frames panel . This is the con
Frames panel by trol center for accessing and manipulating an animated sequence. Here
choosing the Frames
you can add frames, delete frames, organize frames, and change the
command from the
Animator menu in the
speed at which a flic is played.
Home window, or by Shown in Figure 7 . 5 , the options in the Frames panel include the
pressing the A key following:
followed by the F key.
Click the Frames button to move the Frames panel to a different
location on the screen. Click again to display the panel in its new
position.
The frame i con s allow you to play animation and access frames.
See the previous section for a description of individual icons. A
current frame slider bar is displayed with these icons. When there
is more than one frame in the current flic, a slider box appears
inside the slider bar; you can drag the slider box back and forth to
access other frames.
The total frames indicator lists the number of frames in the cur
rent flic. Click this option to display a message box that allows you
to set the length of the current flic. The length can vary from 1
frame to 4000 frames.
232
?-Introduction to Animation
Right-click the Insert or Click the Insert button to insert a duplicate of the current frame
Delete button to insert between the current frame and the next frame.
or delete multiple frames
at once. Click the Delete button to delete the current frame. An alert box
will appear and ask you to confirm the delete.
The Segment buttons, labeled A , B, C , and D, organize the current
flic into ranges of frames called segments. You can use the Seg
ment buttons to limit the affect of a command which utilizes the
Time Select panel (introduced later in this chapter). Click any of
the mutually exclusive Segment buttons t o make the segment
associated with that button the current segment.
To change the range of The current segment slider bar displays the range of frames
frames associated with a included in the current segment. You can adj ust the first and last
segment button, edit the
frames in the segment by clicking the slider bar arrows, or by
range in the current
segment slider bar, then
dragging the black segment icon inside the slider bar.
right-click the segment Click any of the mutually exclusive Marks buttons, labeled A, B, c ,
button. o r D , to advance t o the frame associated with that button. You can
tag the current frame for easy future access by right-clicking a
Marks button.
Click a m ultiply frames button , labeled *2, * 3 , or *5, to double,
triple, or quintuple the number of frames in the current flic. In
each case, one, two, or four duplicates of each existing frame are
created.
The mutually exclusive Frame (F), Segment (S) , and All (A) but
tons determine whether a command using the Time Select panel
will affect the current frame, the current segment, or all frames in
the current flic, respectively.
The current range indicator displays the number of frames which
will be affected by a command using the Time Select panel. If the
Frame (F) button is selected, this number is 1. If the Segment (S)
button is highlighted, the number of frames in the current seg
ment is displayed. If the All (A) button is highlighted, the number
in the total frames indicator is displayed.
Increasing the number in The Play Speed slider bar determines the speed at which the cur
the Play Speed slider rent flic is played. The number in the slider box specifies the
box slows down
length of time each frame is displayed in units of 1 / 70th of a sec
playback; decreasing the
number speeds up the
ond. Each 1 / 70th of a se cond is called a jiffy. The Animator
animation. default Play Speed setting is 5 j iffies, or 14 frames per second.
Highlight the Time Select button to apply commands from the
Home window over several frames at once; this b utton performs
the same function as the T buttons in the Home and Palette
233
Animation
Current
seg ment
s l ider bar
Editing Flies
The best way to get a feel for the Frames panel is to j ump right in and
edit an existing flic file, as in the following exercise:
234
7-lntroduction to Animation
11 1
jI ( T U-11;; SELECT )
4. Press the down arrow key to play the flic file. The Frames panel
disappears and the cartoon image walks in place while the num
bers in its h e ad cycle from 1 through 8 and back to 1 again.
5. Press any k e y to stop the playback. After the Frames panel reap
pears, drag the current frame slider box until it reads 4; this dis
plays th e fourth frame of the flic. In this frame, the cartoon image
stands with its right leg fully raised.
6. Suppose you want the right leg to hang here for a moment during
playback. You can't slow the speed for only one frame in a flic, but
you can insert a duplicate of this frame so that two frames play at
this point instead of one. Click the Insert button. The number in
the total frames indicator increases by one, indicating that you
have successfully inserted a duplicate of the current frame.
7. Press the down arrow key to play the flic. The image appears to
pause momentarily when it raises its right leg, just as anticipated.
8. Right-click to cancel the playback. Now click th e down arrow
frame icon to display frame 9, the last frame in the current flic.
When you inserted the frame in step 6, you shifted each frame
after frame 4 to a position one number greater. Frame 9 now con
tains the image previously contained in frame 8.
9. In frame 9, the cartoon image stands with its left leg fully raised.
Click the Delete button to s ubtract this frame from the current
235
Animation
10. Press the down arrow key to play the current flic. Now that the
left leg never fully raises, the pause when the right leg raises
appears pronounced. In fact, the image seems to limp rather than
walk in the drawing area.
1 1 . Press any key to cancel the playback. Now try a different speed.
The Play Speed slider bar is currently set at 10, or 7 frames per
second. Move the slider box to 5, then press the down arrow key
again. Now the cartoon.image limps quickly. If this sequence had
more frames, it might look better at this higher speed (14 frames
per second), but as it is, it appears unnatural.
236
7-lntroduction to Animation
Play speeds higher than 12. Press any key to cancel the playback. Move the Play Speed slider
17 are generally too box to 1 7 , then play the animation again. This slower speed of
slow to be useful in
about 4 frames per second allows you to see every frame clearly
animation, but they are
and individually, making the appearance of movement l ess
useful in presentations
that include stationary believable.
type of charts. 13. Right-click to cancel the playback.
One application of the Right-click the Time Select button in the Frames panel to display the
Time Select panel is Time Select panel, which allows you to apply a command to several
discussed to/lowing this
frames at once. To use this panel, highlight the Time Select or T button
introduction. Additional
applications are
in the current window, then choose the command you want to apply to
discussed in Chapter 9. multiple frames. For example, suppose you want to alter th e palette in
every frame of the current flic. Highlight the T button i n the Palette
window, then choose a palette manipulation command, such as the
Use Cel command from the Value menu. Ordinarily, the colors from
the eel buffer immediately fill the appropriate slots in the palette grid;
in this instance, the Time Select panel appears first, to allow you to
determine which frames will be affected and also how they will be
affected.
Shown in Figure 7.8, the options i n the Time Select panel include
the following:
237
Animation
The current segment sli der bar displays the range of frames
included in the current segment. You can redetermine the first
and last frames in the segment by clicking the slider bar arrows, or
by dragging the black segment icon inside the slider bar.
The mutually exclusive Frame (F), Segment (S), and All (A) but
Click the Preview button to preview how the current time opera
tion will affect each frame, without actually applying the time
operation. If you don't like the preview, you can cancel the opera
tion. At the end of the preview, the last affected frame remains
displayed until you click.
238
7-lntroduction to Animation
Time operations allow you to edit many different frames at once. The
following example demonstrates how to use a simple time operation to
create a moving background:
1. Go home, then load the MRNUMO.FLI flic using the Files ... com
mand in the Flic menu. This step returns the flic to its original
state.
indicator
Movement Frame Cu rrent
buttons icons ink
L
t C:f'INC E I- l J _I.N 1.., ow'I
(F*REVI EH) fp I 1'.'-!G POGI j oUT i..o w)
( RSNQER ) I R:EVESE I ! COMP LETE! TO A L L
239
Animation
2. Return home again, then highlight the Time (T) button on the
right side of the Home panel.
3. Since the cartoon image in this flic walks in place rather than
across the screen, the b ackground must move to create the
impression that the image is going somewhere. This background
will most likely have a different color palette. To prepare for this
possibility, right-click on the current color indicator to display the
Palette window.
Notice that the Time button at the top of the Palette panel is
highlighted. When you select or deselect a mode button in
one panel, you select or deselect it in all others as well. You
selected the Time button in the Home panel; thus, it is also
selected here.
240
7-lntroduction to Animation
1 0. This picture of the surface of the moon will serve as the moving
background for the walking cartoon image . Since moving is a
transformation, and transformations are perfor m e d most effi
ciently using commands from the Cel menu, press the Tab key to
store the current picture into the eel buffer.
1 1 . Choose the Paste command from the Swap menu to recall the first
frame image. The Time Select panel appears. Because the Time
button is highlighted, Animator thinks you want to paste the con
tents of the swap buffer into every frame of the current flic. This
would be a big mistake, resulting in an animation sequence that
repeats the same image over and over. Click the Time button to
turn it off, then press the Spacebar to cancel the Paste command.
1 2 . Choose the Paste command again from the Swap menu. This time,
the cartoon image with a " 1 " in its head appears in the drawing area.
1 3 . Right-click the current color indicator to display the Palette win
dow again. You must now import the colors from the palette of the
background image into the current palette. To ensure that the
seven colors of the cartoon image are not affected, highlight the
Cluster button. Then choose the Unused Colors command from the
Cluster menu. Click the OK button in the resulting message box.
1 4 . Select the Time button, then choose the Use Cel command from
the Value menu. The Time Select panel appears. Since you intend
to apply this command to all frames, the current settings are cor
rect. Click the Render button to complete this time operation.
1 5 . Press the Spacebar to return hom e . Now it is time to introduce the
background image. C hoose the B elow command from the C el
menu to place the moon eel behind the existing cartoon images.
The moon appears inside a marquee. C lick about half an inch
from the right-hand side of the marquee. Move the cursor directly
leftward, until the second pair of numbers in the status bar read
-280 0, then click again.
1 6 . The Time Select panel appears. Click the Preview button. The
b ackground moon moves 40 pixels each frame, starting at its origi
nal position occupying the entire bottom of the screen in frame 1
and ending at the position to which you moved it in frame 8. Click
to end the preview.
If you see random white dots at the top of the screen during a
preview or a rendering, don't worry. This is a temporary
video effect, referred to as "snow , " and will not appear dur
ing playback.
24 1
Animation
242
1-lntroduction to Animation
ST .I L L I l I N S LOW I
(PREV I EW} rP I NG -PONGI louT SLOHI
( RENDER J I REVERSE I ICOMP LETEI TQ A L L
243
Animation
Linking Flies
So far, you have learned how to create and play one animation se
quence at a time. Animator also allows you to link multiple flic files to
create longer sequences, or to blend two flies together to create a third.
These multiple-sequence features can be used to enliven original flic
files, and to collage flies included with the Animator program or ob
tained from other sources.
Choosing the New or New. Choose this command or press the N key to delete all but the
Reset command deletes first frame from the current flic and erase the contents of the first
frames permanently
frame. An alert box will display, asking you to confirm your
(unless they are saved
to disk). Clicking the
request.
Undo button restores Reset. Choose this command, or press the F key followed by the R
only the contents of the key, to revert all settings, including the number of frames and the
first frame.
contents of frames, to those in the DEFAULT.FLX file. For informa
tion about editing the default settings, see Appendix A .
The Composite . . ., Composite . . Choose this command, o r press the F key followed
. .
Join . . ., and Effects . . . by the C key, to display a list of options which allow you to merge
commands are described
the contents of two flic files using the current ink.
in more detail in the
remainder of this Join . . . . Choose this command, or press the F key followed by the J
chapter. key, to display a list of options which allow you to splice two ani
mation sequences into a single flic file.
Effects . . . . Choose this command, or press the F key followed by the
E key, to display a list of special effects and transformations that
can be performed on one or more frames.
244
1-/ntroduction to Animation
245
Animation
Files will not merge successfully when both the Opaque ink is
selected and the Clear Key Color button is turned off. Generally,
you should only choose the Composite ... command when the
Clear Key Color button is turned on.
246
1-lntroduction to Animation
transparent; the last frame is 1 00% opaque. The current ink and
Clear Key Color setting are ignored.
Cancel. Click this option or press 0 to hide the Composite Func
tions options and return home.
If in doubt about the Combine Color Maps. Click this option or press 1 to add the two
option to select, select palettes in each pair of frames to be merged. The program then
option 1, which does the squeezes each of these combined palettes down to 2 5 6 colors and
best job of retaining the
color integrity of both
remaps the frame colors accordingly.
the current and incoming Keep Current Colors. Click this option or press 2 to retain the pal
flies. ette of each frame in the current flic but remap the frame colors in
the incoming flic.
Use In coming Colors. Click this option or press 3 to retain the
241
Animation
palette of each frame in the incoming flic but remap the colors in
the current flic.
No Fitting. Click this option or press 4 to retain the palette of each
frame in the current flic without remapping the colors from the
incoming flic. The results are generally messy unless the palettes
of both flies are similarly organized.
Cancel. Click this option or press 0 to hide the composite color
mapping options and return home.
After you select a composite color option (or if no color options are
necessary), a giant marquee encompassing the entire drawing area will
appear, as shown in Figure 7.14. This marquee represents the dimen
sions of each frame of the incoming flic. You can determine the posi
tioning of incoming frames as follows: click in the marquee; move the
cursor; then click again at a new location. A status bar tracks the move.
If an image from the incoming flic enters or exits from either side
of the screen, do not move the giant marquee sideways. Similarly,
if an image enters or exits from the top or bottom, don't move the
marquee vertically.
248
7-lntroduction to Animation
Wrap at End. Click this option or press 1 to repeat the pasting pro
cess beginning at the first frame of the current flic.
Chop at End. Click this option or press 0 to dispose of all excess
frames from the incoming flic.
Figure 7.15 Excess frames from the incoming flic can be pasted
into the first frames of the current flic or deleted.
249
Animation
If an image from the For example, suppose the incoming flic contains 18 frames and the
incoming f/ic enters at current flic contains 8. If you choose the Composite . . . command start
one side of the screen
ing at frame 6, Animator will paste frame 1 of the incoming flic into
and exits from the other,
frame 6, frame 2 into frame 7, and frame 3 into frame 8. Having run out
you should always select
the Wrap at End option. of frames in the current flic, it will produce the options shown in Figure
This ensures that the 7 . 1 5 . If you select the first option, Animator will continue pasting
image will make its frames-4 into 1, 5 into 2, and so on-until frame 1 1 of the incoming
complete trip across the
flic is pasted into frame 8 of the current flic. At this point, Animator
screen.
again displays the options shown in Figure 7 . 1 5 , asking you what to do
with frames 1 2 through 18.
If you want to experiment with the Composite ... command, refer
to the last exercise in this chapter.
Joining Flies
The Join . . . command is not j ust a method for splicing together different
animated sequences; it is also a method of animation in and of itself. As
you will see, this command provides a number of transition effects for
shifting from one still image to another. These effects are particularly
useful for creating simple, repetitive presentations.
The play speed of the Choose the Join ... command from the Flic menu to display the list
incoming f/ic is changed of options labeled J o i n F l i c ? , shown in Figure 7 . 1 6 . These options op
to match that of the
erate as follows:
current f/ic, whether the
flies are being merged or
joined. To End. Click this option or press 1 to join the incoming flic to the
end of the current flic.
To Start. Click this option or press 2 to join the current flic to the
end of the incoming flic.
Cancel. Click this option or press O to hide the Join Flic options
and return home.
Cut. Click this option or press 1 to splice the two flies together
with no transition effect, so that the last frame of one flic is suc
ceeded immediately by the first frame of the other.
Transition. Click this option or press 2 to apply a transition effect
between the beginning of one flic and the end of the next.
250
1-fntroduction to Animation
Figure 7.17 You can either splice two flies together or apply
a transition effect.
Cancel. Click this option or press 0 to hide the splicing options and
return home.
251
Animation
Transition sequences If you select the Cut option, Animator plays through the sequence
interrupt the flow of as it j oins the two flies, then returns you to the Home window. If you
animated sequences;
select the Transition option, the list of options labeled T rans i t i on Type,
therefore, they are most
shown in Figure 7 . 1 8 , is displayed. These options operate as follows:
useful for creating
transitions between still
images. Fade Ou_t. Click this option or press 1 to darken the last frame in
the first flic incrementally until it turns black and then lighten the
first frame in the second flic from black to full density.
Wipe. After you click this option or press 2, the first frame in the
second flic replaces the last frame in the first flic in a downward
motion, like the lowering of a curtain.
Ve n e ti an Click this option or press 3 to introduce the first frame in
.
FAOE OUT
l-I IPE
3 VENET I AN
D I SSO LVE
C I R.CLE WIPE
252
7-lntroduction to Animation
253
Animation
5. Press the Spacebar to return to the Files panel. Select the Flic but
ton from the file type buttons in the right half of the panel, then
press the S key to activate the Save button.
6. WALK.FU displays as the default file name. Press Enter to accept
this name and complete the save routine.
7. When the Files panel reappears, select the Picture file type but
ton, then press the L key to activate the Load button. Select the
AMBER.GIF file from the scrolling list in the file selector window,
then press Enter.
8. Right-click a frame icon to display the Frames panel. Notice that
the total frame indicator still indicates 10 frames. If you were to
press the right arrow key, you would notice that all of the other
frames contain the astronaut picture, not the picture from the
AMBER.GIF file. To fill these frames with Amber (assuming that's
her name and not her hair color), you must use the swap buffer
and the Time Select panel.
9. Press the Spacebar twice to return home. While in the first frame,
choose the Clip command from the Swap menu. Now highlight
the Time (T) button in the Home panel, then choose the Paste
command from the Swap menu.
254
7-lntroduction to Animation
10. The Time Select panel appears. Verify that the To All button is
highlighted, then click the Render button. The current flic is now
filled with pictures of Amber.
11. Choose the Join . . . command from the Flic menu. Press 2 to select
the To Start option, then double-click the WALK.FU file in the
scrolling list of the file selector panel.
12. The astronaut appears in the drawing area, along with the splicing
options. Press 2 to select the Transition option.
13. Now Amber reappears with the Transition Type options. Press 5 to
select the Circle Wipe option.
1 4 . A message box appears, asking how many frames to assign to the
transition. Press the Escape key, then type 10. Press Enter.
1 5 . Press the down arrow key to play the sequence. Notice that as
Amber emerges inside her circle, the colors on the screen fade
from the astronaut palette of blues and whites to the Amber pal
ette of warm flesh tones and browns. The result is that some
frames, such as the one shown in Figure 7. 2 1 , appear almost
unrecognizable.
255
Animation
256
?-Introduction to Animation
Before you read on, you may want to save the current flic as
CYCLE.FU.
Special Effects
257
Animation
slider bars will display, requesting the width and height of the
quantization units.
Engrave. Click this option or press 6 to convert all pixels in a
painting to black or white. This option uses a vertical-line algo
rithm, which produces results like those shown in Figure 7 . 2 7 .
Lace. Click this option or press 7 to convert all pixels in a painting
to black or white. This option is identical to the Engrave option,
except that it uses a random-dithering algorithm, which produces
results like those shown in Figure 7.28 ..
Grays Only. Click this option or press 8 to convert all pixels in a
painting to one of 64 gray values (gray values are also used to con
vert a color image to a black-and-white photograph). The palette
grid is also reorganized so that the first 64 color slots contain grays.
All remaining slots are changed to red.
Blue Numbers. Click this option or press 9 to paste a frame number
into the upper right corner of each frame in the current flic, using
the color in the first slot of the mini-palette of each frame (which
may or may not be blue).
Cancel . Click this option or press O to. hide the Special Effects
options and return home .
-;
..
: 1 , ,*-, i.
e EXPFtNQ xa-
: :re$:. :
0 L7 : . .
258
1-lntroduction to Animation
259
Animation
Figure 7.25 The result of applying the Crop option when the key
color is black.
-
-
'
-l.l
. lL.
'
..
260
7-/ntroduction to Animation
26 1
Animation
1 . Choose the Reset command from the Flic menu to restore Anima
tor's default settings.
2. Choose the Files . . . command from the Flic menu, load the TIGER
CAT.FLI file, then return home.
3. The entire drawing area appears black, as if the loading operation
didn't work. However, when you press the down arrow key, you
see a cat slink across the screen.
4. Press any key to cancel the playback. Then choose the Effects. . .
command from the Flic menu. The Special Effects options appear.
5. Press 4 to select the Trails option. A new list of options appears,
shown in Figure 7 . 2 9.
262
7-lntroduction to Animation
Since the key color in this case is black, the first color in the
palette grid (register number O), the Zero Clear and Key
C olor Clear options produce identical results. You might
want to experiment with the Transparent option, although it
takes much longer to complete.
6. Press 3 to select the Key Color Clear option. The image from each
frame is pasted behind the image in the next frame. The effect is
cumulative; for example, the cats from frames 1 through 6 are
pasted into the background of frame 7, the cats from frames 1
through 23 are pasted into the background of frame 24. A sample
frame is shown in Figure 7.30.
7. Play the animation. The cat from each frame remains visible until
the sequence repeats.
8. Stop the playback. Click the Zoom button. A marquee appears in
the center of the drawing area, which is the default position, as
determined by the DEFAULT. FLX file. Click inside the marquee,
then move it straight down until the second pair of numbers i n the
263
Animation
status bar read 0 40. This is the area that will b e enlarged by the
Expand x2 option. Click to complete the Zoom operation.
9. Press Z to return the drawing area to normal size. The Zoom but
ton does not have to b e active when you select the Expand x2
option.
10. Select the Time (T) button. Choose the Effects. . . command from
the Flic menu, then press 2 to select the Expand x2 option. Since
the Time button is highlighted, the Time Select panel appears.
Verify that the To All button is highlighted, then click the Render
button. The Effects . . . command operation will take several
moments to complete.
11. Make sure the drawing area for the current frame contains at least
a partial image of the cat. Then right-click the current color indi
cator. In the Palette window, choose the Unused Colors command
from the Cluster menu. A message box displays, informing you
that there are 244 unused colors. Click OK.
1 2 . Choose the Invert command from the Cluster menu. Only the 1 2
used colors appear i n cluster B . Choose the C u t command from
the Value menu to store these colors in the color buffer.
13. Press the Spacebar to return home. Save the current flic as
MULTICAT.FLI. Then load the MOONWALK.FU file you created
earlier in this chapter.
14. Right-click a frame icon to display the Frames panel. This flic con
tains 8 frames. You may have noticed that the MULTI.CAT file
contains 44 frames, though several frames at the beginning and
end of the file are repetitive. To bring the number of frames in the
current flic up to a comparable level, click the *5 button. Four
copies of each frame are created, thereby bolstering the total num
ber of frames to 40.
15. Move the Play Speed slider bar to 2 to compensate for the addi
tional frames. Press the Spacebar twice to return home .
16. Right-click the current color indicator to display the Palette win
dow. Next, right-click cluster box B, then click in registers 64 and
75; this alters the range of the cluster to a total of 1 2 colors.
1 7 . Verify that the Time button is still highlighted. Then choose the
Paste command from the Value menu. When the Time Select
panel appears, click the Render command. The colors of the cat
animation are pasted into each frame of the current flic.
18. Return home, then right-click the Glass ink. Set the Ink Strength
to 75, then select the Dither button. Press the Spacebar to hide the
Ink Types panel.
264
7-/ntroduction to Animation
1 9 . Choose the Composite . . . command from the Flic menu. Select the
Underlay Glass option. Then double-click the MULTICAT. FLI file
from the scrolling list.
20. Since the palettes of the current and incoming flies differ, the
composite color mapping options appear. Press 2 to select the Keep
Current Colors option.
2 1 . The giant marquee appears next. Click inside it, then move it
directly upward 30 pixels. Click again to fix it in place.
22. When the message box appears, asking you to confirm your com
posite choices, select Yes. The Composite . . . command operation
will take several minutes to complete.
2 3 . Since there are a few more frames in the incoming flic than in the
current flic, Animator displays two options so that you can decide
what to do with the excess frames. Press O to select the Chop at
End option.
24. Press the down arrow key to play the file. The large cat now runs
by in the background like some kind of radioactive monster. A
sample frame is shown in Figure 7 . 3 1 .
You may want to save the file at this point, preferably under a new
file name.
265
Animation
266
7-lntroduclion to Animation
merging the current flic with an animation file on disk. The con
tents of a frame on an incoming file are pasted in front of or behind
the contents of a frame in the current file .
The Join . . . command splices a flic fi l e to the beginning or e n d of
the current flic file. You can also j oi n flies using transition effects
to create interesting visual links between still images.
The Effects . . . command provides special effects and transforma
tion options.
267
E I G H T
Aniillating Type
In the presentation market, animation is perhaps most commonly ap
plied to words. Logos, slogans, headlines, buzz words, and credits move
across television and computer screens, enticing viewers in a way that
makes stationary type on the printed page look pretty dull .
I n Animator, animating type i s a simple process, requiring no
drawing skill and only a smidgen of design sense. You can float type
smoothly across the screen to introduce an understated and impecca
bly legible message. You can also fly a bulletin b y quickly to attract
viewer attention or, to spark curiosity, display words l etter by letter as
if they are being entered from a typewriter or keyboard.
The techniques and the options used to move type in Animator
are deceptively modest and easy to master. But their applications are
virtually inexhaustible in both variety and utility.
269
Animation
Text editi ng
buttons
270
8-Animating Type
The Do Titling button Click the Do Titling button to display the Time Select panel and
performs the tilling determine the range of frames to which the current settings will
operation. You should
be applied.
set all options before
you select this button. Click one of the text e diti ng buttons to determine the contents and
the font of the text block you intend to animate.
Select one of the mutually exclusive Movement options to specify
how the current text is to be moved inside its text box.
Highlight one of the Scrolling options to determine the increments
by which the current text block is to be moved.
Select one of the mutually exclusive Ju stify options to determine
how the current text is to be positioned inside its text box.
Click the Frame Count button to calculate the minimum number
of frames required to implement, or render, the current settings.
The first step in animating type is to store the type into th e text buffer.
This can be accomplished in several ways. You can create a text block
with the Text tool. You can also create or manipulate text in the text
buffer using one of the Text tool modification options, available in the
Drawing Tools panel, shown in Figure 8 . 3 . The Text tool options are
explained i n the Tool Descriptions section of Chapter 3 .
For an introduction to Finally, you c a n manipulate t h e contents of the text buffer using
the text buffer, refer to the text editing buttons, available in the Titling panel . The text editing
the Text tool discussion
buttons operate as follows:
at the end of Chapter 3.
When you click the New New Text. Click this button to enter new text into the text buffe r,
Text button, you erase After you click the button, the Titling panel will disappear and a
the previous contents of
pair of horizontal and vertical dotted lines will appear i n the
the text buffer.
drawing area. A status bar will indicate the location of the cursor.
You can now create a text block j ust as if you were using the
Text tool. Click in the drawing area to specify the location of the
first corner of the text box. Move the cursor to size the text box,
then click to specify the location of the opposite corner. The com
pleted text box will appear with a text entry marker, indicating
that any type you enter from the keyboard will appear in the
drawing area. After you enter enough text to fill the length of the
text block, the text entry marker will wrap to the next line, as
shown in Figure 8 . 4 . If you enter type past the bottom of the text
box, the text will scroll up and the first line of type will become
hidden (pressing the up arrow or left arrow key will redisplay it).
211
Animation
EARLY20
Figure 8.3 The Te xt tool modification options.
If you click inside the text box, you can move the text box to
a new location in the drawing area; click again to fix it in place. If
you click outside the text box, you can resize it. Dotted vertical
and horizontal guidelines will appear on the screen. Move the
cursor to reposition the first corner of the text box, then click.
Move the cursor to reposition the opposite corner, then click.
Right-click to fix the text box in place and redisplay the Titling
panel. If you created text with the New Text button, you will no
lon g er s ee it di sp l aye d in the drawing ar ea
.
Edit Text. Click th is button to edit the current contents of the text
buffer. After you click the button, the Titling panel and all images
in the drawing area will disappear, and a gray text box filled with
the contents of the text buffer will appear in the drawing area.
You can edit the type o r move o r resize the text box as described
earlier. Right-click to save the text to the buffer and redisplay
the Titling panel. The text will no longer appear in the drawing
area.
272
8-Animating Type
Load Text. Click this button to display a file selector panel labeled
Load t e x t ? . Here you can specify the file name and location of the
text file you want loaded into the text buffer. Formatted text can
not be loaded into Animator.
Place Window. This button operates identically to the E dit Text
button, except that the contents of the drawing area remain dis
played and the text block appears in the current color.
Autodesk will ship you Load Font. Click this button to display a file selector panel labeled
6 1 additional fonts if S e l e c t a f o n t . Here you can select from one of the 18 fonts
you register your copy of included with Animator, or load one of your own fonts in the FNT
Autodesk Animator.
format. Selecting a new font changes the typeface in which the
contents of t h e text b uffer are displayed, as shown in Figure 8 . 5 .
Specifying Movement
After you enter type and select a font, you specify the way in which the
text will be animated by selecting one of the Movement options. These
options operate as follows:
Scroll Up. Click this option to move text upward inside the text
box. The scroll begins with the first letter of text positioned in the
upper left corner of the box; the rest of the text wraps normally.
273
Animation
Figure 8.5 The text from Figure 8.4 is displayed in a new font.
Text extending below the bottom edge of the box is hidden. The
text then moves upward until it disappears from view.
To create text that Scroll Across. Click this option to move text from right to left
scrolls downward or left inside the text box. The scroll begins with the first letter of text
to right, select the
positioned in the upper left corner of the box. Text that extends
Reverse button in the
Time Select panel before
past the right edge of the box does not wrap to the next line as it
clicking the Render normally would; rather, it is hidden. The text then moves left
button. ward until it disappears from view.
Type On. Click this option to display the current contents of the
text buffer one character at a time. If text extends below the bot
tom edge of the text box as it is displayed, the text will scroll up a
line at a time as th e characters wrap from one line to the next.
Still . Click this option to keep text stationary over the course of
several frames. Only the portion of the text that fits into the cur
rent text box is displayed.
Increments of Movement
Select an option in the Scrolling column to determine how far a letter or
line of type moves across the screen from frame to frame. This pair of
options operates as follows:
214
8-Animaling Type
The Scrolling op/ions Of the two Scrolling options, By Character requires signifi
affect the functioning of cantly fewer frames but generally provides poorer results.
the Scroll Up and Scroll
Across options only.
Justification
Options in the Justify column determine the justifi cation of a text block.
In typography, j ustification is the relation of one line of text to the next.
If each line of type is positioned so that the first letter of one line begins
at the same horizontal coordinate as the first letter of the next line, the
text block is said to be left-justified. If each line of text is aligned on the
right-hand side of the text block, it is said to be right-justified. If
the center of each row of type lines up, the text block is centered. If a
text block is fully justified, the words in each line are spaced out so that
the left and right edges align.
The Justify options do not affect type if the Scro11 Across option is
selected, since type that scrolls horizontally always begins as left
j ustified (or right-j ustified if the Reverse button is selected in the
Time Select panel) .
Left. Click this option to left-j ustify text created with the Titling
panel. (Note that text created with the Text tool is automatically
left-j ustified.) An example is shown in Figure 8.6.
Right. Click this option to right-j ustify text blocks created with
the Titling panel, as shown in Figure 8. 7 .
Center. Click this option t o center text blocks created with the
Titling panel, as shown in Figure 8 . 8 .
Fill Line Click this option to fully j ustify lines of type created with
..
275
Animation
276
8-Animating Type
N o ,,.r i s t l1 e t i 111 e
for a..1 1 good 111e11 to
"-
Figure 8.9 Select the Fill Line option to fully j ustify a text block.
Incidentally, the Text tool does not allow you to alter the j ustifica
tion of a text block. A text block created with this tool is always left-
277
AFJimatlon
Counting Frames
Before you move on to the Do Titling button and its options, you may
want to determine the number of frames required for your proposed
text animation sequence. Click the Frame Count button to display the
message box shown in Figure 8.10. As you can see, 8 1 9 frames are re
quired to scroll the text shown in Figure 8 . 1 0 from right to left at the
rate of one pixel per frame. If fewer frames are provided, the text will
move more than one pixel per frame. If more frames are provided, the
same image will be repeated in two or more frames. In either case, the
smooth flow of the text animation sequence will be interrupted.
tl1eir ro -
-.
QT_ ONE
_._
FRAME PER SCR6LL
. .
.
T
- ' J
218
8-Animating Type
you're creating an entirely new flic file specifically for this text anima
tion sequence, you should consider Animator's calculations carefully.
Do Titling
After you have determined all Titling panel settings, click the Do
Titling button. The Time Select panel described in the previous chapter
will appear. You can then choose whether to apply the proposed text
animation to the entire flic, to the current segment, or j ust to the cur
rent frame.
279
Animation
5. Right-click to return to the Titling panel. Click the Load Font but
ton to display a file selector panel offering a variety of font files.
Select the EARLY14.FNT file from the scrolling list, then press
Enter.
6. Click the Edit Text button in the Titling panel. The text block dis
plays in the new font. Because the letters are large in comparison
to the text box itself, only the last line of type is visible, as shown
in Figure 8 . 1 2 . Press the up arrow button several times to scroll to
the top of the text block, so that the firs t three lines of type are
visible.
7. Click inside the text box, then move the text box until it appears
to be centered in the drawing area. Click to fix it in place, then
right-click to return to the Titling panel.
The only way to save 8. You won't be using this text block immediately. Instead, you'll
text to disk in Animator create another text block and use it first. To avoid losing the cur
is to click the Save
rent contents of the text b uffer, you must save it to disk. However,
button in the Text tool
the Titling panel doesn't allow you to save text files; it only allows
modification options in
the Drawing Tools panel. you to load them. Press the Spacebar to display the Home win
dow, then right-click the Text tool to display the Drawing Tools
280
8-Animating Tjpe
panel. It is from here that you can save text blocks. Click the Save
button in the modification options to display a file selector panel.
Save the current text block as TEXTO l . TXT. Then return home
and again choose the Titling command from the Animator menu.
9. Using the Load Font button, change the current font to
WEST36.FNT, then return to the Titling Panel.
10. Select the New Text button. When the dotted lines appear, click at
the coordinates 60 90. Move the mouse down and to the right, to
where the status bar reads 200 60, then click again. Type the logo
C a r s -R-Us i n to the text bo x .
Notice that the text box for the logo is centered horizontally
in the drawing area, but not vertically. To prevent Animator
from scrolling text out of view to compensate for lack of ver
tical space, tack on an extra 20 pixels to the bottom of your
text boxes.
11. Right-click to return to the Titling panel. Select the Still option
from the Movement column and the Center option from the Jus
tify column. Then click the Do Titling button to disp lay the Time
Select panel.
281
Animation
1 2 . So far, the current flic contains only one frame. To add more
frames, right-click a frame icon to display the Frames panel, click
the total frames indicator, then request 40 frames in the resulting
message box. Press Enter to confirm your request, then press the
Spacebar to return to the Time Select panel.
1 3 . Click the Render button. The logo will appear in the drawing area
of all 40 frames. You are then returned to the Titling panel.
14. Suppose you want the logo to fade onto the screen. The easiest
way to do this is to apply one of the Palette window commands as
a time operation. Press the Spacebar to go home. Then right-click
the current color indicator to display the Palette window.
15. Click the Fit button to turn it off, then highlight the Time (T) but
ton. Right-click cluster box B, then click twice on register 250, the
color slot containing lavender. The only color in the current clus
ter is lavender.
1 6. Choose the Tint command from the Value menu, then click in a
black portion of the drawing area. A message box appears,
requesting the maximum tint percentage. Type 100 then click OK.
1 7 . The Time Select panel appears. Highlight the Reverse button,
then click the Render button. Animator fades the lavender color
slot in each frame from black to full strength. Press the down
arrow key to view the logo fading onto the screen.
Since you turned off the Fit button in the Palette panel, alter
ing the lavender color slot in each frame also altered the
color of the logo in each frame.
18. Cancel the playback, then return home. Press the up arrow key t o
back u p t o the first frame. Ri gh t-c l i ck the Text tool slot. Using the
Save button in the modification options, save the logo text as
LOGO. TXT. You will need this text again later.
19. Return home. Notice that the current color is black. Right-click
the current color indicator to display the Palette window. Right
click the selected color in the mini-palette, then replace it with
the gray-blue color in register 62 (the second slot from the right in
the second row of the giant palette grid). Finally, click the second
to-last color slot in the mini-palette to select this color.
2 0. Now, to introduce the slogan text you entered earlier, return
home, then choose the Titling command from t h e Animator
menu. Click the Load Text button, then retrieve the TEXTOl.TXT
file.
282
8-Animating Type
2 1 . Redisplay the Titling panel, then click the Edit Text button.
Notice that the old text appears in the new text box and in the
new font, as shown in Figure 8 . 1 3 . Click outside the text box to
change its dimensions. First click at the location where the status
bar reads 70 45. Then move the cursor down and to the right, to
where the second pair of numbers in the status bar read 1 80 1 1 0 ,
the same dimensions of the original text box. Finally, click again.
Figure 8.13 The old text in the new text box and font.
2 2 . Don't worry that four lines instead of three appear in the text box.
This is a result of the new font. To restore the original font, right
click to return to the Titling panel, then click the Load Font but
ton. Select the EARLY14.FNT file from the scrolling list, then
press Enter.
2 3 . Select the Type On option. Also select the Left button from the
Justify options. You have now instructed Animator to introduce
each character of your left-justified text block in a separate frame.
To see how many frames Animator recommends for this
sequence, click the Frame Count button. A message box appears,
suggesting 54 frames. If you use any fewer frames, several charac
ters will have to debut simultaneously in one or more fram es.
Press Enter to hide the message box.
24. Click the Do Titling button. Then right-click a frame icon in the
Time Select panel to display the Frames panel. To keep the slogan
283
and logo text from overlapping, right-click the Insert button,
request 40 additional frames, then press Enter. Each new frame
contains the same contents as the current frame-nothing.
2 5 . Press the Spacebar to return to the Time Select panel. Currently,
the To All button is highlighted. If you apply the current text
sequence to all frames in the current animation sequence, you'll
fill BO frames, many more than the 54 recommended by Animator.
To apply the text to fewer frames, select the To Segment button,
then adjust the current segment slider bar so that the segment
begins at frame 1 and continues through frame 54.
26. Before you click the Render button, notice what's wrong with the
current settings. The Reverse button is highlighted. If you clicked
the Render button now, hitters would disappear as you played the
flic. No matter how quickly you caught your error and canceled
the time operation, you would still have to erase the frames that
could not be undone. So click the Reverse button to turn it off.
27. Click the Render button. Each character in the slogan appears one
at a time over the course of the first 54 frames. Animator returns
you to the Titling panel when it finishes.
28. What happens to the slogan after the 54th frame? At present, it
j ust disappears, but it would be nicer if it faded off the screen as
the logo faded on. To accomplish this, select the Still option from
the Movement column. Click the Edit Text button, then delete the
first three lines of the text block by pressing and holding the
Delete key down until the only text left is equ i pment , followed by
a blank line, followed by Come to Right-click to return to the
.
Titling panel.
29. Click the Do Titling button to display the Time Select panel.
Change the values in the current segment slider bar so that the
segment ranges from frame 55 through frame 80, as shown in Fig
ure 8 . 14. Then click the Render button.
30. Return home, then right-click the current color indicator to dis
play the Palette window. Right-click cluster box B, then click
twice in register 62 to fill the current cluster entirely with gray
blue.
3 1 . Choose the Tint command from the Value menu, then click in an
empty portion of the drawing area to select black as the tinting
source. Accept the maximum tint percentage of 1 00 by pressing
Enter.
32. When the Time Select panel appears, click the Render button. As
a result, the gray-blue color becomes progressively darker in the
last 26 frames. After the time operation completes, return home,
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8-Animating Type
then press the down arrow key to play the current flic. Each char
acter of the slogan text types on the screen. After the last charac
ter appears, the slogan fades away as the logo fades in.
33. Cancel the playback, then save the current flic as LOGO.FU.
1. Click the down arrow frame icon in the Home panel to advance to
frame 80.
2 . Righ t-click the current color indicator to display the Palette
panel. Right-click the currently selected color slot in the mini
palette, then click in register 48 , the pink color in the center of the
second row of the palette grid. Click the mini-palette color slot to
make this the current color. Press the Spacebar to return home.
3. Choose the Titling command from the Animator menu. Using the
Load Text button in the Titling panel, load the LOGO. TXT file
saved in step 18 of the previous example. Using the Load Font but
ton, change the current font back to WEST36.FNT.
285
Animation
4. Click the Place Window button. The current text and text box
appear in the current color, pink. You can also see the lavender
logo from frame 80 in the background. Click inside the text box,
then move it so that the logos line up exactly. Figure 8.15 shows
this movement in progress. Then click to set the new text block in
place.
Figure 8.15 Move the pink logo directly over the existing
lavender logo.
5. The text entry marker covers the first letter in the logo. Press
Enter four times. Then press the up arrow key four times to scroll
back to the top of the text box. The pink logo scrolls down out of
sight.
6. Right-click to return to the Titling panel Select the Scroll Up
.
option from the Movement column. Then click the frame count
button to see Animator's recommended number of frames: 135.
Press Enter to hide the message box.
7. Click the Do Titling button to display the Time Select panel. Then
right-click a frame icon to display the Frames panel. Right-click
the Insert button, then request 80 additional frames , bringing the
total to 1 60, plenty of frames to fulfill the 1 3 5 frame requirement.
8. Move the current frame slider bar all the way to the right, to frame
160. Press the Spacebar to return to the Time Select panel.
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8-Animating Type
9. Click the ending frame number in the current segment slider bar.
This number immediately changes to 1 60, the current frame.
Then click on the left arrow on the left side of the slider bar until
the number in the current range indicator changes to 1 3 5 . The
current segment now ranges from frame 26 through frame 160.
281
Animation
18. Click inside the text box, then move it upward to the point at
which the two logos overlap exactly. Click again.
288
8-Animating Type
Figure 8 . 1 9 Resize the text box from the top of the screen.
tinue.
289
Animation
20. Click the Do Titling button to display the Time Select panel. High
light the Reverse button so that the text scrolls downward instead
of upward.
21. The current segment slider bar is already set to apply a time oper
ation to 1 35 frames. Unfortunately, these are the wrong 1 3 5
frames! Only the first 1 34 frames in the current segment are use
able. The most aesthetic results will be produced if the downward
scrolling logo slides into place at the same moment that the
upward scrolling logo stops moving. Therefore, the segment
should end at frame 1 34.
22. Drag the black segment icon inside the current segment slider bar
all the way to the left. Notice that you are one frame short if you
want to end the current segment at frame 1 34 while still adhering
to the recommendation of 135 total frames. Therefore, right-click
a frame icon to display the Frames panel. Press the up arrow key
to display frame 1, then click the Insert button. A duplicate of
frame 1 is inserted between the old frames 1 and 2.
23. Drag the current frame slider box to frame 1 35. Notice that this is
now the frame where the two logos meet. The segment now ends
at the correct frame and you have also allotted enough frames to
perform the time operation according to Animator's suggestion.
24. Press the Spacebar to return to the Time Select panel. Then click
the Render button. At about the same frame that the logo enters
the bottom of the screen, another logo descends from the top of the
screen.
25. Go home, then press the down arrow key to play the sequence. As
the slogan fades away, two logos scroll onto the screen from oppo
site edges-one from the top and one from the bottom-meeting
with a third logo fading in at the center of the screen. Figures 8.20,
8 . 2 1 , and 8.22 show the new frames 55, 80 and 1 30.
26. Cancel the playback, then save the flic again as LOGO.FL!, over
writing the old file.
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8-Animating Type
291
Animation
292
8-Animating Type
move text downward or from left to right, select the Reverse but
ton in the Time Select panel.
The options in the Scrolling column determine the increment by
which text is moved when the Scroll Up or Scroll Across option is
highlighted. Of the two options, the B y Pixel option is almost
always your best choice.
Select an option from th e Justify column to specify the j ustifica
tion of a text block. A text block can be left-justified, right-j usti
fied, centered, or fully j u stified. Fully j ustified refers to text which
lines up on both the left and right sides.
Click the Frame Count button to display Animator's recom
mended number of frames for optimal application of the current
Titling settings.
Click the Do Titling button to specify the Titling panel settings.
Clicking this button will always display the Time Select panel,
since Animator treats its automated text moving functions as time
operations. The options in the Time Select panel are described in
Chapter 7 and in succeeding chapters.
293
N I N E
Changing Colors
Over Time
In previous chapters, you learned how to create the appearance of
movement using animation. This chapter demonstrates not how to
move images but how to alter the colors in an image to create the ap
pearance of transition and how to impart other special effects. Color
animation can be applied to both text and graphics to create fade-ins,
fade-outs, blending, color cycling, and more.
In the course of this chapter, you will also learn more about the
Time Select panel, including the purpose and operation of the move
ment buttons-Still, Ping-Pong, Reverse, In Slow, Out Slow, and Com
plete. These buttons are used to adj ust the effects of color animation,
although they can be applied to standard movement sequences as well.
Animating Color
295
Animation
turned on, changes applied to the palette of a frame will not be reflected
in the frame's drawing area; consequently, color time operati ons will
not produce animation effects. The Fit button should be highlighted
only when you want to:
Make all palettes in the current sequence the same without affect
ing the contents of the frames.
Reorganize all palettes without affecting the contents of the
frames.
Introduce a gradient cluster to every frame in the current
sequence without affecting the contents of the frames.
You get the idea. In general, highlighting the Fit button instructs
Animator that you don't intend to use a color change as the means to
animation but merely as a step toward future frame manipulations.
Deselect the Fit button . In contrast, if the Fit b utton is turned off, changes to the color pal
in the Palette window ette will directly affect colors in the drawing area of a frame; color time
before you try to operations will then produce animation effects. The Fit button should
animate using
commands in the
be turned off when you want to:
Arrange and Value
menus. Create fade-ins and fade-outs.
Blend colors in the course of an animated sequence.
Cycle colors to create glimmering or psychedelic effects.
Create any other special effects sequence involving color changes.
Fade to Black
296
9-Changing Colors Over Time
An Exercise in Fading
While slight variations in the fading technique j ust discussed are possi
ble, the basics remain the same. The following exercise takes you
through the basics, and also allows you to implement several interest
ing variations on them:
5 . Suppose you want to fade the astronaut and the earth background
separately. To accomplish this, you have to isolate the colors that
make up these two elements. The fact that many colors are shared
297
Animation
Figure 9.1 Draw a straight line to assign the colors of the earth
background to the current palette.
298
9-Changing Colors Over Time
rest of the background to black, you're best off using the Separate
command in the Home window. Return home, then click in the
299
Animation
300
9-Changing Colors Over Time
ST ? L L
. I
I F' l NG -PONGj
< I RE'.'ERSE I
30 1
Animation
16. After Animator completes the Render operation, you are returned
to the Palette window. To create a fade-out symmetrical to the
fade-in, choose Tint from the Value menu again, click the key
color indicator, then press Enter after the message box appears.
1 7 . In the Time Select panel, drag the segment icon inside the current
segment slider bar all the way to the right, so that the segment
ranges from frame 21 through frame 40. Deselect the Reverse but
ton to indicate a fade-out, then click the Render button.
1 8 . Press the down arrow key to play the sequence. The astronaut
fades in and out as the flic repeats. Press any key to cancel the
playback.
1 9. Choose the Invert command from the Cluster menu to include the
background colors in the current cluster. Again choose the Tint
command from the Value menu, click the key color indicator,
then click the OK button in the message box.
The Ping-Pong 20. After the Time Select panel appears, select the To All button to
movement button plays apply the fade to the entire flic. Also highlight the Ping-Pong
the first half of the flic
movement button, as shown in Figure 9.6, to reverse the Tint
forward and the second
half backward. command time operation in the second half of the flic. The back
ground therefore fades out as the astronaut fades in, then fades in
as the astronaut fades out.
( CFtNC E L )
I l PRR !
ENDER I TO ALL
I.-
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9-Changing Colors Over Time
2 1 . Click the Render button. After the time operation completes and
the Palette win dow redisplays, press the down arrow key to play
the sequence. The foreground and b ackground images fade i n and
out in opposite directions.
22. Press the Spacebar twice to cancel the playback, then go home.
Using the Files ... command from the Flic menu, save the current
flic as WALKFADE.FLI.
False Colors
Right-click the current Depending on the frame at which you stopped playing th e flic, you may
frame slider bar in the notice a few bright red pixels in the drawing area of the current frame
Frames panel to advance
that you didn't notice while the animation was playing. For example,
quickly to a specific
frame.
display the Frames panel, then advance to frame 1 2 . You can accom
plish this either by dragging the current frame slider box to frame 12 or
by right-clicking the current frame slider bar and then entering 12 into
the message box, as shown in Figure 9 . 7 .
Return to the home panel. Many bright red pixels appear near the
astronaut's right arm. A large number of incongruous white pixels ap
pear in the astronaut's bo dy as well, as shown in Figure 9.8.
303
Animation.
Now press the Spacebar to hide the Home window. When only the
drawing area is displayed, the red and white pixels are replaced by
more harmonious colors, as shown in Figure 9.9. If you press the
Spacebar to redisplay the Home window, the red and white pixels reap
'
pear. When a menu or panel is displayed, these pixels appear in false
colors , colors designed specifically to make the menus and panels visi
ble. When menus and panels are hidden, in order to view the entire
drawing area or as a consequence of playing an animated sequence, the
affected pixels return to their original colors.
When the palette of a frame is altered to the point that panels and
menus become difficult to read, Animator restores the last five
registers in the palette grid to the original menu colors-black,
dark gray, gray, light gray, and red.
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9-Changing Colors Over Time
Blending Colors
305
Animation
If you highlight both the In Slow and Out Slow buttons, the
time operation will accelerate as it approaches the middle of
the specified range of frames then slow down as it ap
proaches the end of the range.
An Exercise in Blending
306
9-Changing Colors Over Time
l<t-J 40 11 1.EB:I
I ST I L L I I N s Lov I f TO F.RAHE I .
1. Return home, then press the N key to choose the New command
from the Flic menu. Press the Y key in response to the alert box.
All frames except frame 1 are deleted, and the drawing area of
frame 1 is erased. However, all settings are retained, including the
configurations o f the palette grid and clusters.
2 . Load the WALK.GIF file using the Files . . . command from the Pie
menu. Then return home.
3. Right-click the current color indicator to display the Palette win
dow. Click the A button to select cluster A. Choose the Get Cluster
command from the Cluster menu to select a new range of colors
for the cluster. Click first in register 0 (the first color slot in the
first row), then click in register 1 1 1 (the middle slot in the fourth
row).
4. Select the color in register 0 by clicking its color slot. Move the
slider box in the right color slider bar to 10 to increase the red
intensity slightly. Then select the color i n register 1 1 1 , which is at
the end of the cluster. Move the slider box in the right color slider
bar all the way to 63 to change the color to a bright orange.
5. Choose the Ramp command from the Value menu to replace the
colors in cluster A with a consistent gradation. Click in register
1 1 1 to specify it as the starting color, then click in register 0 to
specify it as the ending color. Because the Time button is still
highlighted, the Time Select panel appears. Since the current flic
307
Animation
only contains one frame, the Time Select panel's current settings
don't really matter. Click the Render button to complete the
Ramp command.
6. The colors in the astronaut picture change so that the image
appears almost as if it's on fire. Choose the Cut command from the
Value menu to store this cluster in the color b uffer.
Tint and Blend are the only commands from the Value menu
that can be applied as gradual time operations. Therefore ,
you can't simply apply the Ramp command to m ultiple
frames to produce a blend effect. You must first store the
ramped cluster to the color buffer. Then choose the Blend
command to apply the color buffer gradually.
7. Return home, then reload the WALK. GIF file using the Files . . .
command fr o m the Pie menu.
8. Return to the Palette window. Select the All button. Also high
light the Fit button. C h oose the Gradients command from the
Arrange menu. When the Time Select menu appears, click the
Render button. The colors in the palette grid are rearranged into a
fairly consistent series of gradations.
9. Select the Cluster button, then turn off the Fit button. Choose the
Blend command from the Value menu. A message box appears,
requesting a maximum blend percentage. Change the number in
the option box to 1 00, then press Enter.
10. After the Time Select panel appears, right-click a frame icon to
display the Frames panel. Click the current frames indicator, then
change the number of frames to 20. Return to the Time Select
panel.
1 1 . Deselect the Ping-Pong button. Highlight the In Slow button to
create an accel erating blend sequence. Then click the Render
button.
12. Press the down arrow key to play th e current flic. The colors in
the astronaut begin their b lends slowly, then accelerate into a
blaze of vivid browns and oranges.
1 3 . Cancel the playback, then click the down arrow frame icon to
advance to frame 20. Go home, then click the key color indicator
to select bright orange as the current color. Choose the Separate
command from the Pie menu. Notice the random black dots
which appear around the outline of the frame and throughout the
308
9-Changing Colors Over Time
Figure 9.11 Click o n one of the random black dots to change all
occurrences of black to the current color.
14. The random dots are actually one of two colors. You have now
changed half of them to the current color. Apply the Separate
command as a time operation again to change the remaining half.
1 5 . Choose the Clip command from the Swap menu to store the con
tents of frame 20 in the swap buffer for later use.
16. Display the Palette window, then choose the Negative command
from the Value menu. When the Time Select panel appears, high
light the To Frame button to affect the colors in frame 20 only.
Then click the Render button.
309
Animation
310
9-Changii?g Colors Over Time
Turn off the Complete button when you want to create con
tinuous repeating sequences. In this case, the astronaut pic
ture already appears in its original colors in frame 1 , so it
doesn't need to be repeated in frame 60.
28. Press the down arrow key to play the finished flic. The sequence
plays continuously with no visible breaks. By turning off the Com
plete button before you applied the final blend, you ensured that
no frame would be repeated twice in a row. The result is a steady
stream of blending sequences.
29. Cancel the playback, then go home. Save the current flic as
WALKBLND.FLI.
Color Cycling
The last and most fantastic form of color animation is color cycling. The
colors in the palette grid are advanced one color slot per frame of ani
mation. For example, if you apply color cycling to a group of three col
ors-red, green, and blue-they might appear in the order: red, green,
blue in the first frame; blue, red, green in the second; and green, blue,
red in the third. The order of colors in the fourth frame will match that
of the first.
Color cycling gives animated sequences a pulsating effect, used
primarily to attract attention to a piece of artwork or text. The FBI
warnings at the beginning of prerecorded videotapes, for example, are
often set against a cycling background. And though the 60's are over,
color cycling can also be used to produce psychedelic effects to high
light a particularly fantastic segment of animation.
Like fading, cycling is a fairly simple technique, which involves
the following steps:
311
Animation
312
9-Changing Colors Over Time
10. Select the To All button. You can turn off any or all of the move
ment buttons, if you choose, since these buttons do not affect the
Cycle command. Highlighting the Ping-Pong button, for example,
will not cause the colors to cycle in one direction in the first half of
the flic and in the other direction for the second half. Although
none of the rendering options affect the cycle, you can simulate
ping-pong and reverse by applying these cluster functions.
11. Click the Render button. After the time operation completes,
press the down arrow key to play the current flic .. The orange col
ors dance around the astronaut picture while non-orange colors
remain stationary. Since you made the number of frames equal to
the number of colors in the current cluster, the sequence is seam
less. Its hard to tell exactly when the sequence repeats itself.
1 2 . Cancel the playback, then go home. Save the current flic as
WALKCYCL.FLI.
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.4nimation
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9-Changing Colors Over Time
3 75
T E N
Automated
Moveinent
Features
The remaining chapters in Part 2 delve into the most complex aspect of
animation: how to make images move. This chapter concentrates on
automated animation t echniques, which generally apply to geometric
images. The next chapter focuses on animation techniques that apply
to naturalistic and free-form images.
Animator provides a number of features fot reshaping, moving,
and transforming images over the course of several frames. The reshap
ing feature, known as polymorphic tweening, can be applied to any geo
metric shape created with a compatibl e (tweenable) shape too l .
Animator's menu-drive n movement a n d transformation capabilities,
described later in this chapter, can be applied to any image or even to
an entire flic file.
For the most part, these features are easy to understand, and in
volve little or no math. Their mode of operation is direct, even elegant.
Combined, they offer the kind of intensive image-moving power once
associated only with high-end computer animation software, but now
finally available to PC users.
Polymorphic Tweening
Shapes created with a tweenable shape tool-the Oval, Petal, Poly,
RPoly, Shape , Spiral, Spline, or Star tool-can be edited immediately
after their creation using the Reuse or Tween button. These two buttons
are available in the Drawing Tools panel when the Irregular Polygon or
Spline tool is selected, as shown in Figures 1 0 . 1 and 1 0 . 2 . The Reuse
button, first described in the Tool DescripUons section of Chapter 3 ,
317
Animation
allows you to edit the shape in the current frame. The Tween button,
however, allows you to manipulate the shape over the course of one o r
more frames.
Figure 10.1 The Reuse and Tween buttons are available in the
Poly tool modification options.
Figure 10.2 The Reuse and Tween buttons are also available in
the Spline tool modification options.
318
10-Automated Movement Features
Click the Tween button to display the list of Tweening options, shown
in Figure 1 0 . 3 . These options allow you to adjust the points in a shape
created with a tweenable shape tool. You can then paste the shape into
the first or last frame in a sequence, and also automatically apply inter
mediate shapes to the frames in between.
The Tweening options operate as follows:
After you click a point, move the cursor to move the point;
then click to set the point in a new location or right-click to
cancel the move . You can move as many points as you like
after you select one of the first four Tweening options.
319
Animation
After you click one of the Tweening options, your shape may
appear as filled rather than outlined. In fact, you are seeing
through the outl ined version of the shape to the actua l shap e
you j ust created in the drawing area.
320
10-Automated Movement Features
Draw a second shape with one of the eight tweenable shape tools .
Right-click t h e Poly o r Spline tool t o display t h e Drawing Tools
panel, then click the Tween button.
Press 3 to select the Set End Position option. The new shape will
appear outlined in the drawing area, as shown in Figure 1 0 . 5 .
Adjust its points if necessary; then right-click t o accept i t a s the
end shape.
Press 6 to select the Do Tween option, thereby displaying the Time
Select panel.
Specify the frames you want to affect, then click the Render but
ton. A sample of a finished tween sequence is shown in Figure
1 0 . 6. All frames have been recolored and pasted into a single
painting.
Notice that the last shape in Figure 1 0 . 6 doesn't match the end
shape in Figure 1 0 . 5 . This is because Animator is unable to create more
points in the course of a tweening sequence. Since the start shape had
five points, the entire sequence had to be rendered with no more than
five points per frame. The star had ten points, so five of its points were
deleted.
32 1
Animation
Figure 10.5 The end shape can be created with a different tool
than the tool used for the start shape.
Figure 10.6 A 6-frame sequence using the start and end shapes
shown in the previous figures.
322
10-Automated Movement Features
5. Right-click the Poly tool slot in the Home panel. The Drawing
Tools panel appears with the Poly tool's modification options.
6. Click the Tween button to display the Tweening options.
323
Animation
Figure 10.7 Create this tweenable shape with the Star tool.
324
1 0-Automated Movement Features
TEXT
FI LL
Figure 10.9 Draw another star for the end shape.
325
Animation
Until you become 1 3 . Click the Preview button and watch the screen carefully. Notice
familiar with creating that the start shape becomes smaller, almost disappearing into
!weening sequences,
nothingness, before growing into the larger e nd shape. This is
you 'll probably want to
preview them before you
because you drew the end star in the opposite direction of the
click the Render button. start star. They don't look different, but one is in fact upside down
compared with the other. Therefore, each point is tweening
toward an opposite point, causing the shape to invert.
14. Click the screen to return to the Time Select panel. Assuming that
this is not the tweening sequence you wanted to create, press the
Spacebar three times to return home.
1 5 . S e lec t the Star tool, then click in the center of the drawing area
again. Move the cursor up and to the right, until it is even with the
"t" in the word "Extra" in the menu bar, as shown in Figure 10.11.
Click to fix the shape in place. Then press Backspace to undo the
shape.
16. Right-click the Poly tool slot, click the Tween button, then press 3
to select the Set End Position option. The star again e xtends
...
beyond the limitations of the screen. Right-click to accept this
shape.
17. Press 6 to select the Do Tween option. When the Time Select panel
appears, click the Preview button. This time the star rotates
slightly rather than inverting, which brings up a qu esti o n: Why
326
7 0-Automated Movement Features
didn't the star rotate last time? It would have needed to rotate
farther, but it might have looked nicer.
During polymorphic tweening, Animator assigns each point
i n the start shape to a counterpart in the end shape. Frame by
frame, the point in the start shape makes a beeline for its counter
part. In the first example, this resulted i n the shape shrinking and
then growing outward. In this example, the shape appears to
rotate.
1 8 . Suppose this is just the effect you want. Click the screen to hide
the previe w . Click Render to apply the tweening shapes to the
current flic.
19. After the frames have been rendered, Animator returns you to the
Tweening options list. Press the Spacebar twice to go home, then
press the down arrow key to play the sequence. The star rotates
gracefully as it reshapes.
20. Cancel the playback, then press the up arrow key to return to the
first frame. You may want to save your flic file at this time, under
the name POLYTWEN.FLI.
2 1 . Return home, then right-click the Star tool slot. Select the Spiral
tool from the scrolling list, then press the Spacebar to hide the
Drawing Tools panel.
327
Animation
2 2 . Click in one of the blue bars in the cluster box to select a new
color.
23. Click in the center of the drawing area. Move the cursor upward
about 2 0 pixels, as shown in Figure 1 0 . 1 2 , then click again.
24. After you click a second time with the Spiral tool, the status bar
displays a single value in degrees. Move the cursor in six counter
clockwise circles around the center of the drawing area. The
dotted line representing the spiral loops around into increasingly
complex curls as you drag. Finally, move the cursor into the bot
tom left corner of the screen until the status bar reads -2290
degrees, as shown in Figure 1 0. 1 3 . Click to fix the line in the
drawing area.
25. P ress Backspace to undo the line, right-click the P oly tool slot,
then click the Tween button. Suppose you want the curly line to
grow out of the center of the screen. The large curly line you j ust
drew should be the end shape. P ress 3 to select the Set End P osi
tion option. The image shown in Figure 1 0 . 14 appears, dotted with
hundreds of round points. Notice that a straight line j oins the first
and last points in the curl. Animator will only apply polymorphic
tweening to closed shapes.
328
10-Automated Movement Features
Figure 10.13 Creating a huge curly line with the Spiral tool.
329
Animation
Curving shapes drawn with the Oval, Petal, Shape, and Spi
ral tools require many more points than straight-sided
shapes. You are well-advised not to combine a straight-sided
start shape with a curved end shape, or vice versa.
26. Right-click to accept the shape. Then press the Spacebar twice to
return home. Select the Spiral tool again, then click three times in
the center of the drawing area, creating a tiny spiral, so small it
looks like a dot.
27. Press Backspace to undo the dot. Right-click the Poly tool slot,
click the Tween button, then press 1 to select the Set Start Position
option. A single point appears in the center of the screen. But wait,
you can't make this the start shape when it obviously contains
less points than the end shape. How can you make this work?
2 8 . The answer is simple. Swap the start and end shapes and apply
the time operation in reverse order. Right-click to redisplay the
Tweening options. If you select the Set End Position option, you
will lose the giant curly line you created in steps 23 and 24. To
avoid this, press 5 to select the End to Start option. Then press 2 to
view the new start shape. The giant curl appears, as shown in Fig
ure 1 0. 14.
29. Right-click to redisplay the Twe ening options. Now press 3 to
select the Set End Position option; the single point appears again.
Congratulations, you managed to swap shapes without losing
either one.
If the situation were reversed, and you had created the single
dot curl before the large curl, you could not swap the start
and end shapes without first recreating the earlier shape.
Animator provides no Start to End option.
30. Press 6 to select the Do Tween option, thereby displaying the Time
Select panel. Right-click the current ink indicator. After the Ink
Types panel appears, select the Glass ink, then press the Spacebar.
3 1 . Click the Preview button. The spirals emerge from the center of
the shape at a constant rate. But a viewer sees your animation
more on a percentage basis, meaning that the spiral appears to
grow at an accelerated rate at the beginning of the sequence and
slow down as the size of the spirals increase. To compensate for
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1 0-Automated Move ent Features
l
would otherwise treat the later frames. Therefore, sel ct the Out
Slow button. Click the Preview button and you'll see that, sure
enough, the spiral emerges more slowly from the ce p.ter of the
screen.
f.
When applying a time operation in reverse order, select the
r
In Slow button to slow down the end of the seque ce and
select the Out Slow button to slow down the begin ng.
33. J
Click the Rende' button. Afte' the frames have bee rnndernd,
press the Spacebar twice to go home, then press the down arrow
key to play the sequence. A few sample frames are shJwn in Fig
u res 1 0 . 1 5 through 1 0 . 1 8 . If you are susceptible t hypnotic
trances, you may not want to watch too closely.
33 1
Animation
34. Cancel the playback, then save the flic file under the same name
as before, POLYTWEN.FLI.
332
1 0-Automated Movement Features
Unlike the Poly tool option, the Spline tool Tween button curves
all shapes according to the current settings of the Tension, Conti
nuity, and Bias slider bars, even if the shapes were originally
straight-sided. Similarly, the Poly tool Tween button treats Spline
tool shapes as straight-sided.
333
Animation
access to the Optics window, the control center for moving and trans
forming images in three-dimensional space. Shown in Figure 1 0 . 1 9 , this
window is the heart of the Animator program. It is also one of the most
challenging portions of the software to learn.
Three-Dimensional Space
Before you can appreciate the potential of the Optics window, you must
understand three-dimensional space. The three dimensions are width,
represented by the X axis, height, represented by the Y axis, and depth,
represented by the Z axis. The X and Y axes crisscross the computer
screen as shown in Figure 1 0 . 2 0 . The imaginary Z axis emerges from
inside the monitor toward the viewer and also recedes into the monitor
away from the viewer. Since your monitor is actually a two-dimen
sional device, offering only width and height, it has to imitate depth
using such techniques as scaling and perspective. For example, the
monitor shown in Figure 1 0 . 2 0 is actually a two-dimensional illustra
tion. But the picture appears to have depth because a skewed Z-axis
line was added to indicate perspective. You are not so fooled that you
try to walk into the drawing, b ut you do understand the visual meta
phor.
334
10-Automated Movement Features
335
Animation
336
10-Automated Movement Features
337
Animation
338
10-Automated Movement Features
339
Animation
E LEMENT
----
F L I C
C:E L
POLYGON
SP L I NE
340
10-Automated Movement Features
34 1
Animation
The Files. . . command Optics panel settings. Menus settings cannot be saved. Because
does not save the this panel is awkward to use, you may want to save successful
current path, which is
three-dimensional transformation sequences in their entirety for
created using the Path
future use rather than contend with saving only the Optics panel
button, discussed later
in this chapter. settings.
Optics panel settings are saved with an OPT file extension .
. PRESETS
CL At:.(.
Pl.J t.. L. e-At:K
. SP J: N
'rW il L
WHXRL
SP IN SMA L L
SQUASH
F I L!=.S > .
oom
!!!!!!]ff; -t- - 4 )} -A.- cor-A@ m 1E1 c0 . o
w!RE;F.RFtt'fE 1 r usE 1 1coNTrnuE MbvE 1 1 cCEA TR:AcK 1
MOUSE: CONTROL SP I N
l XV }fXZ}l ZY)
.SIZE
. MQV
mmcJ . PATH TURNS v:se.e t i's 1;'' 6 1 1' 4 1 1'2 1
342
10-Automated Movement Features
Commands from the Movement menu are most useful when you
are previewing transformations using the Wireframe b utton. For
example, choose the Pull Back command from the Presets menu
while the Ping-Pong command from the Movement menu is ac
tive; then click the Wireframe button.
343
Animation
344
1 0-Automated Movement Features
3. Right-click the key color indicator. Then click in one of the thick
stripes in the background of the image displayed in the drawing
area, as demonstrated by the location of the cursor in Figure
10.28.
4. Press the Escape key to choose the Get command from the Cel
menu. Draw a marquee around the collection of brightly colored
dots, as shown in Figure 1 0. 2 9 .
5. Pre ss t h e M k e y t o choose the Move command fr o m t h e C e l menu.
The image in the eel buffer appears i n a marquee. Click inside the
marquee, move the image to the location shown in Figure 1 0 . 30,
then click again. The image is not pasted into the current frame,
but the location information stored inside the eel buffer is
updated.
345
Animation
Figure 10.29 Clip the brightly colored dots to the eel buffer.
346
1 U-/: utor1 Jove, , olfl .Coatures
8. C hoose the Whirl command from the Presets menu. The contents
of the eel buffer are rotated in three- dim ensional space about the
Y axis.
9. Choose the Out Slow command from the Movement menu .
1 0 . Click the Wireframe button. A whirling dotted representation of
the eel appears in the upper right corner of the screen, as shown in
Figure 1 0 . 3 1 .
347
Animation
16. Choose the Squash command from the Presets menu. Each frame
in the specified range is reduced 50% vertically and enlarged
200% horizontally.
17. Turn off the Out Slow command in the Movement menu, then
activate the Ping-Pong command.
18. Click the Wireframe button. A dotted rectangle is squished
toward the bottom of the screen, then bounces back.
19. Click the Use button to display the Time Select panel. Then click
the Preview button. Each frame in the sequence appears pasted
against a black background. Since the brown color in the stripes is
the key color, the stripes are treated as transparent. This allows
the black of the first color slot in the palette grid to show through.
20. Click to return to the Time Select panel. Then click the Clear Key
Color (K) button to turn it off, thereby making the key color
opaque. Click the Preview button again to view the effect.
2 1 . Click to return to the Time Select panel. Suppose you want the
screen to be uniformly brown rather than display patches of black
toward the top. Right-click the current color indicator to display
the Palette window. Right-click register 0 in the grid to change it
to a new color, then click in the key color indicator. The Time
348
10-Automated Movement Features
Just for the record, you are now five windows deep. You are
currently inside the Time Select panel, inside the Palette
window, inside the Time Select panel, inside the Optics win
dow, inside the Home window. You would have to press the
Spacebar four times to return home.
22. After the rendering completes, you are returned to the Palette
window. Press the Spacebar to return to the Time Select panel,
then click the Render button again, this time to begin the 3-D
transformation. The squash ping-pong sequence is created frame
by-frame.
24. Press the down arrow key. The sequence repeats as the back
ground remains brown.
2 5 . Cancel the playback, then save the file as GLASQISH.FLI using
the Files . . . command from the Flic menu.
Once you get the hang of them, the commands available in the
Optics window are easy to use, as well as effective. The options avail
able in the Optics panel, however, require more effort.
349
Animation
350
10-Automated Movement Features
half of the panel. Use these determinants to specify how the three
dimensional axes will be transformed.
Transformation Types
To apply a spe cific type of transformation, you must first click one of
the transformation buttons. Highlight the Spin button to rotate the cur
rent element series about one or more axes; click the Size button to
enlarge or reduce images; click the Move button to move the current
element series i n a straight line along an axis; or highlight the Path
button to move an image along a free-form path. Although all four types
of transformations can be applied during a single application of the Op
tics panel, only one button can be selected at a time. Transformations
therefore accumulate until you choose a command from the Presets
menu to clear or override the current settings, or until you click the
U se button to apply the current settings.
351
Animation
Dynamic Transformations
352
10-Automated Movement Features
353
Animation
Select the X button, then click in the drawing area. Click on the
far right side of the screen to begin the dynamic transformation. Then
slowly drag to the left. When the cursor is about halfway across the
screen, the wireframe will flip. Keep dragging all the way to the left side
of the screen, then click to display the Optics window.
Now click the Path button. The Mouse Control buttons will return
to XY, XZ, ZY, Z, Y, and X. However, the Mouse Control buttons have no
effect on Path transformations. Click in the drawing area to hide the
window. Now click at the center of the dotted transformation origin.
Move the cursor and you will see a line drawn between the cursor and
the first point. Click again, then move the cursor. The line continues to
follow the cursor, curving at the second point, as if you're drawing an
open line with the Spline tool. Continue clicking and moving to create
the free-form line shown in Figure 1 0.36.
To see the transformation you've specified so far, you'll need to
apply it to an ima ge:
354
10-Automated Movement Features
5. Play the finished animation sequence to see its effect. The image
flips around and rotates in three dimensions as it bobs up and
down, then comes to a rest near the top of the screen. A sample
frame of this sequence is shown in Figure 1 0 . 3 7 .
355
Animation
2. Right-click a frame icon to display the Flic panel. Click the Insert
button to add another frame. Press the right arrow key to go to the
new frame.
3. Go home, then load the AMBER.GIF picture into frame 41 using
the Files . . . command from the Pie menu.
4. Right-click a frame icon to display the Frames panel. Click the
total frames indicator, then ch.ange the number of frames in the
current flic to 80.
5. Return home, press the 0 key to display the Optics panel.
6. Click the Continue Move button. Now click the Wireframe button
to display the current sequence. It starts where the previous trans
formation left off. Unfortunately, an error occurs and a message
box appears to inform you that the current element series exceeds
Animator's ability to represent it. The message box, shown in Fig
ure 10.38, reads Shape too b i g , S o r ry. In other words, some por
tion of the picture extends b eyond Animator's picture -size
limitations. Click the Continue button.
7. The most likely cause of this error is that the image moves too far.
Select the Path button. Then click the Clear Track button to elimi
nate the current path. Click the Wireframe button again. This
356
10-Automated Movement Features
8. Click the Use button to display the Time Select panel. Change the
beginning and ending values in the current range slider bar to 41
and 80. Highlight the To Segment button, then click the Render
button.
9. After the time operation completes, play the animation to see how
it looks. The entire sequence flows without a hitch, due to the fact
that you linked the two different transformation sequences using
the Continue Move button. The final image from the sequence is
displayed in Figure 1 0. 3 9 .
Generally, you 'll want to use the mouse to create your custom transfor
mations and reserve the complicated transformation determinants for
fine-tuning purposes. However, if you are more comfortable with num
bers than with drawing, you are always free to use the determinants to
create your transformations. The determinants may not be easy to use,
but they do produce precise results.
357
Animation
Though its name sounds like something out of World War II, th e axis
slider bar is actually the most commonly used option of the various
transformation determinants. The X axis slider bar is bounded by left
and right arrows, the Y axis slider bar by up and down arrows, and the
Z axis slider bar by diagonal arrows, as shown in Figure 1 0 .40.
Right-click any slider bar You use an axis slider bar much as you would any other slider bar.
in the transformation Click an arrow to increase or decrease the number in the slider box
determinants to reset
which, in the case of determinants, represents a coordinate location or
the value of the bar
to 0. a distance in pixels. You can also drag the slider box to change the
number.
Axis slider bars are found in all transformation determinants but
the Path determinants.
358
1 0-Automated Movement Features
Spin Determinants
Selecting the Spin button displays the Spin determinants. These options
fall into three categories:
Click the Center button to display the Center options, which allow
you to specify the coordinate location of the transformation origin.
Click the Axis button to display the Axis options, which allow you
to rotate the angle of the axes themselves: consequently , you are
able to rotate images around diagonal axes. This gives you more
freedom of expression.
C lick the Turns button to display the Turns options, wh ich allow
you to rotate the current element series about the three axes.
Use the axis slider bars to determine the coordinate location of the
transformation origin. The values in these bars can vary from
-340 to 660 for the X axis, from -400 to 600 for the Y axis, and
from -500 to 500 for the Z axis.
359
Animation
Click the Default button to restore the three axis slider boxes to
their default values 160,100,0. This coordinate represents the cen
ter of the drawing area.
Click the Same as Size button to copy the coordinates from the
Center options of the Size determinants.
SP I N
S I ZE
AX I S
n ove:
PATH Tl..IRN S
Realigning the axes only Use the axis slider bars to determine the coordinate location of a
affects the performance vector point. The Z axis is realigned to a straight line drawn
of the Spin determi
between this point and the coordinate 0,0,0. The X and Y axes are
nants. All other determi
nants use the standard
realigned relative to the new Z axis. The values in all three slider
Animator axes orienta bars can vary from -500 to 500.
tions. Click the X button to change the coordinates of the vector point to
100,0,0. Under this condition, the Z axis represents width, the Y
axis represents height, and the X axis represents depth.
Click the Y button to change the coordinates of the vector point to
0, 100,0. Under this condition, the X axis represents width, the Z
axis represents height, and the Y axis represents depth.
Click the Z button to change the coordinates of the vector point to
the default coordinates of 0,0, 100. All axes represent their stan
dard dimensions.
360
10-Automated Movement Features
,tliO'l,JSE CONTRO L SP I N
S I ZE
( X'f ){ XZ)( ZY J MOVE
, ffil v H x l PATH Ti.JR:NS X
Use the axis slider bars to determine the number of rotations the
current element series will make around the X, Y, and Z axes. The
values in these bars represent the number of complete rotations
and can vary from -10 to 1 0 (equivalent to -3600 to 3600 degrees).
When the 1/360 button is highlighted, the values in the axis slider
b a r s represent degrees.
When the 1/8 button is highlighted, the values in the slider bars
represent units of 45 degrees, or eighths of a complete rotation.
When the 1/6 button is highlighted, the values in the slider bars
represent units of 60 degrees, or sixths of a complete rotation.
When the 1/4 button is highlighted, the values in the slider bars
represent units of 90 degrees, or quarter rotations.
When the 1 button is highlighted, the values in the slider bars rep
resent units of 360 degrees, or complete rotations.
36 1
Animation
MQJtt CONTRO L
SP I N C.ENTER f-
( xv)f.xz)(zv} S X Z.E
.
MOVE
f z )CYJ@
PATH
Size Determinants
Selecting the Size button displays the Size determinants. These options
fall into two categories:
Click the Center button to display the Center options, which allow
you to specify the coordinate location of the transformation origin.
Click the X, Y, or Both button to display the scaling ratio slider
bars, which determine the percentage by which an image is
enlarged or reduced. The final percentage ratio is displayed in the
scaling ratio indi cator, located directly below the Both button.
Use the axis slider bars to determine the coordinate location of the
transformation origin. The values in these bars can vary from
-340 to 660 for the X axis, from -400 to 600 for the Y axis, and
from -500 to 500 for the Z axis.
Click the Default button to restore the three axis slider boxes to
their default values 1 60, 1 00 , 0 . This coordinate represents the cen
ter of the drawing area.
Click the Sarne as Spin button to copy the coordinates from the
Center options of the Spin determinants.
362 .
10-Automated Movement Features
:SF:.J: N
S I ZE
MOVE BOTH
PFITH OEFFIUL.'.'1'
Use the Reduce slider bar t o determine the numerator (top num
ber) of a fraction representing the scaling ratio.
Use the Enlarge slider bar to determine the denominator (bottom
number) of a fraction representing the scaling ratio.
363
Animation
(PF;OPJRT I otlA L) S I ZE
HOVE EN LARGE
(xv) @ W PATH
value is 80 and the Enlarge slider bar value is 25, the scaling ratio will
'
be 3.20, or 320%.
It's an understatement to say this is a pretty cockeyed way to ap
proach the issue of scaling; in fact, it is hard to imagine a worse organi
zation of these options. Hopefully, this panel will be reworked in future
versions of the program. For now, a confused reader may have better
luck applying the dynamic transformation technique.
Move Determinants
Selecting the Move button produces the Move determinants, which in
clude three easily operated axis slider bars, as shown in Figure 1 0.46.
Use these slider bars to determine the distance (in pixels) that the cur
rent element series will be moved along each of the three axes. The
values in all three bars can vary from -500 to 500. Positive and negative
values produce the following results:
In the X axis slider bar, negative values move an image to the left;
positive values move an image to the right.
In the Y axis slider bar, negative values move an image upward;
positive values move an image downward.
364
1 0-Automated Movement Features
In the Z axis slider bar, negative values move an image toward the
viewer; positive values move an image away from the viewer.
Selecting the Path button produces the Path determinants, which are
used to move the current element series along a free-form path. The
Path options include the following:
365
Animation
These slider bars are inoperative if a path type button other than
the Spline button is highlighted.
To create a free-form path, you first select a path type button; then
click in the drawing area to hide the Optics window; and, finally, draw
the path in the drawing area using one of the following buttons:
366
1 0-Automated Movement Features
path will end and the Optics panel will reappear. All movements,
including keeping the cursor stationary for a moment, are
recorded in real time.
Once you have established a path using the path type buttons, you
can use the path command buttons to edit, load, and save paths for fu
ture use. The path command buttons operate as follows:
Edit. This button allows you to edit the current path. After you
click the Edit button, the Optics window disappears and the cur
rent path is indicated by circles representing points along the
path. Click a point to select it, then move it to a new location.
Right-click to cancel a move. This button will be dimmed if no
path currently exists.
367
Animation
View. Click this button to display the current path. Click, or press
any button, to return to the Optics window. This button will be
dimmed if no path currently exists.
Load. Click this button to display the Files panel, from which you
can load paths with a .PLY file extension.
Save. Click this button to display the Files panel, from which you
can save paths with a .PLY extension. This button will be dimmed
if no path currently exists.
Open. Click this button to leave the current path open , meaning
that the first and last points are not connected.
Closed. Click this button so that the current path becomes closed,
meaning that the first and last points are connected with either a
straight or a curved line, depending on the path type button
selected. Closed paths make it possible to repeat sequences
smoothly; they ensure that the current element series returns to
its starting point i n a sequence.
For examples of the When the Spline button is highlighted, the tension (top), continu
effects created by these ity (middle), and bias (bottom) slider bars affect the curvature of lines
slider bars, refer to
between points as follows:
Figures 3.33 and 3.34
in Chapter 3.
The tension slider bar alters the degree to which lines curve
between their points. A tension of 5 produces no curvature at all.
A tension of -3 produces circular curves. Tensions above 5 force
lines to curve backward on top of one another. Tensions less than
-3 force lines to curve way beyond the locations of their points.
The continuity slider bar controls the angle at whi ch all lines in a
spline curve exit and enter their points. A positive continuity
368
10-Automated Movement Features
forces lines to bulge out from their points. A negative setting forces
lines to collapse inward.
So as to understand the bias slider bar, suppose there's an inde
pendent axis (neither X, Y, or Z) cutting through the center of each
point. Each line enters or exits the point at the same angle, with
respect to this axis. By moving the slider box inside the bias slider
bar, you rotate the axis clockwise or counterclockwise so that a
line enters a point at a slightly different angle than the next line
exits the point.
369
Animation
370
E L E v E N
Cel Animation
For those sure of their artistic abilities and able to spend the hours re
quired to create quality animation, this chapter devotes itself to a dis
cussion of eel anim ation-the oldest, and arguably the best, animation
technique around. In eel animation, each frame is drawn separately. A
character is introduced in one frame, drawn slightly differently in the
next, slightly differently in the one after that, and so on. The effect of
movement is created when the frames are played in sequ ence. The first
ten minutes of the movie Who Framed Roger R abbit, for example, con
sist entirely of eel animation, painstakingly and expensively produced
one frame at a time. The effort can b e enormous, but the results spec
tacular.
371
Animation
The text in Figure 1 1 . 2 (also shown in Color Plate 14) isn't much
more convincing. However, a sympathetic character has been added,
introducing a human element to an otherwise uninviting commercial
message. You probably won't look at this advertisement and think,
"Gee wh iz I want to be just like Ned!" But his affable demeanor and
.
patently ridiculous hairstyle might spur you on to read the text. From
this slight bit of text and a lot of imagination, you might conclude that
Ned owes his nice suit and self-confident smile to Acme Financial Sys
tems. If only he'd do something about his hair, he'd be a completely
reformed man.
An animated character thus performs three functions when in
serted into a presentation:
372
1 1-Cel Animation
S ince Ned
inve s ted his
extra incot11e
wit11
lte' s beconte
a new matt!
sustain that attention. Add a story line-a plot-and you compel the
viewer to stick around for a while and see the show.
373
Animation
task, made more difficult by the fact that Animator has no capacity for
sound. If you record your animated sequence to videotape, as described
in Chapter 1 5 , you can add a musical soundtrack, but you will be hard
pressed to add dialogue with any accuracy. Therefore, your story line
has to be developed visually.
There is no way to teach you how to create a story line in a few
paragraphs, nor is that the intention of this section. However, the fol
lowing pointers may help you clarify your ideas and condense them
into an entertaining presentation:
A story line that's all Let your characters determine the action. Imagine what your
action with no character character would do in a specific situation. Your character should
development is like
demonstrate a personality throughout the story. If your character
animation without
movement: it simply acts without purpose or direction, then it ceases to be a character;
doesn 't work. it's j ust another image on the computer screen.
314
1 1-Cel Animation
The Storyboard
After you work out your story idea, the next step is to create a story
board by sketching the key frames. A sample storyboard is shown in
Figure 1 1 . 3 and in Color Plate 1 5 . The key frames should represent
every four to ten frames in the final sequence. Storyboards are particu
larly useful when a group of people are involved in creating a presenta
tional sequence. Storyboards provide a more accurate basis for
discussion and make the portions of the story line that don't work more
apparent. Hopefully, they facilitate consensus, so that everyone is satis
fied with the final product.
.,....
........ I t t
. . ,. ,..--
. ;..---;=--
-==-
.
After you complete the storyboard, transfer each key frame into a
new flic file in Animator. Don't fill the tween frames in between the key
frames until the images in all key frames have been outlined. Use the
commands from Animator's Trace menu (discussed shortly in this
chapter) to expedite the laborious j ob of creating the tween frames.
375
Animation
The commands in the Trace menu of the Home window are designed to
facilitate the process of creating eel animation sequences. They are es
pecially useful for creating tween frames, the transitional frames re
quired to fill out the action between two key frames. The Trace menu
name refers to the fact that you trace the images Animator provides in
order to complete the transitional frames; the program helps out but it
does not do all the work for you. These commands produce the best
results if key frames images are outlined rather than colored in.
Shown in Figure 1 1 . 4, the commands from the Trace menu in
clude the following:
Animator derives its use of the word "blue" from the non
repro blue pen of pasteup artists and designers. The pen pro
duces a light color that does show up when photographed.
316
1 1 -Ce/ Animation
CE L TRACE . SWAP
B LUE FRAME
UNBLUE FRAME
NEXT B Ll.JE
1 NSER:T TWEEN
ERASE G U l OES:
CLIP CHANGES
REPEAT CHANGES:
.LOOP SEGMENT
S E GM EN T F L I P
F L I P F I VE
311
Animation
378
1 1-Cel Animation
5 . Return home, then press the down arrow key again. The sequence
looks less j umpy. However, the image moves too fast to appear
natural. To compensate for the faster play speed, you need to dou
ble the number of frames by inserting a tween frame between
each pair of frames in the current flic.
6. Cancel the playback, then press the up arrow key to back up to the
first frame in the sequence. Choose the Insert Tween command
from the Trace menu. This creates a new frame between frames 1
and 2 and displays this tween frame in the drawing area, as shown
in Figure 1 1 . 5 . The tween frame is now frame 2, and the original
frame 2 is now frame 3. The drawing area contains the image from
frame 1 , colored in the primary blue (which is, in fact, blue) ,
behind the image from the original frame 2, colored in the second
ary blue (green).
7. The two images in the current frame are meant to serve as guides
for drawing a final transitional frame. Unfortunately, these two
blobs of color are not suited to this purpose. Neither image pro
vides any detail. For example, you can see that you should draw
the transitional head between the two circles near the top of the
drawing area. But where should you locate the transitional sleeve,
elbow, or waistline? These are all obscured by areas of color.
379
Animation
380
1 1-Ce! Animation
mand from the Pie menu, then click inside the bright green area of
the pants. The Time Select panel appears. Change the current seg
ment slider bar so that the range of frames is from 2 through 8.
Then select the To Segment button and click Render. All bright
green areas in frames 2 through 8 change to black.
11. Repeat step 10 for the dark green of the shirt, the brown of the
shoes, the peach color of the hands and head, and the red of the
number.
12. Now that all images are outlined, the tween frames you create will
be useful. Press the left arrow key to return to the first frame.
Choose the Insert Tween command from the Trace menu. The
new tween frame contains two outlined images, as shown in Fig
ure 1 1 . 7 .
Don't worry about 1 3 . Select orange from the mini-palette. Using the outlined images,
erasing the blue and trace a transitional figure between the two. For example, since the
green outlines while you
head is a circle, right-click the Poly tool , then select the Circle tool
trace the orange transi
tional image. You will
from the scrolling list in the Drawing Tools panel. With the Draw
instruct Animator to ing Tools panel still displayed, deselect the Filled button. Return
erase these outlines home, then click with the Circle tool midway up the right side of
automatically. the outline of the number "2." Drag outward to create a circle
about the size of th e blue and green circles.
381
Animation
14. You have to create the rest of the transitional image with the Draw
tool. Draw a new body with the hands, arms, torso, legs, and so on,
in intermediate positions. (Don't worry about drawing a new
number inside the head.)
15. When you finish drawing, choose the Erase Guides command
from the Trace menu. The Time Panel appears. Select the To
Frame button, then click the Render button. Animator deletes all
blue and green images from the current frame, leaving an image
similar to the one shown in Figure 11 .8. If your transitional image
doesn't look perfect, let it go for now. You can always polish it
later. In the meantime, you'll want to sketch the rest of the transi
tional frames.
16. Press the right arrow to advance to frame 3, which contains the
image with the number "2" in its head. Choose the Insert Tween
command from the Trace menu. The new frame 4, shown in Fig
ure 1 1 .9, will appear.
17. Using the Circle and Draw tools, trace a transitional image in the
drawing area of the current frame. When you finish, choose the
Erase Guides command from the Trace menu. The Time Select
panel displays with the To Frame button highlighted, so click the
Render button. The blue and green images disappear, leaving an
image similar to the one shown in Figure 1 1 . 1 0.
382
1 1-Cel Animation
383
Animation
the Trace menu. Animator plays the 5 -frame sequence that ends
with the current frame-in other words, frames 1 through 5. To
get a better view of this sequence, press the Spacebar to hide the
Home window, then press 5 to select the Flip Five command.
Repeat this maneuver until you get a feeling for this small
sequence. If the sequence doesn't appear sufficiently smooth or
realistic, go back to frame 2 or 4 and make adjustments. You may
even want to alter one of the original frames. Just because this flic
was included with the program doesn't mean that it's perfect. For
example, you may have noticed that the feet shrink in the course
of this sequence. You may also want to erase the numbers inside
the heads of frames 1, 3 and 5 .
19. Repeat steps 1 6 and 1 7 six more times t o create transitional frames
between frames 5 and 6, frames 7 and 8, frames 9 and 10, frames 1 1
and 1 2 , frames 1 3 and 14, and frames 1 5 and 1 . Also erase the
numbers inside all of the heads. The final sequence will contain
16 frames.
20. At any point in the creation of these frames, you can play the
frames completed up to that point. First, right-click a frame icon
in the Home panel to display the Frames panel. Change the cur
rent segment slider bar so that the range of frames begins at frame
1 and ends at the current frame. Return home, then choose the
Loop Segment command to play the current segment multiple
times. You can also choose the Segment Flip command, or press
Enter, to play the current segment one time only.
21. When you finish creating the outlines of all transitional images,
play the sequence to see how it looks. The image walks at the
same speed it did before you began this project but, thanks to your
efforts, it now walks more smoothly.
22. Press the up arrow twice to cancel the playback, then go to frame
1. Now that the outlines are finished, you can restore the colors.
Unfortunately, there is no shortcut for this process. You will have
384
1 1-Cel Animation
to color each frame by hand. The original colors for the image are
as follows: the shirt-dark green from register 1 6 9 , the pants
light green from register 1 3 3, the head and hands-peach from
register 2 1 8 , the shoes-red brown from register 1 6 5 . Right-click
the current color indicator to display the Palette window, then
replace the four colors on the right side of the mini-palette with
the colors listed above. Or you can use your own color scheme.
Just be careful not to use the blue from register 1 3 8 or the green
from register 1 9 2 , since these are the primary and secondary blues
in the mini-palette used b y the Trace menu commands.
23. Press the Spacebar to return to the Home window. Fill the shapes
with the appropriate colors frame-by-frame. Be on the lookout for
broken outlines. If the color seeps out into the rest of the drawing
area when you fill a shape, as shown in Figure 1 1 . 1 1 , press Back
space to undo the fill, then repair the break with the Draw tool.
You may have an easier time finding the break if you magnify a
portion of the drawing area using the Zoom button, as shown in
Figure 1 1 . 1 2 .
24. After you fill all shapes i n the current flic, you are still left with
orange outlines. The original outline color was the dark brown
from register 1 76. Insert this color into the mini-palette by way of
385
Animation
.
the Palette window. Choose the Separate command fro
menu, then click on any part of the outline in the curre
Providing the Time button is still selected, the Time Sel ct panel
then appears. Select the To All button, then click the Re der but
ton.
25. Play the sequence to see how it looks. The simple act o adding
color to the frames makes your transitional images appear authen
tic, as good as or better than the key images included ith the
original flic.
26. Press the up arrow key twice to cancel the playback and eturn to
frame 1 . The only problem with the current sequence is t at your
walking man still has no face. The quickest way, alth ugh not
necessarily the best way, is to draw a face for one frame nd then
apply it to the other frames using the Repeat Changes co mand.
For example, using the Draw tool and the dark brow
color, draw the face shown in Figure 1 1 . 1 3 .
2 7 . Now choose the Repeat Changes command from the Tra e menu .
The facial features are pasted into the next frame, fra
shown in Figure 1 1 . 14.
28. Unfortunately, the Repeat Changes command cannot b
to more than one frame at a time, even if the Time butto
light ed. To paste the facial fe atures over multiple fra
386
1 1-Cel Animation
must use the eel buffer. Choose the Clip Changes command from
the Trace menu to copy the facial features to the eel buffer. Then
c hoose t he Paste command from the Cel menu. A marquee con-
387
Animation
Figure 11.15 Paste the face into frames 3 through 16 using these
Time Select panel settings. Th e face will then float
back and forth.
388
1 1-Cel Animation
the head o n the right side; in other frames, it extends too far to the
left. You can remedy these problems easily in some frames. Figure
1 1 . 1 6 shows you how to improve the appearance of frame 3 by
filling i n the nose with peach and drawing over the outline. How
ever, in other frames, you will have to erase the face and draw it
by hand using the rough placement as a guide.
32. You must make a number of additional adj us tments before this
file is worthy to be called a final animation sequence. You have
yet to endow your man with hair or a neck . You might also want to
add a moving background, as demonstrated in the sample proj ect
at the end of the Frames and Flies section of Chapter 7. However,
for t h e purposes of this chapter, this flic is finished.
33. Using the Files . . . command from the Flic menu, save this file as
SMOOTHWK.FLI.
389
Animation
390
p A R T
391
T w E L v E
Converting
Artwork from
Other
Environinents
The remaining chapters in this book are devoted to the subj ect of input
and output; that is, getting images into and out of Animator. This chap
ter concentrates on one form of input: transferring images created in
other computer programs over to Animator.
Two separate utilities are included with Animator for this pur
pose. The first, the Animator File Format Converter (or the Converter,
for short), allows you to convert animation sequences and still images
created on the Amiga, Atari ST, and Macintosh computers, as well as
PCX and high-resolution GIF images created on the PC. The second
utility, FLlmaker, converts files created in other Autodesk applica
tions, including AutoCAD, AutoSketch, and AutoShade, to the FLI for-
The Converter
393
Input and Output
To acquire clip-art images created for other programs and for com
puters that are not PC-compatible.
Thousands of clip-art packages exist, created in many differ
ent formats and designed to be used on different brands of com
puters. If you find a clip-art package that you particularly like, but
which is only available for, say, the Macintosh, you can convert
the images for use in Animator.
To capture screen shots for software demos.
Suppose you want to create a presentational sequence to
demonstrate a software product that runs on the PC. You will
need to capture a handful of screen images from that product
before creating the sequence in Animator. Although Animator
provides no screen capture program of its own, such p rograms are
available from other sources, and almost all of them can save
images in the standard PCX format, which can be read by the Con
verter utility.
394
12-Convertlng Artwork from Other Environments
also read 3 . 5 -inch disks. To format a 720K disk which can be read
by the Atari ST, type f o rmat a : / t : 80 / n : 9 at the DOS prompt, then
insert the disk to b e formatted in drive A.
395
Input and Output
Load the picture or animation file using commands from the Flic
and Pie menus.
Step 2 is applicable only Use the Scale, Move, and Slide commands in the Converter menu
to single-image picture to change the size and position of the image with respect to the
files. The commands
dimensions of the Animator drawing area (320 by 200 pixels).
from the Converter menu
cannot be applied to Choose the Save Flic or Save Gif command to save the artwork in
animation files. a format which can be read by Animator.
Loading Files
The Flic and Pie menus provide several commands for loading artwork
into the Converter window. Commands from the Flic menu are used to
load animation files; commands from the Pie menu are used to load still
pictures.
Shown in Figure 12.2, the Load commands from the Flic menu
include the following:
396
12-Converting Artwork from Other Envronments
i
CONVEIO:TER: PIC
AM I GA
ST
FLIC
397
Input and Output
TAAGA
AM I GA
ST
MAC I NTOSH
PCX
GIF
398
12-Converting Artwork from Other Environments
399
Input and Output
CONVERTER: F LIC
ABOUT
MEMORY
SCA LE
MOVE
S L I DE
QU I T
400
12-Converting Artwork from Oth er Environments
The important commands from this menu are the Scale, Move,
and Slide commands. These commands are discussed in more detail in
the following pages.
40 1
Input and Output
CONVERTER - MEMORY
402
12-Converfing Artwork from Other Environments
Selecting the Render Set Height. Click this option or press 2 to specify a height in pixels
option resizes the for the converted picture. A message box containing a slider bar
converted picture to the
will appear; you then adjust the slider bar to the correct height.
width and height
The current height setting will be displayed to the right of the
specified by the Set
Width and Set Height option name.
options. Defaul t. Click this option or press3 to restore the current width
and height settings to 3 2 0 by 200 pixels, the dimensions of the
Animator drawing area.
Correct Aspect Ratio. Click this option or press 4 to decrease the
current width or height setting so that the ratio between the two is
8 : 5 ; this ratio duplicates the proportions of the Animator drawing
area. Generally, the picture will still be too la rge to fit in the Con
verter window.
Revert. Click this option or press 5 to restore the width and height
settings to their values prior to choosing the Scale command.
Dither. Click this option or press 6 to toggle the dithering control
on and off. When the Dither option is on, the pixels are treated in
relation to other pixels; this slows down the scaling process and
decreases the apparent resolution, but produces more accurate
results.
Render. Click this option or press
7 to apply the Scale command
according to the current width and height settings.
Exit Menu. Click this option or press 0 to hide the Scale options
and return home.
For the best results, try to retain the original proportions of your
converted picture. This means you should not rely on the Default or
Correct Aspect Ratio options, both of which may alter the appearance
of the picture. Figures 1 2 . 9 and 1 2 . 1 0 are good examples of this. The
original dimensions of the baseball player picture were 5 7 6 by 720
pixels, an 8:10 ratio. To retain these proportions, the current width set
ting was left at 320 and the current height setting was changed to 400.
Selecting the Render option produced the picture shown in Figure 1 2 .9.
Selecting the Default option, however, changes the current width
and height settings to 3 2 0 by 2 00, the same 8 : 5 ratio as the Animator
drawing area. The result of applying these settings is shown in Figure
1 2 . 1 0 . The entire image fits in the Converter window, but the picture is
squashed and unsightly.
403
Input and Output
CONVERTER FLIC PI
404
12-Converting Artwork from Other En vironments
405
Input and Output
2 -4S C0 - 15)
Slide with Mouse. Click this option or press 1 to move the image,
following the directions given for the Move command. The dis
tance of the move will be recorded by the current x and y settings
in the status bar.
Set X. Click this option or press 2 to specify a horizontal move dis
tance in pixels. A message box containing a slider bar will appear;
you th e n set the slider bar to the correct distance. Negative values
slide the p i ctur e to the left; positive values slide the picture to the
right. The current x setting will be displayed to the right of the
option name.
Set Y. Click this option or press 3 to specify a vertical move dis
tance in pixels. A message box containing a slider bar will appear;
you then set the slider bar to the current distance. Negative values
slide the picture upward; positive values slide the picture down
ward. The current y setting will be displayed to the right of the
option name.
Set Frames . Click this option or press 4 to specify the number of
frames over which the current movement settings will be applied.
A message box containing a slider bar will appear; you then set
the slider bar to the correct number of frames.
406
12-Converting Artwork from Other Environments
407
Input and Output
1 S L. I DE I TH MOUSE
2 SET X 0
3 SET V 0
4 SET FR:FIHES S0
s COMP L.ETE
6 PR:EV I E
7 R:ENOER: A N O SAVE
0 EX I T MENU
Choose the Save Flic command from the Flic menu to save an ani
mation sequence that was loaded using a command from the Flic
menu. The saved animation file will have an FU extension. It is not
necessary to apply the Save Flic command to a scrolling flic created
with the Slide command; selecting the Render and Save option has al
ready saved the flic to disk.
Choose the Save GIF command from the Pie menu to save a pic
ture file to disk. Keep in mind that you will lose any portion of the
408
12-Converting Artwork from Other Environments
image which extends beyond the Converter window. The Save GIF
command is usually applied to images which fit completely into the
window, such as the picture shown in Figure 1 2 . 1 3 . The saved picture
file will have a GIF extension.
Figure 1 2 . 1 3 This PCX image was scaled and moved so that it fits
in its entirety in the Converter window; now it is ready to be
saved as a GIF file.
The FLimaker
Save the files that you want to convert with SLD or RND exten
sions.
Create a list of the files to be converted in a word processor; then
save the list as an ASCII file (text only, no formatting).
409
Input and Output
The method for saving a file in the SLD or RND format depends on the
Autodesk program that you're using. The method appropriate to each
program is outlined separately in the following pages.
Launch AutoSketch.
Load the file to be converted.
Delete any filled shapes created with the Fill Region tool from the
Draw menu. FLim ak e r cannot correctly process areas with solid
fills.
Choose the Make Slide command from the File menu. Type a file
name in the message box and press Enter.
Quit AutoSketch.
Launch AutoShade.
410
12-Converting Artwork from Other Environments
After you save the slides and renderings you want to convert, you must
create a list of these files in a word processor, such as WordPerfect,
Microsoft Word, or XyWrite. Simply type the name of each file sepa
rated by a carriage return into the word processor. Then save the file as
a text-only file without formatting.
Save all SLD and RND files, as well as the text-only file list, to the
directory containing the Animator program. If you prefer to keep
your files in other directories, you will need to include path infor
mation in the file list o r to specify the path when using the
FLimaker program.
411
Input and Output
Use the -v opt i on to use the VGA screen while convert i ng.
Suppose all slide and rendering files, as well as the ASCII file list,
are located in the Animator directory. If the fil e list name is
AUTOFILE.TXT, you might type the following text at the DOS prompt:
4 12
12-Converting Artwork from Other Environments
files listed in AUTOFILE.TXT, the ASCII file list. The play speed saved
with this flic will be 10 j iffies, or 7 frames per second. After you press
Enter, each slide and rendering will be displayed on the screen as it is
recorded to a frame in the flic file .
An error will occur under any of the following conditions:
4 13
Input and Output
4 14
T H I R T E E N
Capturing
Photographic
IIDages and
Artwork
The previous chapter explained how to convert images and animation
sequences from different programs into Animator's GIF or FLI format.
This chapter expands the concept of input beyond the environment of
the computer into the real world. With the aid of third-party peripher
als and image-processing software, you can capture photographic
images and artwork as electronic images for use in Animator (and in
similar PC painting programs).
Starting from scratch i s hardly the most efficient way to create comput
erized artwork or animation. If you are willing to spend money to save
time, you may want to purchase additional hardware and software for
the purpose of transferring "re al-life" images to disk. With the correct
combination of hardware and software, you can, for example, capture
live images with a video camera. Similarly, you can capture printed
images, such as photographs or artwork, using a (more expensive)
scanner.
4 15
Input and Output
Employee photos. Staff mug shots are useful for in-house presenta
tions or even for electronic monthly newsletters. It takes several
hours to draw a decent picture of a workmate; it takes five seconds
to shoot their picture. The latter is also more accurate, as demon
strated by Figure 1 3 . 1 .
Product renderings. Scanned product photographs and renderings
can be used in product demonstrations, one of the most common
applications of presentation software. As shown in Figure 1 3 . 2 , a
product rendering helps users to understand where parts are
located and how these parts are used.
Backgrounds. A scanned landscape or building scene can serve as
a realistic background for almost any kind of animation, as shown
in Figure 1 3 . 3 . Digitized images are especially common in archi
tectural presentations, in which a prospective b uilding is dis
played in front of a highly accurate digitized site.
Classic artwork. Scanning published images is often precluded by
copyright laws. However, some of the best artwork ever created
has been in the public domain for years. While defacing images of
great art is rarely in good taste, artwork such as that shown in
416
1 3-Capturing Photographic Images and Artwork
P rimsry handle
Electrottlc viewfinder /
..
'..
C ssseHe holder
417
Input and Output
Combining Scans
There's no law that says you can't use more than one scanned image in
a single picture. In fact, one of the beauties of the computer as an artis
tic tool is that it can be used to bend and shape reality to your specifica
tions. One photo graphi c image can be coupled seamlessly with another
to produce unusual, even surrealistic collages.
4 18
13-Capturing Photographic Images and Artwork
For example, the picture shown in Figure 13.7 was captured with
a specific purpose in mind. On its own, the picture seems uninteresting,
perhaps odd at best. But when combined with the lunar landscape from
419
Input and Output
the MOON.GIF painting included with the Animator program, the pic
ture demonstrates an entirely different quality. As shown in Figure
1 3 . 8 and in Color Plate 16, the two digitized images combine to produce
a unique effect.
420
13-Capturing Photographic Images and Artwork
Special Effects
The Effects. . . command Animator's ability to manipulate real-life images is remarkable. The
in the Flic menu is options provided by choosing the Effects . . . command from the Flic
especially suited to
menu yield some especially fine results. For example, the dramatic
manipulating scanned
split screen effect shown in Figure 1 3 . 1 0 has been created using these
images.
options. The close-up image shown in Figure 1 3 .9 serves as the starting
point of this effect. First, the Shrink x2 option is applied; then the image
is copied and repeated to fill the drawing area .
421
Input and Output
... . .. .
.. '
:; .
422
13-Capturing Photographic Images and Artwork
Input Devices
423
Input and Output
Once you get the hardware and software set up properly, digitiz
ing images is no more difficult than importing text or printing docu
ments, practices common to other types of computer programs.
Unfortunately, the initial setup can be time-consuming and frustrating.
Because each video board is installed and operated differently, we can
not provide a set of general instructions. Instead, we provide brief de
scriptions of the hardware and software that are available, so that you
can choose the combination best suited to your situation.
The Jovian VIA board is The least expensive image-capturing system for use with Animator is a
the best and least standard video camcorder connected to a Jovian VIA (Video Input
expensive scanning
Adapter) capture board. On the positive side, the Jovian VIA board
solution if you intend to
use your scans exclu sports a standard RCA video input j ack (the type used by most stereo
sively in Animator. equipment), making it easy and inexpensive to locate cables. In fact,
many camcorders, provide output cables ending in RCA plugs as stan
dard equipment.
424
13-Capturing Photographic Images and Artwork
The Targa 1 6
If you have more money t o spend, as well a s more patience during the
setup period, you may want to consider the Targa 1 6 or the Everex Vi
sion 1 6 videographics adapter. Both boards can produce 5 1 2 -by-480-
pixel images containing as many as 3 2 , 768 colors, making them the
most professional-quality boards on the market. They also double as
video output boards, a subject covered in Chapter 1 5 . While both the
Targa 1 6 and the Everex Vision 16 far exceed Animator's image-pro
cessing capabilities, they are almost universally compatible with more
sophisticated still-image programs.
Like the Jovian VIA, these boards are used with a camcorder or
VCR. However, neither board offers an RCA j ack, which makes the
hook-up procedure more difficult. Depending on your camcorder, cus
tom cables may b e required. Also, both boards require an additional
monitor for viewing the inputting procedure (all software options dis
play on the Targa monitor only).
Truevision, makers of the Targa 16, provide a stand-alone image
processing program called TIPS (Truevision Image Processing Software).
This program provides a multitude of useful painting capabilities, some
425
Input and Output
of which rival or surpass Animator's. However, you must own the Targa
16 board to so much as launch TIPS.
Targa 16 (TGA) files can be converted to the Animator format us
ing the Converter utility.
Scanning Devices
426
13-Capturing Photographic Images and Artwork
427
F 0 U R T E E N
Playing
AniIDations
On-Screen
Now that you've finished your animation, how do you get your tour de
force before the viewers?
Videotape is probably the best medium for distributing a finished
animation. However, as the next chapter points out, transferring ani
mation sequences from Animator to videotape can be an expensive and
time-consuming task. Unless you intend to create a large supply of ani
mation sequences, it's hardly worth the money or e ffort to transfer
them to videotape.
I f your resources and goals are more limited, there is an easier
way. If you distribute your flies to people who own IBM-compatible
personal computers, you can simply copy the animation files to disk
along with a public domain Player utility (AAPLAY. EXE) packaged
with Animator. By placing this utility in the public domain, Autodesk
authorizes users to distribute the Player without paying licensing fees
or providing any other form of compensation. Autodesk also provides
an instruction file (AAPLAY.DOC) for distribution with your flic files.
These instructions are a word-for-word duplication of the text in Ap
pendix E of the Animator Reference Manual, also included with the
Animator program.
The people to whom you've distributed your animation disk
can read the AAPLAY. DOC file by inserting your distribution disk in
drive A of their computer and entering the following text at the DOS
prompt:
t y p e a : \ a a p l a y . doc l m o r e
A page of text from Appendix E will appear on the screen, and the
429
Input and Output
word Mo r e will appear at the bottom of the screen. Pressing Enter will
scroll the text upward and display the next page of text.
To launch the Player utility, type aap l a y at the DOS prompt inside the
Animator directory, then press Enter. The Player window shown in
Figure 14.1 will appear.
Every command and Like Animator, the Player utility is designed to be operated with a
option provided by the Microsoft-compatible mouse. However, since many people viewing
Player utility can be
your animation will not own mice, the Player utility also allows every
accessed from the
keyboard. command and option to be accessed from the keyboard. Both mouse
and keyboard operations are documented throughout this chapter.
430
14-Playing Animations On-Screen
The commands from the File menu, shown in Figure 1 4 . 3 , allow you to
load pictures and animation sequences created in Animator into the
Player window. These commands include the following:
FLI Load . . . Choose this command or press the F key twice in a row
.
to display the file selector panel, from which you can load an ani
mation sequence from disk.
GIF Load . . Choose this command, or press the F key followed by
. .
the G key, to display the file selector panel, from which you can
load a picture file from disk.
431
Input and Output
The Player will not load GIF files with resolutions higher
than 320 by 200 pixels. Such files must first be converted
with the Converter utility, described in Chapter 1 2 .
432
14-Playing Animations On-Screen
F I LE
I BBA LL . F L I
BOSST A L K . F L I
= '==
I '-=-:_I !J @il F I LE '
I
G LASS . F L I
G LASS0 1 . F L I ==========:
GO LFER . F L I le : I @71 IE : I D I R : le : 'AN I MATOR!
GO LFE R0 1 . F L I
HANOS . F L I W I LOCARO : l* F L I I
.JABBER . F L I _____
- LOGO .. F L I ( O K J f CANCE L 1.
l.:!J LOG00 1 F L I
Key Function
Backspace Delete the character to the left of the text entry marker.
Escape Delete all characters in the current option box.
Left Arrow Move text entry marker left one character.
Right Arrow Move text entry marker right one character.
Up Arrow Move text entry marker to first character in option box.
Down Arrow Move text entry marker to end of text in option box.
Now press the Tab key. The text entry marker disappears, leaving
a thin line in its place, as shown in Figure 1 4 . 5 . You are now in alternate
mode. You can select the options in the file selector panel by pressing
the keys listed in Table 1 4 . 2 .
433
Input and Output
BBA L L . F L I
BOSSTA L K . F L I
: 11 ==========:
F I L E ..1
G LASS . F L ! O IA : l ls : I
I
G LASS0 1 . F L I :::
GO LFER: . F L I le : I lo : I IE : I le
D I R: : : "-AN I MFITOR:f
GO LFER:0 1 . F L I
HANDS . F L I l __
H I LDCA R:D : . F_L_II--'
.JABBER: . F L I
LOGO . F L I
LOG00 1 . F L I El (cANCE L}
Figure 14.5 The file selector panel in alternate mode.
Key Function
You can only select files and directories from the scrolling list if
you have a mouse. If you are working exclusively from the keyboard,
you must type the literal file name into the File option box and the
literal directory name into the Dir option box.
Press the Tab key again to toggle back to entry mode. This time,
the text entry marker will appear in the Dir option box. Press the Tab
key again to return to alternate mode, then press the Tab key once more
to display the text entry marker in the Wildcard option.
434
14-Playing Animations On-Screen
Therefore, to load a flic file into the Player window when you are
working exclusively from the keyboard, proceed as follows:
At the Player window, press the F key twice to display the file
selector panel.
Press the Tab key to change to alternate mode . Use the letter keys
along with the B ackslash and Period keys to change drives and
search other directories.
Directory names in the Use the Up Arrow and Down Arrow keys to search for file and
scrolling list are directory names in the list. Press and hold one of these keys to
preceded by backslash
scroll many files at a time.
characters, clearly
distinguishing them from If you have to change directories, press the Tab key to display the
file names. text entry marker i n the Dir option box, then type the name of the
directory. Press Enter to change to that directory, then return to
alternate mode.
After you locate the file you want to load, press the Tab key five
times in a row to display the text entry marker in the File option
box. Type the name of the file, then press Enter. The file selector
panel will disappear and the first frame of the flic file will appear
in the Player window.
For example, if you load the TIDES.FU file, the image shown in
Figure 14.6 will appear on the screen.
435
Input and Output
Click the up arrow frame icon to back up to the first frame in the
current flic.
Drag the box inside the current frame slider bar to display a differ
ent frame. Click the arrows to back up or advance by a single
frame.
Click the double arrow frame icon to play the current flic or to
display the current picture file.
C lick t he down arrow frame icon to advance to th e last frame in
the current flic.
Keep in mind that Drag the box inside the Play Speed slider bar to change the num
smaller play speed b e r of jiffi es each frame is displayed when played. Click the
values produce faster
arrows to decrease or increase the display time by a single j iffy.
animation, and larger
values produce slower
animation. If the current file is a picture file, the only useful option in the
frame control panel is the double arrow. By clicking the double arrow
icon, you hide the menu bar, the panel, and the cursor; you then have
an unobstructed view of the picture.
If you do not have a mouse, you can use the keys listed in Table
14.3 to operate the options in the frame control panel. Even if you do
have a mouse, many of these keyboard-driven functions are useful.
Key Function
436
1 4-Playing Animations On-Screen
Key Function
Keyboard Lock
431
Input and Output
If you forget the letter key you used to lock the keyboard or you
need to cancel someone else's presentation, all is not lost. Though tirne
consuming, the following steps will unlock the keyboard:
Using Scripts
In addition to playing flic and GIF pictures, the Player utility can load a
script file containing specific instructions created in a word processor.
By creating a script file, you can tell the Player how many times to play
various sequences, what order to play them in, and when to stop the
playback. Script files are crucial to producing self-running demonstra
tions and to recording sequ ences to videotape, which are both dis
cussed in the next chapter.
Flic Scripts
A script file is simply a roster of FLI and GIF files, listed in the order
they will be played. For example, suppose you wanted to play the
MRNUMO.FLI file followed by the GLASS.FU and TIDES.FL! files. As
suming all files are located in the Animator directory on the C drive,
you would type the following list into a word processor:
438
1 4-Playing Animations On-Screen
c : \ a n i m a t o r \ m rnumo . f l i
c : \ a n i ma t o r \ g l a s s . f l i
c : \ a n i m at o r \ t i des . f l i
You would then save this list as a text-only file without format
ting. After quitting the word processor, you have two ways to load the
script file into the Player utility. You can launch the Player, choose the
Script Load . . . command from the Files menu, and then select the text
file in the file selector panel. Alternatively, you can type the name of
the file after the AAPLAY command when you launch the Player util
ity initially. For example, if the script file is named SCRIPT l . TXT, you
would type the following text at the DOS prompt inside the Animator
directory:
aap l ay s c r i pt 1 . t x t
Then press Enter t o launch the Player and begin playback of your
script.
After playing each flic listed i n SCRIPT 1 .TXT through one time,
the Player will return you to the point at which you loaded the script. If
you launched the Player and loaded the script file separately, you will
be returned to a blank Player window. If you loaded the script file
when you launched the Player, as in the example j ust given, you will
be returned to DOS.
Adding Pictures
What happens if you insert picture files between the flic files i n your
script? Since a picture file consists of only one frame and contains no
play-speed information, does it merely flash by o n the screen in be
tween flies or will it display indefinitely? The Player treats scripted
picture files slightly differently than scripted flic files. The default
length of time that a GIF (picture) file displays is five seconds. For ex
ample, suppose you change your SCRIPTl . TXT file to the following:
c : \ an i mato r \ m rn umo . f l i
c : \ an i m at o r \ g l a s s . f l i
c : \ a n i m a t o r \ wa l k . g i f
c : \ an i ma t o r \ t i des . f l i
When you play the script i n the Player, the MRNUMO flic will
play once, followed by the GLASS flic. Then the astronaut picture will
display for five seconds, followed by the TIDES animation.
439
Input and Output
The transition between scripted flic files and picture files differs
as well. After one flic finishes playing, another begins immediately, as
if the two were spliced together. However, because the Player has to
decompress a GIF file before displaying it, a picture is wiped onto the
screen. This transition is inconsistent with the standard clean splice
between flies. For this reason, you may want to limit the number of
picture files in your scripts, or simply exclude them.
When you enter the Loop, Speed, and Pause parameters, type the
value of the parameter immediately after the parameter letter; for
example, LS - S 1 5 , and -P1360. When you enter the Transition param
-
,
eter, leave a space between the parameter letter and the value, as in -T
f a d e i n. If only one value appears after the transition parameter, this
value determines how the sequence enters the screen. If two values
follow the parameter, as in -T f ade i n f adeout, the first value controls
the entrance and the second value controls the exit.
440
14-Playing Animations On-Screen
All parameters must be entered after the file name and on the
same line as the file they are intended to control. For example, suppose
you play a script file containing the following text:
Because the Player's The MRNUMO flic will play three times in a row, then cut to the
transition effects are GLASS flic. Each frame in th e GLASS flic displays for 14 jiffies; in other
crude, you may want to
words, 5 frames are displayed every second. Because of the Pause pa
create all transition
effects in Animator prior
rameter, the last frame in this sequence displays for 3 600 seconds, or a
to the scripting process. full hour. Afterwords, the first frame in the TIDES flic fades in from a
white screen, plays five times i n a row, then fades out to a white screen.
When a parameter is not included after a file name, the Player
assumes the default value for that parameter. The default values are as
follows: a single loop (-L 1), the play speed value saved with the flic file,
no pause (-PO) for flies and a 5 -second pause for pictures (-PS), and a
spliced transition (-T cut).
Scripting Options
The Player also accepts four options that are entered on different lines
from the file parameters, generally at the end of the text file. These
options are listed in Table 1 4 . 5 .
Link <filename> Loads and plays another script file after finishing the
current script.
Loop <O to 999> Loops all flies listed above the Loop option a specified
number of times.
ExitToPlayer Returns to an empty Player window after finishing the
current script.
ExitToDOS Returns to the DOS prompt after finishing the current
sc ript .
When you enter the first two options, leave a space between the
option and its value; for example, l i n k s c r i p t2 . t x t and loop 50. How-
441
Input and Output
c : \ a n i m a to r \ m rnumo . f l i
c : \ an i m a to r \ g l a s s . f l i
Loo p 5
c : \ a n i m at o r \ t i d e s . f l i
L i n k s c r i p t 2 . tx t
When you play this script, the MRNUMO flic plays once followed
by the GLASS flic. These two flies then repeat four more times. After
the GLASS flic plays a fifth time, the TIDES flic plays. Following this, a
script file called SCRIPT2.TXT is loaded and played.
If the Player utility cannot understand a line in your script, an
error will occur. An error will occur under any of the following condi
tions:
You can include the public domain Player utility (AAPLAY. EXE)
with your flic file on the disk you distribute to PC users. The util
ity is so simple to operate that most PC users will understand how
to use it immediately and won't need the instruction file also
included.
442
14-Playing Animations On-Screen
443
F I F T E E N
Recording Flies to
Film or Videotape
The previous chapter described how to create animated sequences that
can be viewed on PCs equipped with VGA or MCGA graphics cards.
Unfortunately, while PCs are fairly common office machinery, most of
them serve non-graphic purposes, such as word processing or number
crunching, operations which do not require graphics cards. If your ani
mation can only be played on PCs with a graphics card, you will miss
out on a large audience. To make your flies accessible to more people,
you will need to record them to film or videotape.
Film Recording
Transferring Animator Film is not the best medium for displaying Animator flies. Most people
flies to film is an don't own movie projectors; in fact, movie proj ectors are less common
inexpensive but primitive
these days than personal computers. Furthermore, transferring com
process, generally
acceptable only to puter art to film is a time-consuming process since each frame has to be
students and other non shot individually. You also sacrifice quality in the process. Frames
professionals. must b e printed before they are shot, and no printing program does j us
tice to an image, even o n the highest quality printer.
However, the film option is cheap. It requires no special hardware
except a printer, which you probably already own. The only costs are
the camera itself, the paper for the printer, the film, and the developing
fees. All these costs can be managed on a fairly limited budget.
Because of the poor quality and cheap cost of film recording, you
may want to think of it as the student's option-a method to be reserved
for use in a non-professional market.
445
Input and Output
Create your flic file and play it several times to make sure you're
satisfied with the entire sequence.
Save each frame to disk individually as a GIF file. If two or more
frames are identical, do not save duplicates. Simply note their
locations and shoot the same printed frame at each location dur
ing the filming process.
Load and print each GIF file with your printing utility.
Shoot each page on a flat surface. A tripod is best for anchoring the
camera in a steady position. Many stop-action cameras also
include remote controls, which allow you to operate the camera
without touching, jarring, or moving it.
Filming Considerations
446
15-Recording Flies to Film or Videotape
Felt-tip marker colors Many printers print in black and white only. If your printer is
and watercolors monochrome, or your printing utility doesn't handle colors to your sat
reproduce to film better
isfaction, you will probably want to create your drawings in black and
than any other hand
coloring medium.
white, or experiment to see how on-screen colors reproduce on paper.
You may have to apply colors to each printout by hand. Colored mark
ers and watercolors generally produce the best results.
As you can see, recording animation to film robs the overall pro
cess of the efficiency afforded to it by the p ersonal computer. Each ad
ditional step you take-printing, hand-coloring, stop-action filming
also diminishes the high-tech appearance of the animation. This can be
a bonus, in that many audiences find computer animation to be cold
and severe, whereas they frequently consider hand-drawn animation
to be whimsical and entertaining.
Many people use personal computers for creating animation spe
cifically for the efficiency they provide or for the high-tech appearance
of the animation, or for both reasons. If you are one of these people, you
will not find fil m to be an adequate medium. You should use videotape
instead.
Recording to Videotape
VGA to NTSC
Even i f you are able to locate cables to hook up a video recorder (VCR)
directly to your computer's VGA card, you will need additional hard
ware so that the two devices can understand one another. When you
play a flic file in Animator, your computer transmits this visual infor
mation to your monitor as a VGA signal. The VCR will not be able to
interpret this digital information. A special piece of hardware, called a
converter box, is required to convert the VGA signal to a composite
video signal, also known as an NTSC signal .
A VGA signal describes colors using 64 levels o f red, green, and
blue primary light intensities, which were discussed in Chapter 5. The
441
Input and Output
448
15-Recording Flies to Film or Videotape
Video converter. The video converter changes the VGA signal gen
erated by Animator to a composite video (NTSC) signal. Some con
verters are available in the form of an internal video board; others,
as external converter boxes.
Vi deo recorder. A VCR or camcorder records the composite video
signal.
Connector cables. A cable must connect your video output board
to the video recorder. If you purchase a converter box, two cables
are required, one to connect the box to the VGA board and
another to connect the box to the video recorder.
The Targa 16
449
Input and Output
The best, and more expensive, video output boards provide both a VGA
signal to drive your monitor and a composite video signal suitable for
an external recording device. Two such boards are the Willow VGA-TV
and VGA/NTSC Recordable. Both are top-of-the-line VGA boards in
their own rights, capable of displaying pictures at resolutions of 640 by
480 pixels with 256 colors. In addition, they provide NTSC output
jacks, with full documentation on how to use them.
If you have not yet purchased a VGA board, you should strongly
consider either of these boards. T hey are perfectly suited to manipulat
ing and outputting presentational sequences created in Animator.
If you already own a VGA board, it doesn't make sense to buy another
one just because it can output an NTSC signal. A less expensive alter
native is the VIN (VGA/RGB Into NTSC) controller box. T his device is
external to the computer and connects between the VGA board and the
450
15-Recording Flies to Film or Videotape
45 1
Input and Output
452
A
Installing and
Configuring
Autodesk Animator
The first half of this appendix contains complete instru ctions for in
stalling Animator on your computer. The second half explains how to
configure the program to your specific operating requirements. Both
steps are prerequisites to using Animator and to learning the informa
tion contained in this book.
Before you can use Animator, you must install the program onto your
computer. Luckily, you install Animator only once, not every time you
operate the program. If Animator has already been installed, you may
want to skip to the Configuring Autodesk Animator section of this
appendix. To begin using the program, refer to the Starting Autodesk
Anim ator section of Chapter 1 .
Required Equipment
453
The Best Book of Animator
Power On
If you have not done so already, turn on your computer and load the
operating system. If your computer has a hard disk, the operating sys
tem will probably load au t omatically The following DOS (Disk Operat
.
c>
c:\dirname>
or like this:
d>
If either of the last two prompts appears on your screen, your hard
disk could be organized unconventionally, and installing new software
could disrupt this organization. If someone else set up your computer's
hard disk, you may want to consult with this person before installing
Animator.
If your computer has no hard disk, you will have to load DOS from
a floppy disk. The resulting prompt will look something like this:
a>
454
A-Installing and Configuring Autodesk Animator
455
The Best Book of Animator
456
A-Installing and Configuring Autodesk Animator
If any of these files is missing from your hard drive, check your
original disks for the missing file(s). Also, make sure you have run the
UNPACKl .EXE and UNPACK2.EXE programs according to steps 7 and 8.
If your computer does not have a hard drive, you should go out and
purchase one. As a last resort, you can install Animator to floppy disks,
although you will find the experience of running Animator from a
floppy disk to be arduous, and sometimes exasperating.
The following steps describe how to install Animator to one 720K
floppy disk or to two 360K floppy disks:
1. Format one 720K floppy disk or two 360K floppy disks by typing
fo rmat a : and pressing Enter. A message will appear requesting
457
The Best Book of Animator
that you insert a disk. Make sure that you insert a blank floppy
disk or a disk whose data is no longer needed, then press Enter.
2. After you format the first disk, a message will appear asking if you
want to format another. If you are formatting two 360K disks, type
Y and insert the second disk. If you are using a 720K disk, type N.
If you are unfamiliar with After installing Animator, you may want to configure the program to
mouse operations like your specific requirements before actually using it. However, if you are
clicking, rgi ht-clicking, impatient to start using Animator, that's okay too. Sometimes you ac
choosing commands, or
selecting options, read
quire a better understanding of your configuration requirements after
Chapter 1 before you have had some experience with the program.
continuing. Launch the Animator program following the instructions in the
Starting Autodesk Anim ator section of Chapter 1. The Home window
will display. All of Animator's configuration features are accessed by
choosing the Configure ... command from the Extra menu, shown in
Figure A.1. If your mouse is not operating correctly, you can also
458
A-Installing and Configuring Autodesk Animator
EXTRA
'MAS K ,
GP. I D
,R:ECOR:O
S.ETT I NG.S ,
459
The Best Book of Animator
Temporary Files
460
A-Installing and Configuring Autodesk Animator
AATEMP. CEL The eel buffer, used by commands from the Ce! menu of
the Home window and by the Tile tool.
AATEMP. PIC The swap buffer, used by commands from the Swap
menu of the Home window and by the Scrape tool.
AATEMP.TXT The text buffer, used by the Te xt tool and by the Titling
panel.
AATEMP.MSK The mask buffer, used by the Mask ... command from the
Extra menu of the Home window.
AATEMP.REC The macro buffer, used by the Record . . . command from
the Extra menu of the Home window.
AATEMP.CCL The color buffer, used by the Cut, Paste, and Blend com
mands from the Value menu of the Palette window.
AATEMP2.PIC The frame buffer, used by the Restore command from
the Pie menu of the Home window.
AATEMP3.PIC The previous frame buffer, which stores the frame before
the current frame for use by the left arrow frame icon.
AATEMP.FLX The flic buffer, which retains the current animation
sequence even after you quit Animator.
AATEMP. OPT The settings of options and commands in the Optics
window.
AATEMP.PLY The last shape created with a tweenable shape tool.
AATEMPl.PLY The current start shape i n a tweening sequence.
AATEMPZ . PLY The current end shape in a tweening sequence.
AATEMPP.PLY The current transformation path created using the Path
button in the Optics panel.
AATEMP2.PC
AATEMP3.PIC
AATEMP.FLX
AATEMP. OPT
AATEMP1.PLY
AATEMP 2 .PLY
AATEMPP.PLY
Choosing the Reset command does not affect the contents of the
following files:
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The Best Book of Animator
AATEM P. CEL
AATEM P. PIC
AATEMP. TXT
AATEMP.MSK
AATEMP. REC
AATEMP.CCL
AATEMP. P LY
462
A-Installing and Configuring Autodesk Animator
Animator does not delete the old AAT directory when you change
drives. You will have to do that manually at the DOS prompt using the
DOS delete (del) and remove directory (rdir) commands.
Incidentally, swapping buffers to and from the hard drive is a
slower process than accessing buffers in RAM. If you want to speed up
Animator, you can create a virtual disk (Vdisk or RAM disk) in your
computer's memory and allocate that space for temporary files. Refer to
your DOS documentation for more information.
The DEFAULT. FLX file does not record or affect the contents of
the eel, swap, text, mask , macro, color, and polygon buffers.
To return to Animator's When you select the S av e Default . Flx option, a new DE
original default settings, FAULT. FLX fil e c ont a i n ing the current settings replaces the old file
delete the DEFAUL T. FLX
containing Animator's origin al default settings. You can no longer ac
fife from the Animator
directory and relaunch cess the original settings unless you delete the current DEFAULT. FLX
the program. file and relaunch Animator. You can get around this problem by saving
the original DEFAULT.FLX file as a settings file b efore you replace it.
Before replacing the You can create multiple settings files by choosing the Settings
existing DEFAUL T. FLX command from the Extra menu, shown in Figure A.4. The Files panel
file, you may want to
will display; you can then load, save, or delete settings files, which are
save it as a settings file
so that it is not lost
recognizable by their SET extensions. All settings files record the same
permanently. information contained in the DEFAULT. FLX file, e x cept for frame
images, number of frames, and palette colors. I n other words, settings
files record settings only.
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The Best Book of Animator
If your mouse is working Animator works best when used in combination with a Microsoft-com
properly, don't change patible mouse. However, if you own a mouse that is not compatible
the clock driver.
with the Microsoft standard, you may still be able to use it by changing
Animator's clock driver, a special program attribute that determines
the speed at which Animator tracks the current pointing device. Select
the Clock Driver configuration option to display the list of options
shown in Figure A.5. These options operate as follows:
464
A-Installing and Configuring Autodesk Animator
the mouse may not be connected to the computer properly. If all con
nections are okay, and the mouse works properly in other applications,
then it simply isn' t compatible with Animator. You'll have to purchase
a new Microsoft-compatible mouse.
Using a Tablet
The mouse isn't the only input device that can be used with Animator.
The program also works with digitizing tablets compatible with the
Summagraphics SummaSketch II tablet. To configure Animator for use
with such a tablet, select the Input Device (Mouse/Tablet) configura
tion option, which will display the list of options shown in Figure A.6.
These options operate as follows:
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The Best Book of Animator
466
A-Installing and Configuring Autodesk Animator
primary pointing device, select the first option. If you prefer to use the
larger puck, select the second option.
If the tablet is plugged into the computer's first serial port, it is
ready fo r use. If the tablet is plugged into a different port, select Set
Serial Port for Tablet from the input device options to display another
list of options, shown in Figure A.8. Then select the correct serial port
so that Animator can track the movement of the stylus or puck.
Display Coordinates
461
B
Error Messages
This appendix is devoted to a list of error messages you might encoun
ter when using Animator. Errors are listed in alphabetical order along
with an explanation of the error and a solution to the problem.
An i ma t o r i s n ' t c on f i gu r ed .
Assum i ng Defau l t s .
The file you're trying to load does not match the current format
expected by Animator.
Return to the Files panel and make sure that the selected file type
button-Flic, Picture, Cel, and so on-matches the type of file that
you 're trying to load. If the file type button and the file do not match,
select the correct file button and try to load the file again. If the button
and file are compatible, the file may be corrupted; that is, part of the file
cannot be read because of a bad disk sector. In this case, you should
469
The Best Book of Animator
locate a backup copy of the file. If no backup copy exists, you're out of
luck. Let this be a lesson to always keep a backup copy of every file you
create on a separate floppy disk.
If the file was not created in Animator, the problem may be that it
is not compatible with Animator. You may be able to convert the file to
Animator's GIF format using the Animator File Format Converter util
ity, which is described in Chapter 12.
Disk write-protected.
The floppy disk to which you are attempting to save a file is write
protected, or locked, such that its contents cannot be altered.
After the disk drive light goes out, eject the floppy disk and unlock
it. If it's a 5.25-inch disk, expose the indented tab to unlock the disk. If
it's a 3.5-inch disk, position the tab so that it covers the small hole.
Then insert the disk into the drive and try to save your file again.
Fi le isn't 320x200.
Use Autodesk Animator Converter
The file you're trying to open is a valid GIF file, but it was saved at
a resolution higher than 320 by 200 pixels. The most common examples
of this are GIF files acquired by modem from CompuServe, or a similar
bulletin board system.
Convert the file to Animator's GIF format using the Animator File
Format Converter utility, which is described in Chapter 12. Then try to
load the file again in Animator.
Fi le Truncated!
If this error occurs during a save operation, it means that the cur
rent disk drive is too full to accept the file being saved. On rare occa
sions, this message may appear when you're trying to load a truncated
file.
Save the file to a different disk or hard drive partition by selecting
a different drive button in the file selector panel. Alternatively, you can
410
8-Error Messages
return to the Files panel, click the Delete button, then delete enough
files from the current directory to free up adequate disk space.
The average picture file requires about 30K of disk space. An ani
mation file requires as much as 30K per frame. A typical 100-
frame flic requires over 1 megabyte of disk space.
If this error occurs while you are loading a file, the file will be
loaded up to the point where it was truncated. Locate a backup copy of
the file and load it instead. If no backup copy exists, you 're out of luck.
Let this be a lesson to always keep a backup copy of every file you create
on a separate floppy disk.
The file you're trying to load does not match the current format
expected by Animator.
Return to the Files panel and make sure that the selected file type
button-Flic, Picture, C el , and so on-matches the type of file that
you 're trying to load. If the file type button and the file do not match,
select the correct file button and try to load the file again. If the button
and file are compatible, the file may be corrupted; that is, part of the file
cannot be read because of a bad disk sector. In this case, you should
locate a backup copy of the file. If no backup copy exists, you're out of
luck. Let this be a lesson to always keep a backup copy of every file you
create on a separate floppy disk.
If the file was not created in Animator, the problem may be that it
is not compatible with Animator. You may be able to convert the file to
Animator's GIF format using the Animator File Format Converter util
ity, which is described in Chapter 1 2.
Ma c ro f i Le tru n c ated
471
Left shift for left button.
Right shift for right button.
You have selected the Use Macro or Repeat Macro options, or are
trying to save a macro, when the macro buffer is empty.
Define a macro using the Start Record or Realtime Record option
followed by the End Record option. These options are described in the
Making Macros section of Chapter 6. You can also load a macro from
disk by selecting the Files ... option and clicking the Load button.
The file you're trying to load does not match the current format
expected by Animator.
Return to the Files panel and make sure that the selected file type
button-Flic, Picture, Cel, and so on-matches the type of file that
you're tryfog to load. If the file type button and the file do not match,
select the correct file button and try to load the fil e again. If the button
and file are compatible, the file may be corrupted; that is, part of the file
cannot be read because of a bad disk sector. In this case, you should
locate a backup copy of the file. If no backup copy exists, you're out of
luck. Let this be a lesson to always keep a backup copy of every file you
create on a separate fl.oppy disk.
If the file was not created in Animator, the problem may be that it
is not compatible with Animator. You may be able to convert the file to
Animator's GIP format using the Animator File Format Converter util
ity, which is described in Chapter 12.
412
8-Error Messages
You have run out o f space o n the temporary drive while operating
the program.
Change the temporary drive using the Drive for Temporary Files
option available by choosing the C onfigure . . . command from the Extra
menu, as described in Appendix A. Alternatively, you can display the
Files panel, click the Delete button, and delete several files from the
current temporary directory.
Out of memo r y .
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The Best Book of Animator
Release command from the Swap menu, and/or select the Release
Mask option after choosing the Mask . . . command from the Extra menu.
You have almost run out of space on your temporary drive. You
can continue to operate the program, but you probably don't have
much time left until the "Not enough room on temporary drive" error
appears and prevents you from applying any more commands.
Change the temporary drive using the Drive for Temporary Files
option of the Configure. . . command from the Extra menu, which is de
scribed in Appendix A. Alternatively, you can display the Files panel,
click the Delete button, and delete several files from the current tempo
rary directory.
This error can mean one of two things: Either the current floppy
disk is write-protected, or the drive is too full to accept the current file.
If the disk is locked, wait until the drive light goes out and eject
the floppy disk. Unlock a 5 . 2 5 -inch disk by exposing the indented tab.
Unlock a 3.5-inch disk by positioning the tab so that it covers the small
hole. Then insert the disk into the drive and try to save your file again.
If the drive is full, save the file to a different disk or hard drive
partition by selecting a different drive button in the file selector panel.
Alternatively, you can return to the Files panel, click the Delete but
ton, and delete several files from the current directory to free up disk
space.
The file name entered into the file selector panel during a load
operation does not exist in the current directory.
414
8-Error Messages
Use the drive and directory buttons to see if the file is located else
where. Also check the spelling of the file name. If you enter * . * into the
Wildcard option box, you can view all file names in the current direc
tory, regardless of their extension.
The One Palette command from the Palette menu cannot be com
pleted because the number of colors in all frames of the current flic is
greater than 2 1 , 000, the command's limit.
Save the flic in its current state. Then right-click the Delete but
ton in the Frames panel to delete the first half of the frames in the cur
rent flic .. Save this new flic under a new name. Load the original flic
file, delete the second half of the frames, and save this flic under a new
name. Apply the One Palette command to each h alf-flic separatel y.
Then use the Join . . . command from the Flic menu to splice the two half
flics together again.
U n k n own G I F r e v i s i on , s o r r y .
W r i t e e r r o r on ma c ro f i l e !
If this error occurs when you are saving a macro, it means that the
specified drive is too full to accept the macro.
Save the macro to a different disk or hard drive partition by select
ing a different drive button i n the file selector panel. Alternatively, you
can return to the Files panel, click the Delete button, and delete several
macros from the current directory to free up disk space.
415
c
Guide to
Peripherals and
Utilities
This appendix contains the names of products which can be used in
conjunction with Animator. Vendor names, addresses, and telephone
numbers are also provided so that you can obtain more information on
these products.
DeluxePaint II
Includes CAMERA.EXE
417
The Best Book of Animator
418
C-Guide to Peripherals and Utilities
479
The Best Book of Animator
Cables To Go
1-800-826-7904
480
C-Guide to Peripherals and Utilities
Selected Bibliography
If you are interested in learning more about the art of animation, you
may want to read the following highly recommended books:
Animation
(Also called Advanced Animation
or Animation: Learn How To Draw Animated Cartoons)
by Pre ston Blair
Walter Foster How-To-Draw Books
1 949
481
The Best Book of Animator
Masters of Animation
by J. Halas
Salem House
1987
If you simply can't wait for late-breaking animation news, you can
subscribe to Animation Magazine, a periodical devoted to animation
and published by Expanded Entertainment in Los Angeles.
482
Index
+ button, 28 animating titles, 269-270
-v (FLirnaker parame te r) , 4 1 2 animation, 2 2 7 - 2 2 9
\ (root directory) button, 2 8 eel, 3 7 1 - 389
000 tota l colors used, pa cki ng . color, 2 9 5 - 3 1 4
message, 164 process, 230
1 Color command, 1 9 1 , 201- 203 selected bibliography, 4 8 1 -482
1/2 button, 361 theory, 227-230
1/4 button, 361 Animator
116 button, 3 6 1 confi guri ng, 4 5 8-46 7
1/8 button, 361 files list, 456-457
1/360 button, 361 hardware requirements, 3, 4 5 3-454
2-color button, 59-60, 70 - 7 1 , 73, 7 5 , 79 installing, 3 - 4 , 4 5 3 - 458
quitting, 19
A st art i ng , 4-6
A (all) buttons, 2 3 3 , 2 3 8 , 349-350 temporary files list, 4 6 1 -462
AA.EXE file, 5-6 Animator File Format Converter see
AAPLAY .DOC fil e, 429 Converter
AAPLAY.EXE file, 429-442 Ani ma tor i sn . t conf i gu red . Assumi ng
About command, 4 0 1 , 4 3 1 Def a u lts . message, 469
accessing anti-aliasing, 13 7
colors, 145-148 Apply Ink command, 24, 1 0 5 - 1 06
other inks, 108- 1 1 2 Arrange menu, 1 74-1 7 7
tools, 54 ASCII text fil e , 409, 4 1 3
Add ink, 1 1 2 - 1 1 3 Atari ST files, importing, 3 9 7-398
additive primary model, 1 5 7 - 1 5 8 Auto fit colors, 205-207
Adjust End option, 3 1 9 AutoCAD slides, saving, 4 1 0
Adjust Start option, 3 1 9 AUTOFILE .TXT file, 412-413
Air Sp ee d slider bar, 84 AutoShade slides, s av i ng , 4 1 0 -411
alternate mode, 4 3 4 AutoSketch slides, saving, 410
AMBER.GIP fi l e , 1 9 1-193 , 254 - 2 56 axes, 3 34-335
Amiga files, importing, 397 -398 axis slider bars, 358 -362
ANI fi l e extension, 395 Axis button, 3 5 9-360
483
The Best Book of Animator
486
Index
487
The Best Book of Animator
488
Index
489
The Best Book of Animator
490
Index
491
The Best Book of Animator
492
Index
creating, 2 3-35
quitting, Animator, 19
drawing on-screen, 3 1-32
restoring, 34-35 R Grad ink, 1 2 8 - 1 3 0
saving, 39-41 Radial Gradient i n k s & e R Grad ink
Ping-Pong RAM (random access memory), 2 0 7
button, 3 0 6 RA M disk, 4 6 3
command, 168-169, 1 7 4 , 343 Ramp command, 1 78 - 1 8 1
Pixelate options, 2 5 7-258 range buttons, 1 5 1
pixels, 36 Realtime Record option, 2 1 8
Place Window button, 2 7 3 Record . . . . command, 2 1 8-220
Play Speed slider bar, 2 3 3 recording flies
Player (AAPLA Y.EXE) utility, 429-442 film, 445-447
Player menu videotape, 447-4 5 1
About command, 4 3 1 REDLINE.GIF fil e , 9 7 , 1 83-184
Quit command, 4 3 1 regular polygon, 7 5 - 7 7
493
Book of Animator
494
Index
495
rhei &est Bok of Anjmatr
496
Index
491
. ,_I
498