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*************************** The Paint Studio *****************************
Just Click outside the window to exit from window controls.
Choose New Pic or Use the Files Menu to create a New page.
Press F8 for default menu palette. Lost Palette? try TEMP.PAL
New Picture:
~~~~~~~~~~~~
-You will be prompted for a size.
-Press Button One or Enter to accept the defaults.
-or enter new sizes.
-ESC to cancel.
Mouse Button 1 is referred to as B1, Mouse Button 2 as B2.
If you have reversed the mouse buttons with Icon #93, read B2 as B1.
Help is also available on the bottom scroll bar.
Both B on Icon for Icon help. B1 on Icon to use tool.
B1 to apply tool, B2 or Both B done
-------------------------------------------------
Do the Paint Studio Demo for information on Button controls. F1 Help
See the Rest of this document for more information.
- Page Down More -
C:\ANI\HELPDOCS\STUDIO.DOC
*=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
New Picture: ............................... Line #:7
How to Use the Studio ................... Line #:171
Important! Wrong Palette colors for curr .... Line #:179
<< UNDO >> .................................. Line #:211
Saving Files ALT-S or F5 or Click .... Line #:219
Mouse Settings .............................. Line #:260
Understanding Color Very Impor .... Line #:282
Animation and Palette control ............... Line #:346
The Clip Count Number ...................... Line #:369
Fit Clip Colors ............................. Line #:413
Autosort PCX ................................ Line #:423
Fill Vacancies with pure RGB ................ Line #:444
Fill Vacancies with 6 Colors ................ Line #:454
Fill Vacancies With Greyscale ............... Line #:460
Leave Vacant entries vacant ................. Line #:464
!! Hot Tip !! .............................. Line #:470
Extra Palette Control ....................... Line #:485
Icon Palette Entries ........................ Line #:498
The Color Bar ............................... Line #:506
The LEFT or Fill Color Area ................. Line #:555
The Right or Draw Color Area ............... Line #:564
The Size Number ............................. Line #:573
The Upper Scroll buttons .................... Line #:605
The Icon Bar ............................... Line #:609
_2 Alter Entire Palette ................... Line #:638
_3 Copy and Paste Parts of the Current P .... Line #:649
_4 The Palette Color Files ................. Line #:666
_5 The Pencil Eraser Color Replacer .... Line #:676
_6 The Painters Palette .................... Line #:689
_7 Picture Color ........................... Line #:715
_8 Menu Colors .............................. Line #:722
_9 Swap Color .............................. Line #:743
_10 Grey Scale Important Icon ! ....... Line #:757
Scale and retain Palette .................... Line _:769
Mapping to Sorted or scaled Palette ......... Line #:802
Fill Vacancies .............................. Line #:812
_17,_18 Pixel Movers ...................... Line #:822
_19 Exclude Color Pixel Mover Toggle. ...... Line #:847
_20 Compasses Protractor Set Gradien .... Line #:865
_21 Felt Marker Best Pen Gra .... Line #:880
_22 Gradient Grow Rectangle Draw (g .... Line #:893
_23 Rectangle .............................. Line #:909
_24 Paint Brush ............................. Line #:920
_25 Blob Draw greyscale optional ...... Line #:932
_26 Son of Blob Draw greyscale or .... Line #:943
_27 Air Brush Spray Paint Gradient o .... Line #:961
_28 Angle Sketch Draw greyscale optiona .... Line #:980
_29 Pencil Draw greyscale optional ..... Line #:1013
_30 Sketch Draw greyscale optional ........ Line #:1029
_31 Point to Point Filled Polygon Draw ..... Line #:1063
_32 Angle Pencil Draw greyscale opti .... Line #:1081
_33 The 2 Dimensional Vector Icons .......... Line #:1096
_V1 Stick Figure Animation ( *.RUN ) ....... Line #:1113
_V2 The Perspective Lines ................... Line #:1171
_V3 Vector Frame It greyscale opti .... Line #:1212
_V4 Vector Curve ............................ Line #:1221
_V5 Invisible Snap Grid ..................... Line #:1232
_V6 The Free Hand Vector Draw Tool .......... Line #:1250
_V7 Optional Snap-to Grid ................... Line #:1300
Special Magnetic Lines ...................... Line #:1441
1) Magnetic Curve C key .................. Line #:1445
2) Ellipse Press E on the .... Line #:1467
3) Magnetic T Square Line T key .... Line #:1478
4) 2D Magnetic Grid G key ........ Line #:1513
_V8 Main Icons .............................. Line #:1539
_34 Load POINTS.PNT if it is Available ...... Line #:1563
_35 The Camera .............................. Line #:1597
_36 The Load the Current File Again Wind .... Line #:1606
_37 Paste Copy Options ...................... Line #:1613
_38 Paste To Window ......................... Line #:1623
_39 Copy Rectangle Grow Box ................. Line #:1628
_40 Copy Poly ............................... Line #:1640
_41 Copy and Paste Rectangle ................ Line #:1651
_42 Gradient Flood Fill Vertical greys .... Line #:1668
_43 Clip Art Libraries ...................... Line #:1681
_44 Sherlock the File Finder ................ Line #:1731
_45 Scenery For Act1 Animation Se .... Line #:1739
_46 The Cutting Room see CUTT .... Line #:1754
_47 New Pic Icon ............................ Line #:1771
_48 Show the Previous Clip ................. Line #:1818
_49 The Action Icon See ANIM .... Line #:1824
_50 Show The Next Clip ...................... Line #:1834
_51 Show ACT2 Fast Full Screen Animation .... Line #:1839
_52 ACT2 Delay Clock ....................... Line #:1859
_53 Combine Files ........................... Line #:1866
_54 SCRIPT.TXT File List Icon ............... Line #:1881
_55 Blue Screen ............................. Line #:1895
_56 Paste Together a New Clip Art Librar .... Line #:1917
_57 Flood Fill .............................. Line #:1950
_58 Gradient Shield scaled palette .... Line #:1963
_59 Normal Circle Draw ...................... Line #:1972
_60 Gradient Globe Circle Scaled pale .... Line #:1980
_61 Filled Circle or Polygon ................ Line #:1999
_62 Draw an Arc or half circle .............. Line #:2011
_63 Draw and Fill an Arc .................... Line #:2023
_64 Gradient Torus scaled palette recom .... Line #:2033
_65 Gradient Fill Area Horizontal g .... Line #:2042
_66 Glaze Blend greyscale first for .... Line #:2059
_67 New Icon Stamp Icon ..................... Line #:2073
_68 The Fill Patterns ....................... Line #:2113
_69 The Tape Measure ........................ Line #:2120
_70 Un-zigzag or Antialias .................. Line #:2127
_71 Scatter The Color greyscale fi .... Line #:2141
_72 The Blender greyscale first .... Line #:2154
_73 Light and Dark greyscale first .... Line #:2168
_74 Magic Wand .............................. Line #:2185
_75 The Clip Finder Board ................... Line #:2198
_76 3D Bar Gradient Option ............ Line #:2213
Perspective ................................. Line #:2243
_77 Shrink 10 % Icon ........................ Line #:2256
_78 Rounded corners Rectangle Draw .......... Line #:2263
_79 Rounded corners Filled Rectangle Dra .... Line #:2277
_80 Frame It ................................ Line #:2291
_81 Lighten and Darken Polygon s .... Line #:2304
_82 Copy Grow 10% and Paste Polygon ....... Line #:2318
_83 Enlarge Page ............................ Line #:2327
_84 Change Text Color ....................... Line #:2342
_85 Create a Font ........................... Line #:2356
FNT Font Editor ............................. Line #:2358
KAR Font Capture ............................ Line #:2392
_86 Write Text Copy and Paste ............... Line #:2429
*.FNT Add Text to Page ...................... Line #:2431
*.KAR Add Text to Page ...................... Line #:2445
_87 Retrieve a Font File .................... Line #:2494
_88 Make Full Screen the Default (a .... Line #:2540
_89 Turn Auto Save On ....................... Line #:2554
_90 Save the Primary VCX .................... Line #:2568
_91 Save the Secondary VCX .................. Line #:2573
_92 Turn Autosave OFF ....................... Line #:2578
_93 Mouse Setup, Program Delays and Soun .... Line #:2587
_94 Cruise Disk ............................. Line #:2616
_95 Reduce Color in the current VCX ......... Line #:2622
_96 Gradient Curves ......................... Line #:2641
_97 Text Color .............................. Line #:2681
_99 Reverse Color _0 with Color #255 ........ Line #:2710
_100 Run DO1.BAT if it is Aavailable ........ Line #:2717
_101 Run DO2.BAT if it is Available ......... Line #:2750
_102 ACT2 Room Icon ......................... Line #:2779
_103 ACT2 Drive In Icon ..................... Line #:2795
_104 Load the Current Default Knowledgeb .... Line #:2815
_105 Reverse Picture Colors ................. Line #:2851
_106 Create a Presentation .................. Line #:2857
How to Use the Studio
~~~~~~~~~~~~~~~~~~~~~
Esc or the Cancel button will bring you back to the screening
room file area.
Lose the cursor? Click Both Buttons it will be homed.
Important! Wrong Palette colors for current picture?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Under the upper Options Menu, you can temporarily prevent the
palette from switching.
1) Press the Home Key then Both Buttons inside live active window,
(Picture's palette record is read. VCX carry palette info).
or
2) Click Button 1 then 2 on the Color Button on the top menu bar
of an open window. (Under this button are several palettes.
Palette 2 is a grey version, 1 is the original, the rest are
menu palettes.)
or
3) Save your current work to another name.
Reload the original image from disk and save its palette.
Reload the work and replace the palette with the saved palette.
or
4) If you Zoom out then Click Both buttons on the picture,
the pictures palette is replaced in the file by the current palette.
Click Mouse Button 1 then 1 on the Color button for the original palette.
As a novice, palettes may seem confusing at first. An experienced user
will be able to change and fit palettes with ease. Animation often requires
combined partial palettes. See understanding color below.
Use the Upper Options Button and select Palette Lock if you are
having troublee controlling palette changes.
<< UNDO >>
~~~~~~~~~~
Click on << UNDO >> for 1st level of undo, use the Edit Button
for secondary level of Undo if it is available.
Update the secondary file with the Third Autosave Icon or by clicking
in the top right corner in the Paint Studio.
********************* IMPORTANT! ******************************
Saving Files ALT-S or F5 or Click on Save Button
~~~~~~~~~~~~
You have two temporary picture files when autosave is on.
When you are in 320x200 256 VGA it is always on. ***
Autosave saves the temporary between each tool use.
Autosave can be preset in CONFIGIT, or activated with F5. F4 turns it off.
It is also an Icon in the Icon Bar and under Options at the top
of the screen.
When the primary file is being updated the Saving Icon appears on the
left. When the Secondary file is being updated, the Saving Icon
appears on the right.
Click top Left corner: Primary is updated.
Click in top Right corner:Secondary is updated.
Secondary file name is always VCXTEMP2.VCX on your ramdrive if one is
supplied. The Primary file name varies. If you load a PCX then it becomes
VCXTEMP.VCX. If you load a VCX in the Screening Room it retains that
name.
If the file is currently rotated, a slower save is made due to extra
algorithms that handle the rotation. If the file is zoomed out or in,
or you are in 16 color mode or vga 256, the same is also true.
Fast save routines are used when you are in svga 256 mode and the
picture is neither zoomed or rotated.
The reccomended resolution to use with this program is 640x480x256 svga.
Switch to higher or lower modes as needed for conversions or
to paste large pictures etc. If you like to work in 1024x768x256,
the fast save routines will speed up the program considerably.
AniPaint automatically chooses the best routine to fit the situation.
You can specify the way AniPaint Pro will save by choosing one of
the Autosave Icons.
The Upper Save Button makes a permanent copy of the current
temporary file. Use the Save Button or save as a PCX whenever you want
to save the file. Always work on copies and save when you are satisfied.
To save a screen of text you must capture the window or an area as
a picture using any of the capture tools.
Mouse Settings
~~~~~~~~~~~~~~~
This program is configured for a two button mouse. Try the
Mouse Set Icon #93 to determine Right and Left Mouse Button
Setting. Depending on the user and your mouse configuration, left
button could be right and vice versa, for the sake of this and
other documents the Buttons are referred to as Button 2 and
Button 1 . The MOUSE BUTTONS Icon that appears in the help menu
has a 1 and 2 on the buttons and shows the current configuration.
Beneath it is the current process delay in milliseconds.
Important! A very fast computer with a 0 mouse delay will skip
processes and could make operation difficult or impossible.
If this happens reset the delay with the Mouse Set Icon. If this
cannot be done, then delete C:\ANIPAINT\FILECFG.KEY and it will
be replaced. Then set the delay using CONFIGIT.
The Studio uses Icons to represent the tools that are
available for your use.
Understanding Color Very Important!!
~~~~~~~~~~~~~~~~~~~
This program uses 256 colors. These colors are called the
palette. A standard VGA or SVGA monitor can display a maximum
of 256 colors on the screen at one time. VGA in 320 X 200
resolution only.
Each dot or pixel on the screen can be one of 256 colors at any
one time.
Each color is made up of a red value, a green value, and a blue
value. The higher the red/green/blue values the brighter the
color becomes. The lower the red/green/blue value the darker the
color becomes. Pure white has a red value of 255, a green value
of 255, and a blue value of 255. Pure Black has red, green and
blue values of 0.
When you load a PCX picture made by a color scanner or another
program, the colors that make up the picture are contained in
palette information within the file. Whenever you load a PCX
file, the palette is loaded along with the picture. However this
can pose a problem because all screen colors are affected
including the menu and Icon colors.
if you cannot see the controls, click above screen. To get your
palette back, click below screen.
When you are in a graphic window you have the option of changing
the palette with the color button. It has a maximum of palette
choices as determined by your configuration file.
( See CONFIGIT.EXE to change the maximum number of menu
palettes.) Palette choice 1 or Color 1 is the unaltered palette
that was in the last file when it was loaded into the
program.
Color 2 is a grey version of palette 1. This grey version may not
be scaled. Meaning the colors may not get brighter as the color
numbers (0...255) get higher. Color number 60 may be darker than
color number 6. To change the image to a greyscaled image (color
gets brighter as the color number gets higher) you must choose
the Grey Scale Icon to convert the palette and picture, or Sort
Color. ( see Grey Scale )
Many of the tools in the Studio work better on a greyscaled
image. Scatter and Blend just to name two. You will find out
which by experimenting with the tools and alternating between a
greyscaled palette and a normal palette. A picture that looks
totally scrambled could look photographic with the correct
palette.
If you leave the window controls to start work on the picture you
may see the picture change. The Paint Studio reserves white and black
for it's Icons. The original palette from the PCX file is unchanged.,
To override the Studio's need to reserve color 0 as black
and color number 255 as white, click on the color button while in
an active graphic window. The color button will be incremented by
one. You may then cycle through all the palettes back to Color
palette 1 or use the opposite mouse button. Once you have pressed
this color button you automatically override the Studio. It will
not alter the palette when you leave the window and enter Studio
controls. Use the Palette Lock option if you have problems.
Animation and Palette control
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Look at the opening screen. One image fades in and out while the
earth remains. The all red image consists of 16 shades of red.
Two palettes are used. One palette includes those 16 red colors,
and the other palette is identical to the first except that
each red color is replaced by pure black in the second. Pure black
is transparent on a black background so when the palette changes,
the image disappears. This is an example of one technique with
many varied uses. Use SAVE to save palettes and the Cut & Paste Icon
to combine partial palettes. Use reduce color to convert a 256 color
VCX to 16 colors. Then use the Shade Poly or Light Dark Icon to
move the colors of the image up or down the color scale. You could
have numerous objects all with their own palette portion popping in
and out by doing nothing more than changing the palettes. Palette
changes are almost instantaneous.
This manipulation is not necessary for normal bitmapped animation
in AniPaint. The palette generally changes with the background
and the parts of the foreground or "cells" that you animate share
the same palette as the background they are on.
You have full control over palette changes by using a script.
The Clip Count Number
~~~~~~~~~~~~~~~~~~~~~
Located on the far left of the color bar, this number determines
what the name of the current Clip Board (CLP#.VCX) is or will
become. The next time you capture an area using any of the
capture tools this number will be incremented by one prior to
naming the file.
Example: The number is 1. You use the Cut and Paste button.
The Clip Count is increased to 2 and the
captured area is automatically named CLP2.VCX
and saved to D:\CLIPS if D: is available or
C:\ANIPAINT\CLIPS if not.
note:CLP0.VCX is used by the Program internally.
If you wish to overwrite the captured file, click Button 2
on the clip count area and it is reduced by one.
Then repeat the cut and paste. Again the number is
automatically incremented and the captured area saved.
When creating animation that is (320x200) the clip count is
incremented by 20 the first time, if the count is less than 20
when you begin. This is intended to segregate the CLP#.VCX files
you are using for ACT2 animation and the normal clip
board files you are using as scratch pads.
When you test run your ACT2 animation sequence the first frame
will run from the clip count number you set. When it reaches the
last frame number as set by the Size number on the extreme right
of the color bar, the animated sequence will again start at the
current clip count number.
To load CLP0.VCX or to set the number to 0 use the Clipboard
Icon. Set the Clip Count number to 1 then use the Clip Board Icon
with the -1 on it. If the Count is 0 the captured image will be
CLP1.VCX.
See Animation for more information.
Remember this number is the Clip Count number and is used
extensively throughout the program.
Very Important!: CLP#.VCX files are temporary files. And
vulnerable to being overwritten at any time. To prevent this from
happening, Save it under a different name by loading it into a window (F9)
or using the Paste Window Icon and then using the Save button.
Fit Clip Colors
~~~~~~~~~~~~~~~
The best way to paste any clip onto a page is to use the Edit Button
or ALT-E then select the Paste Menu. Then Accept the defaults.
The colors will be counted, sorted and corrected to match the main
images colors. If the colors of the two images are too different,
you may want to greyscale the images first, or in the Paint Studio
reduce the colors of the main image, then reduce the clip colors,
then cut and paste the palettes together manually.
Autosort PCX
~~~~~~~~~~~~
When you select the autosort option in the PCX pathmask dialogue
box in the Screening Room, the palette will be sorted, duplicate
palette entries will be removed, and the vacant color numbers may
be replaced in several ways.
Under the Greyscale Icon are similar options to sort the current
VCX. If the PCX autosort is off you can do the same thing there.
Autosort will sometimes wash out an image. It depends on the
state of the PCX palette. If it is already sorted, or scaled,
it is best to leave autosort off. If the palette is mixed with
random colors then sorting will leave the image unaffected in
quality and at the same time adjust the palette for better
editing results and easier animation tecniques.
The entire purpose of autosort is to allow you to add to a picture's
palette without affecting the photographic quality of the image.
Hint:PCX are a great palette source.
Fill Vacancies with pure RGB
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When you select this option, the image is sorted, duplicate
palette entries are removed, (same color is using more than one
color number spot), then the duplicate spaces are filled
with shades of pure red, pure green and pure blue. You can
then tint the colors to suit your needs.
Use the first Icon to adjust the entire palette or from
left to right color only.
Fill Vacancies with 6 Colors
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Same as above except that instead of three pure colors, you
get a good mix of color shades. Adjust any range of colors with
the first Icon or each individual with the painters palette.
Fill Vacancies With Greyscale
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Same as above except that vacancies are shades of grey.
Leave Vacant entries vacant
~~~~~~~~~~~~~~~~~~~~~~~~~~~
You may simply want to paste a section of palette into the
vacant spot without altering the image. Otherwise it is the same
as above.
!! Hot Tip !!
~~~~~~~~~~~~~~~
To write the current Palette record to the image file and permanently
change the palette record, zoom the image in ALT-I (2 x as large) then
click Both Mouse Buttons inside the active window. The current palette
will replace the image's palette and the screen will be refreshed.
For VCX only.
To read the image's palette, use the HOME Key to reset the image,
then click Both Buttons inside the active window. The images palette
record will be read and the screen will be refreshed.
The Palette record is the record of Red, Green and Blue Values.
P3D, ANI, KAR, PCX ver 5 and VCX carry palette information in the file.
Extra Palette Control
~~~~~~~~~~~~~~~~~~~~~
Suppose you load an image such as a PCX with colors that are not
oppropriate for the menu Icons. You want to preserve the image palette
but also need to see the Icons.
Use the Upper Options button and select reserve Icon Palette 1..15.
The Icon colors will be shades of grey and persist through palette
changes.
You can prevent any palette change whatsoever with the upper Options
Button.
Icon Palette Entries
~~~~~~~~~~~~~~~~~~~~~~
The first 15 palette colors will be shades of grey and the Icons
will appear grey. If your picture does not look correct,
(eg: parts of picture are now grey and should not be), use the
Greyscale Icon and choose Map Colors onto current palette.
The icons will now be always visible.
The Color Bar
~~~~~~~~~~~~~
Change the drawing color by clicking Button 1 on the color bar.
If sound is on you will hear a click. The color will appear in
the Right color area to the extreme right of the color bar. At
the top right the Right Color Number (0..255) also appears.
Now when you draw the outline color will be this color.
Change the fill color by clicking Button 2 on the color bar. If
sound is on you will hear a click and the color will appear in
the Left color area to the extreme left of the color bar. At the
top left the Left Color Number (0..255) also appears.
Now when you paint the fill color will be this color.
Press the scroll button above and to the left of the Color bar
and the color scrolls. Button 2 scrolls left, Button 1 scrolls
right. The scroll button above on the extreme right has the same
function.
The default palette uses a combination of colors. The default
palette Color 0 should be black. Color 255 white. When you
first load Studio a 0 appears on the color # 0. You may change
the default palette with the Menu Color Icon or the "C" button
in the File Screening Room or upper Options Button.
Run CONFIGIT.EXE to add a saved palette to the program menu.
Name the palette \PALETTES\MENU#.PAL where # represents the
next available number.
You may also change the current draw and fill colors by
clicking Button 2 or Button 1 anywhere below the color bar.
The current draw and fill colors are also used by other Icons.
Some Icon buttons have options that can exclude colors from their
process.
Example: Paste No Color #0. Suppose you want to paste a clipped
area into your picture. If the clipped image has a black
background you will not paste the black background of the clipped
image onto your picture. If you want to paste the background then
make the background another color other than color #0 or make
another color number black using the Painters Palette Icon. Avoid
drawing with color #0 because it is used for invisible
backgrounds.
See Understanding Color for more information on color.
Only by practice will you learn all the effects that color has on
each Icon button that uses color.
The LEFT or Fill Color Area
~~~~~~~~~~~~~~~~~~~~~~~~~~~
The area to the left of the color bar is the fill color area.
The clip count number is also located in this area.
The small sliver of color on the extreme left is retained for a
short period to allow you to switch back to this color if you
want to. The Fill Color area shows you which color is currently
the fill color for use with painting tools.
The Right or Draw Color Area
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The area to the right of the color bar is the draw color area.
The Size number is also located in this area.
The small sliver of color on the extreme right is retained for a
short period to allow you to switch back to this color if you
want to. The Draw Color area shows you which color is currently
the draw color for use with drawing tools.
The Size Number
~~~~~~~~~~~~~~~
Whenever the program needs to know the size of brush or box or
line thickness you want to use. It gets this information from
this number.
Example: You click on the paint brush Icon. The cursor it uses is
a rectangle. It determines how large a brush you want to use by
the Size number. The size number is currently set at 10.
It creates a rectangle cursor 10 dots wide 10 dots high. When you
paint you will paint an area 10 X 10 each time you press Button 1.
The Size Number is initially set at 10. By clicking Button 2 on
the number, it decrements the size number by one. Click Button 1
on the number, it increments the number by 1. Click to the right
of the number and it increases and decreases by 10's.
Almost every Icon Button uses this number for something. Mainly
it determines the size of the cursor box and hence the size of
area that the selected Icon Button will affect.
When you are previewing ACT2 animation it determines the last
frame you wish to preview from the Size Number. When you are
setting the frame delay using the frame delay clock button, it
uses the size number.
Remember the number on the right is the Size Number. It is used
extensively throughout the program.
Only by practise will you learn the effect the size number has on
each Icon Button. See each specific Icon for how they use the
Size number.
The Upper Scroll buttons
~~~~~~~~~~~~~~~~~~~~~~~~~
Use the Upper scroll buttons to scroll the Icons in the Icon Bar.
The Icon Bar
~~~~~~~~~~~~~
Click Button 1 on the Icon to activate the Icon.
Click Button 2 on the Icon to see it's Icon number.
Click Both Buttons on the Icon to get help from this file.
Important! Every Rectangle cursor:
gets wider when it moves past the active window to the right,
gets thinner when it moves past the active window to the left,
gets shorter when it moves above the top and longer when it
moves below the active window.
Even if there is currently no window mechanics visible.
If there is no active window it uses the last window dimensions.
You may find this annoying at first, but when you learn how to
use this feature effectively, you will find it a real handy tool
and time saver. Instead of exiting the current process and using
a trial and error method of sizing the cursor by Size Number,
you will learn to move in an arc from left outside to top
to shrink the cursor and move in an arc from bottom to right
to enlarge the cursor box. The size of the cursor box determines
the size of area the tool will affect.
Grow boxes and the various other cursors are not affected by
this feature.
The remainder of this help file is arranged in the order that
the Icons appear, the first Icon being on the far left to the
last Icon on the right. Number 1 is reserved for future use.
#2 Alter Entire Palette
~~~~~~~~~~~~~~~~~~~~
This button is used to add Red Green or Blue to the palette.
All colors on the screen are affected. If you want to save
the changes use the Save Button and choose Palette.
Button 2 to decrese color.
Button 1 to increase color.
Both Buttons to exit the process.
#3 Copy and Paste Parts of the Current Palette
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1)Select the Left Color Number
2)Select the Right Color Number
3) Select Cut Paste Palette
A menu appears with 2 options
option 1: Copy colors from Left Color to Right Color
option 2: Paste into current palette starting with the
currently set Left Color #.
TEMPMENU.PAL becomes the partial palette file
containing only the colors from the Left Color Number
to the Right Color Number.
Choose the SAVE Button to save the combined palette.
SHIFT-F3 also captures the colors within a ploygon area
to TEMPMENU.PAL.
#4 The Palette Color Files
~~~~~~~~~~~~~~~~~~~~~~~
Press this button and you are transported to the Screening Room
to retrieve a palette. When you have selected one you will be
returned to the Studio. As soon as you click on a file name with
the extension PAL the colors will change. Palettes are usually
kept in the Palettes directory. If in the Screening Room you
can't change to Files or Change directories, then press Cancel
first.
#5 The Pencil Eraser Color Replacer
~~~~~~~~~~~~~~~~~
Set the Size number at the desired cursor size.
Set the Left or Fill color to the color you wish to replace.
Set the Right or Draw color to the color you wish to change the
Left to.
Move the cursor over the area in the picture containing the color
to replace and Click Button 1. The fill color that is within the
cursor rectangle is changed to the draw color.
(floodfill tools sometimes flood over the wrong areas, so for
a safer color fill use this tool).
#6 The Painters Palette
~~~~~~~~~~~~~~~~~~~~
Click Button 1 on the color bar or click with the mouse cursor
directly on the picture, to choose the color you wish to change.
Then click Button 1 again on the color you wish to add just as a
painter would mix color on a palette board. You may pick color
from anywhere on the screen.
To undo the color, click several times on the original color on
the color bar. It will revert back. Or reload the palette.
When you are satisfied, click Both Buttons to exit the process.
Experiment with it to see how it works.
The color values are reported on the top of the screen
for reference. Keep in mind they are only relevant to
the current palette.
Three buttons labled red green and blue add amounts of these
colors. The results are immediate and the picture is instantly
changed. To save the changes, press the Save button and choose
Palette. Use the Picture Color Icon to write new palette info to
a picture file. To turn a saved palette into a menu palette name
it MENU#.PAL or 16MENU#.PAL for 16 color mode, where # is the
next available menu palette number, then increase the maximum
palette number in the Options menu of CONFIGIT. Look at the
files in C:\ANIPAINT\PALETTES to determine the next palette
number.
#7 Picture Color
~~~~~~~~~~~~~
Change the picture's palette colors to the current palette
colors. If the palette is the same no change will occur.
Answer yes and it is done.
#8 Menu Colors
~~~~~~~~~~~~~
1) Button 1 Menu Palette Choice is incremented by one.
When it reaches the maximum palettes number it repeats.
Set maximum by running CONFIGIT.EXE;
Menu palette names are MENU1.PAL ...MENUmax#.PAL.
To add apalette to the menu palettes list,
1)Save your new palette as the next available palette number.
example: THe current number maximum palettes is 15
Name your new palette C:\ANIPAINT\PALETTES\MENU16.PAL
for 256 colors or
C:\ANIPAINT\PALETTES\16MENU16.PAL for 16 color palettes.
2)Then run CONFIGIT.EXE and increase the maximum palettes number in
the Options Menu to 16.
#9 Swap Color
~~~~~~~~~~~~
Works the same way as the Pencil Eraser only, for convenience it
affects the entire file, if it is a VCX. Use the Eraser Icon if
not.
1)Set the Left or Fill Color - Color to replace.
2)Click on the color - The color is completely replaced in the
entire file including any part not currently visible.
This is the easiest way to create a White Page.
1) Choose New Pic to create a blank black page.
2) Set the Right Color as the desired page color.
3) Click on Swap Color Icon then Click on the page.
Button 2 to exit the process.
#10 Grey Scale Important Icon !
~~~~~~~~~~~
If you haven't read Understanding Color above, do so now.
Many programs greyscale images but the palette is lost
and replaced by shades of grey. AniPaint on the other
is capable of sorting the original palette and retaining
it, removing the duplicate palette entries, and filling
them with pure red blue and green or 6 colors or
greyscale.
A dialog box appears with options:
Scale and retain Palette
~~~~~~~~~~~~~~~~~~~~~~~~~
1) Load a PCX or VCX file from disk.
2) Click on Grey Scale or press CTRL-S to sort the
image colors.
3) You may switch to any scaled palette now if you wish.
This button first sorts the palette then it converts the
image.
Greyscaling a full color image will allow you to use some tools
that otherwise will not work effectively.
Scatter, Blend and Light/Dark for example. These are very useful
tools. They work best when the palette is shades of one color.
Antialias works on any palette, sorted or not.
Once an image has been converted (greyscaled) you can use any
scaled or sorted palette, so switching palettes is a breeze.
Otherwise, if the palette is not greyscaled or sorted and you
wish to switch to a different palette, the image will
look incorrect. All pictures are made up of color values that
are only relevant to their palette record.
If you try to sort a scrambled image it will not be corrected. If
the image is not correct before you sort it, it will not be
correct after it is sorted. Try another palette instead or
try mapping the picture onto a palette.
Changes are permanent so if in doubt use 'c' for clone to
next clip first. If you want to undo the process, reload the
original PCX or load the next clip VCX if you cloned it prior
to greyscaling, or click on the bottom scroll bar (Undo).
Mapping to Sorted or scaled Palette
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1) Load a palette from disk or choose the MENU colors Icon
or use the Color Button in an active window.
2) Choose Map colors.
The pixels are altered and mapped according to the current
palette.
Changes are permanent, results are usually fast and good.
Fill Vacancies
~~~~~~~~~~~~~~
The image is sorted, duplicates removed, vacancies filled
with your choice of color. Use the first Icon to tint
from left to right color or the entire palette.
#11,#12,
#13,#14,
#15,#16,
#17,#18 Pixel Movers
~~~~~~~~~~~~~~~~~~~~~~~ Important Group ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This group known as the Pixel Movers are invaluable tools for
animation. They all move pixels in the direction of the arrows
shown on the Icons except the last one in the group.
When the last one is toggled on it excludes the Fill and Draw
colors from the process.
Easiest form of animation.
Example: During Act1 or Act2 animation processes.
Save frame 1.
Use pixel mover.
Save frame 2.
Play back and affected area appears to move.
#11 Down and to Left.
#12 Down and Up to Left.
#13 Down and to Right.
#14 Up and to Right.
#15 Down.
#16 Up.
#17 Right.
#18 Left
#19 Exclude Color Pixel Mover Toggle.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When this button is on, two bars appear on the Icon.
Left is the Fill color, right is the Draw color. Both
will be excluded when you use any of the pixel movers.
If you want to exclude only one color make Draw and
Fill colors the same.
Suppose you had a red, green and blue object on a yellow
background. Choose red as the Fill color by clicking Button 2 on
red.
Choose blue as the Draw color by clicking Button 1 on blue. Then
use any of the above Pixel Movers.
Only the green and yellow would move.
Experiment to see how it works. Very handy for animation.
--------------------------------------------------------------------
#20 Compasses Protractor Set Gradient Optional
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1) Set the Right (Size) Number. (thickness)
(if size > 1 then gradient L to R color)
2) Set the Left (fill) Start Color.
3) Set the Right (draw) End Color.
4) Button 1 to anchor the circle.
5) Button 2 on the right start point of arc.
6) Button 2 on the left finish point of arc.
7) Button 1 twice to relocate compasses.
8) Both Buttons or space to quit.
Draws an arc size number wide fitting the gradient to
the size. Gradient colors from L to Right.
#21 Felt Marker Best Pen Gradient Optional
~~~~~~~~~~~~~~~~
1) Set the Size (Right) Number.
Set at 1 for best free hand drawing tool.
(Set at 20 draws 20 lines thick.)
2) Set the Right (Draw) color.
3) Set the Left (Fill) color.
If size > 1 then gradient tube L to R color.
4) Button 1 to draw lines.
5) Button 2 to move pen.
6) Both Buttons exit process.
#22 Gradient Grow Rectangle Draw (greyscale optional)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1) Set the Draw color.
IF the draw and fill colors are the same gradient is switched off.
2) Set the Size Number to determine delay of color change.
If set to 1, it changes quickly to next color, if set to
100 it will draw many rectangles prior to changing to the
next color.
3) Press Button 1 to anchor first point.
4) Hold Button 1 and move to draw.
Button 2 to exit process.
The gradient feature adds a 3 dimensional effect
to line drawings when working with a scaled palette.
#23 Rectangle
~~~~~~~~~~~~~~
1) Set Size Number.
2) Choose Draw color.
3) Button 1 to draw.
Button 2 to exit process.
Draws a box the size of the Size Number.
Grows and Shrinks on edges.
#24 Paint Brush
~~~~~~~~~~~~~~~
1) Set Size Number.
2) Choose Fill style and color.
3) Button 1 paints area in cursor box.
Button 2 to exit process.
Draws a Filled Rectangle.
You may set the fill style with the FIll Style Icon
prior to choosing the fill color.
---------------------------- Special Pair! ------------------------
#25 Blob Draw greyscale optional
~~~~~~~~~~~~~~~~~
1) Choose the draw color.
2) Choose the Fill style and Color.
3) Button 1 draws a filled blob.
4) Button 2, Gradient fill towards centre.
Move the mouse at the same time and the blob moves as it draws.
Both buttons to exit process.
Has a 3 dimensional effect when using a scaled palette.
#26 Son of Blob Draw greyscale or partially scaled palette
~~~~~~~~~~~~~~~~~~~~~
A tool for the imagination. Use it to get ideas for drawings or
to add scenery, (3d rocks etc..) or for shade or shadow.
1) Set the Size Number (magnetic sensitivity 30 min)
2) Choose the L (Fill) color.
3) Choose the R (Draw) Color.
4) Button 1 draws lines.
5) Button 2, Gradient fill towards centre magnetic strength is Size #.
Move the mouse at the same time to guide the gradient and fill the
blob. The lines move magnetically towards the cursor.
6) Button 1, draw more lines.
The gradient effect is from the L color to the R color.
Both buttons to exit the process.
Has a 3 dimensional effect when using a scaled palette. Creates
gradient images, curves, shadows, etc.
#27 Air Brush Spray Paint Gradient optional
~~~~~~~~~~~~~~~~~~~~~~~~~~
1) Set the Size Number
2) Choose Fill color
3) Button 1 start the sprayer.
Important!
Each time you press Button 1 the color is increased
by one.
Each time you press Button 2 the color is decreased
by one.
if you want only one color press button only to activate.
Press both buttons to exit procedure.
Real nice for shading and graphic art.
It takes a bit of practice to master.
#28 Angle Sketch Draw greyscale optional
~~~~~~~~~~~~~~~~~~~~~~
Similar to Icon #30 Sketch Draw except that the line
originates from a single point. This tool compliments
the other.
1) Select the Size Number.
2) Select Draw color.
3) Select Fill color
4) Button 1 anchors point and draws lines.
5) Button 2 moves anchor point.
Both buttons to exit process.
When the Size Number is greater than 1 it will
draw Size # of lines deep.
If the color number of the Draw color is
Greater than the color number of the Fill Color it will
decrement the color by 1 .
If the color number of the Fill color is
Greater than the color number of the Draw Color it will
increment the color by 1 .
If the Fill color is the same as the Draw color it
will neither increment or decrement the color.
Draw > Fill, Color - 1
Fill > Draw, Color + 1
Or in other words, the color changes from the Draw color towards
the Fill color.
Draw = Fill, Color remains the same.
#29 Pencil Draw greyscale optional
~~~~~~~~~~~~~~~~~
1) Select Size Number.
2) Select Draw Color.
3) Button 1 to draw lines free hand.
Button 2 to exit process.
If the L color is Less than the R color it increments towards
the arrow one way and the opposite if L color is Greater than
the R color.
Draws with Size # of lines +1 deep at a time. The line
below and each consecutive line will have a color
decremented or incremented by 1.
In other words it gets brighter towards the top or bottom of
the line. Giving a gradient effect.
#30 Sketch Draw greyscale optional
~~~~~~~~~~~~~~~~
1) Select the Size Number.
2) Select Draw color.
3) Select Fill color
4) Button 1 anchors point and draws lines.
5) Button 2 moves anchor point.
Both buttons to exit process.
One of my favourite buttons for drawing.
When the Size Number is greater than 1 it will
draw Size # of lines deep.
If the color number of the Draw color is
Greater than the color number of the Fill Color it will
decrement the color by 1 .
If the color number of the Fill color is
Greater than the color number of the Draw Color it will
increment the color by 1 .
If the Fill color is the same as the Draw color it
will neither increment or decrement the color.
Draw > Fill, Color - 1
Fill > Draw, Color + 1
Or in other words, the color changes from the Draw color towards
the Fill color.
Draw = Fill, Color remains the same.
This button takes a lot of practice to master. Also makes a good
eraser. Experiment with it to see how it works.
#31 Point to Point Filled Polygon Draw
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1) Choose the Draw color
2) Choose the Fill Color
3) Button 1 to draw lines from point to point.
4) Both buttons fills the polygon with the
current Fill style and color.
Button 2 exits the process.
Important!! A fast way to erase an area.
1) Choose the Draw and Fill colors as the
background color of your picture.
2) Outline the area.
3) Both Buttons to fill the area with
background color. Erase complete.
note: Maximum of 6000 points to ensure memory
compatibility. That's plenty. If you need more reselect.
#32 Angle Pencil Draw greyscale optional
~~~~~~~~~~~~~~~~~~~~~
1) Select Size Number.
2) Select Draw Color.
3) Button 1 to draw lines free hand.
Button 2 to exit process.
If the L color is Less than the R color it increments towards
the arrow one way and the opposite if L color is Greater than
the R color.
Draws with Size # of lines +1 deep at a time. The line
below and each consecutive line will have a color
decremented or incremented by 1.
In other words it gets brighter towards the arrow on the cursor,
giving a gradient effect.
#33 The 2 Dimensional Vector Icons
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When you click on this Icon you load the Vector Set of Icons
that write to a file in a different way than the other Icons.
The other Icons treat the page as a picture made up of pixels,
accounting for each one. The vector tools, on the other hand,
treat the page as a series of lines connecting points.
The Vector tools write files ending in PNT or RUN.
The PNT files can be edited in a PNT window, and the RUN files
can be manipulated in a RUN window. Whenever you load a file
in the Screening Room, it automatically selects the correct window
for the file based on these 3 letter file name extensions.
The vector tools write at the current zoom and position as set by
the zoom button in an open Vector window.
The Vector Icon numbers are preceded by a V.
#V1 Stick Figure Animation ( *.RUN )
~~~~~~~~~~~~~~~~~~~~~~
Use this Icon to create a stick figure animation for demonstrating
or studying human movement. (Sports, Dance, etc.)
The line color in the file is determined by the Right or Draw
color. When you first click on this Icon the figure is xorput
onto the page. Because of this the color interacts with the
background color instead of writing over it. Therefore the color
will not appear the same on a red background as it does on a
black background. If you are using a black background the color
of the stick figure will appear as the same color on screen
as in the file. If you can not see the stick figure at all
it is because it is the same color as the background.
As an example, set the Draw (right) color to 34 with a black
background. With Menu color 1, the figure will appear pink.
When you have created a sequence and play it back it will
appear pink as well providing the background remains black.
When you choses the Thicken Lines Option in the window, it will
increment the color by 1 in one direction and decrement the
color 1 in the other direction. The total color spread is ten.
Therefore, in this example the thickened figure will range
in color from 29 - 39.
To create a moving stick figure file ( *.RUN) do the following.
1) Set the Left Color to 0 and press F3, this clears the screen.
2) Set the Right Color to 34.
3) Click on the Figure Icon.
4) Choose One Figure or Two Figures animated at once, then press OK.
5) Click Both Buttons at the same time, this saves the first
frame to TEMPVEC.RUN on D:\ if D: is available or C: if
not, creating it or appending to it if it already exists.
( to start a new sequence, delete the old TEMPVEC.RUN)
6) Press and hold Button 1 on a line intersection or end point
and move the mouse. This drags the line.
7) To move the entire figure, use the arrow keys or PgUp or PgDn . CTRL+
the arrow keys moves horizontaly ten pixels.
If you use Two Figures,the End Key toggles between the Left Figure and
Right. When the toggle is on one figure will move and when it is off
the other figure will move.
Press Insert on the keyboard to rotate Figure 1 90 degrees.
Press Delete on the keyboard to rotate Figure 2 90 degrees.
8) Press PgUp/PgDn or CTRL+ Right or Left arrow keys to
move figure on page in its current pose.
9) When you have posed the figure, once again save the frame
by clicking Both Buttons.
10) Continue posing and saving until you are done then press
Button 2 to exit the process.
11) Load the sequence into a window by clicking on the TEMPVEC.RUN
Icon.
This is the only Icon that creates a RUN file in this program.
You can play the sequence any time by pressing R on the keyboard,
or by loading TEMPVEC.RUN. You can save the sequence under a
different name using the Save Button but the RUN extension must
be retained.
The delay between frames is set by the Clock Icon. Set the Size
Number to the desired delay, then click on the Clock Icon.
#V2 The Perspective Lines
~~~~~~~~~~~~~~~~~~~~~
If you have ever taken formal drawing instruction in school, you
may have learned about perspective in a drawing.
An example of one point perspective is a scene where the road
narrows as it approaches the horizon until it disappears at the
vanishing point. Telephone poles along the road get shorter and closer
together until they disappear at the vanishing point as well.
An example of Two Point Perspective is a drawing of a corner of
a building with the one side of the building getting shorter as
it approaches a vanishing point on the right at the horizon, and
the same being true on the left side with the left side of the
building getting smaller as it approaches another vanishing point
on the Left also on the horizon line.
An example of three point perspective is a partially opened book
on a table. The view is the same as two point perspective except for
the top book cover, which slopes and declines toward a third point
usually directly above one of the other two points. Another example
would be a sloped roof.
You can rearrange these guide lines by clicking Button 2 once
on the square, then move the mouse, then click Button 2 again
on the new position.
You may draw lines as you would with the other vector tools
using the Curve, Grid lines or Dots etc. or simply draw free
hand. The perspective lines do not remain and are only there
as a movable guide.
An excersize would be to go to a window in your house and mark
the horizon line on the window with soap. Trace other lines
from builings etc and you will see how perspective works
on a 2 dimensional flat plane. (a flat piece of paper, computer
screen or window pane are examples of two demension planes,
width and height but depth is an illusion). Notice also that
colors on the horizon are mixed with grey, blue, and purple
by the atmosphere.
Both Buttons to exit the process.
#V3 Vector Frame It greyscale optional
~~~~~~~~~~~~~~~~~~
If you enter a width of 50, a height of 50, and a depth of 500
it will look like a 3 dimensional room.
Click Button 1 on the page and it is written to POINTS.PNT
at the current zoom and position.
Remember POINTS.PNT can be edited in an active window.
#V4 Vector Curve
~~~~~~~~~~~~~
1) Set the Right (Draw) Color.
2) Set the Size number to the required number of editable points.
(automatic minimum of 10 maximum of 25)
3) Button 1 to anchor line.
4) Button 1 again to anchor other end of line.
5) Button 1 on point, hold and move mouse to drag point.
6) Form the curve then click Both Buttons to write it to POINTS.PNT
7) Button 2 to exit the process.
#V5 Invisible Snap Grid
~~~~~~~~~~~~~~~~~~~
1) Set the Clip Count number (far left) to the vertical grid spacing.
2) Set the Size Number (far right) to the horizontal grid spacing.
(automatic 10 minimum 25 maximum)
When you draw lines now by pressing Button 1, you will only be able
to place points on the grid intersections making it easier to
match up corners.
If you want to use a grid but also want to put points in between
the grid intersections, use the other grid tool. see #V7
Press E on the keyboard for an Ellipse at the cursor.
Press C for a curve after you have anchored the cursor.
Press G for the visible grid whith points that you can edit.
Press T for a straight or 90 degree magnetic line.
Press 1 to draw horizontal grid lines.
Press 2 to draw vertical grid lines.
#V6 The Free Hand Vector Draw Tool
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1) Set the Draw color.
2) Set the Size Number. This is the horizontal grid divisor.
3) Set the Clip Count Number. This is the vertical grid divisor
4) Button 1 draws lines in the current draw color.
5) Button 2 to lift pen.
6) Both Buttons to exit process.
This Icon writes the lines to the file POINTS.PNT on D: if
D: is available, C: if not.
If it exists it is added to, if it does not yet exist it is
created.
In the rectangle cursor there are small marks that constitute a
grid. Unlike the other grid which divides the Window, this grid
divides the distance between points allowing for more flexibility.
To leave horizontal grid marks, press H, to leave Vertical grid
marks, press V. These marks are slightly offset.
To snap to one of these points, press the Space Bar.
The hypotenuse is used for special Magnetic Lines
To use the special Magnetic Lines see Vector Grid above. Magnetic
Lines work for both Icons.
You may also snap to any point in the current series of points in
the same way.
They snap to the actual point, not the offset.
You must be within 10 pixels of the point to snap to it.
This makes it easy to meet lines at corners.
Important! If you draw a line and want to lift the pen, you must
click Button 2 on the new point prior to clicking Button 1 to draw
the line, or you may have lines interconnecting the previous and
next lines.
To edit your new object, load it into a window with the POINTS.PNT
Icon, then use the Options in the window menu bar buttons.
Use this icon to trace clip art, create Objects, do freehand
architectural drawings, etc. See the next Icon.
Use the Save Button and choose vector PNT file, then name the
new file.
To start a new vector object, load POINTS.PNT with the next Icon,
then click on the upper right light button and choose Delete.
Now when you draw lines a new POINTS.PNT will be created.
see SCREENRM.DOC for more information.
To paste POINTS.PNT onto a page use ALT-P
#V7 Optional Snap-to Grid
~~~~~~~~~~~~~~~~~~~~~
Unlike other grids that are precicely x units by y units, with nothing
in between (the invisible snap grid), this grid is visible but only
snapped to by Button 2 (move pen) or Space Bar (end of line).
It also carries a variable grid on the anchor box cursor.
This tool has many complex features.
The only Vector point file you can add to or create with this Icon is
POINTS.PNT on D: if D: is available C: if not. If it exists it
is added to, if it does not it is created. To add lines to an
existing Object (PNT file):
1) Use the LOAD button
2) Select Picture
3) Select Vector
4) Enter the file name with extension PNT to work on.
(Objects directory has examples)
It will be copied onto POINTS.PNT replacing POINTS.PNT if it exists.
You may now add to or edit the object.
When you are finished, use the Save Button to save POINTS.PNT
under another name. This protects your work and provides better
program control.
To start a new Object or PNT file if POINTS.PNT already exists:
1) Load POINTS.PNT into a window with the POINTS.PNT Icon #34.
2) Select the right corner light button and choose Delete, OK
A new file will be created when you start to draw with this Icon
or the next one.
The idea is to draw lines that are recorded in a file that
you can load into a window, edit, or covert to a bitmap or
use in presentation etc.. The grid dots are not recorded in the
file.
Press 1 to paste the horizontal grid lines onto the page.
Press 2 to paste the vertical grid lines onto the page.
Press G to paste the entire grid and edit the intersecting
points.( Both Buttons at the same time to write the grid
to the file.)
To trace clip art or convert Bitmap graphics to a vector object
first load the clip or bitmap into a window, then select this
Icon or the next. The next Icon is a freehand vector tool without
grid.
To use this -snap to grid- vector tool:
You must be within 10 pixels of the point to snap to it.
1) Select a Draw (Right) color
2) Select a Size Number (extreme right).
This determines the size of the horizontal grid spacing
(minimum 10 automatic)
3) Select a Clip count Number. (extreme left)
This determines the size of the vertical grid spacing
(minimum 10 automatic)
The variable grid on the anchor box cursor is incremented by
the amount (start of line minus end of line divided by Size number)
both horizontally and vertically.
example:Clipcount (vertical grid spacing) is set to 20
Size Number is set to 40 ( horizontal grid spacing)
Therefore the horizontal variable grid dots will
divide the distance between start of line to end of line
by 40.
Leave dots all over the place, it does'nt matter, the only
time that lines are recorded using the vector tool is when
you press Button 1 to start or end a line.
The tool snaps to grid to the left, so place the cursor
arrow to the right of the intersecting grid lines and
press Button 2 (start of line) or Space Bar (end of line).
The drawing is completely editable in a window so don't worry
about a few unwanted lines or mistakes that you may make.
To draw lines and record them creating a vector object:
1)Click Button 1 or Space Bar to snap to a start point if you
want. Even if you do not, your start point where the cursor
arrow was when you pressed Button 1 is now registered
and you may snap to it later, providing the grid spacing is
far enough away from an intersecting point to allow it.
Intersections and variable grid dots take precedence over
line start points. That is why it is always best to snap to
a start of line and end of line. So the corners will meet
when you come back to complete the rectangle, triangle
or whatever.
2)Continue moving to new locations and clicking Button 1
to draw lines. To move the pen to a new location, Click
Button 2. You may now move anywhere and start a new line.
Remember if you are using the "snap to" functions and
precision is important, snap to each point, start of
line and end of line. (Button 2 and Space Bar) In high
resolution this is more important because you can not
see one dot or pixel clear enough to meet the corners by eye.
3)Both Buttons to exit the process.
4)Select another draw color and repeat steps 1 to 3
The old line start and end points are now gone.
You can not snap to the old points. You can
only snap to the new start and end of line points,
or grid line intersections.
This tool only addresses two dimensions on a flat plane.
If you wish to use perspective you may calculate it
yourself using the grid coordinates that are displayed
continuosly on the bottom scroll bar. Although the
coordinates are calculated to numerous decimal places,
they are rounded off to simplify matters. It is sufficient
for tracing and simple CAD applications. That is why the
coordinates are partially unstable, varying by one or
two pixels. The grid however does not vary
so trust the grid rather than the coordinate ruler.
Important! The grid uses a lot of conventional memory.
For compatibility reasons it will not extend beyond your
convention memory into EMS or XMS. It will only draw a grid
with as many points as it can. In high resolution, a grid
spacing of 10 will not fill the window. Use a higher grid
spacing to reduce the number of points and fill the entire
window. The grid does not extend to the edges of the window.
Lay out grid dots if you need to work close to the edge.
To recap the above:
New Object: Delete the old POINTS.PNT, new one is created.
Load Object: Use the Load Button.
Snap to corners: Space Bar or Buton 1 start of line,
Space Bar end of line.
Press 1 to paste the horizontal grid lines onto the page.
Press 2 to paste the vertical grid lines onto the page.
Press G to edit grid points.
----------------------------------------------------------------
Special Magnetic Lines
~~~~~~~~~~~~~~~~~~~~~~~
This tools has two special line options.
1) Magnetic Curve C key
~~~~~~~~~~~~~~~~~
Press Button 1 on the start point for curve.
Move mouse cursor to end of curve and Press C on the keyboard.
The hypotenuse line (angular bisection) becomes an editable curve
line. The higher the Size Number, the more points it will have.
Minimum of 10. Optimum 20.
You may now move the line points by pressing Button 1 within
Size number of pixels from the line points.
Click above a point, the cursor becomes magnetic and the line moves up.
Click below a point, the cursor becomes magnetic and the line moves down.
It takes a bit of practice but when you learn it's properties it
can be used to put a line, any shape, anywhere on the screen.
To record the line to the vector file: Move the cursor away from the
line out of magnetic range and Click both buttons.
Repeat moving and saving the line with Both Buttons if you want.
Click Both Buttons to write to POINTS.PNT file and Button 2 to exit
back to the vector grid draw. Any other key will exit back to the
vector draw without writing to file.
2) Ellipse Press E on the keyboard
~~~~~~~~
Similar to a circle only the height and width may vary.
Press E on the keyboard and then Button 1 to drag the size
and shape of the ellipse. The centre is the cursor position when you
pressed E.
Both B to write the ellipse to POINTS.PNT.
Button 2 to exit the process.
3) Magnetic T Square Line T key
~~~~~~~~~~~~~~~~~~~~~~~~~~
Press Button 1 on the start point for line1.
Move mouse cursor to approx end of line and Press T on the
keyboard.
The hypotenuse line (angular bisection) becomes an editable line
The higher the Size Number, the more points it will have.
Minimum of 10. Optimum 20.
Make the hypotenuse horizontal, you get a horizontal line.
Make the hypotenuse vertical, you get a vertical line.
Make the hypotenuse angular, you get a multy step line
that seeks to 90 degree angles or to straigten itself out.
You may now move the line points by pressing Button 1 within
Size number of pixels from the line points.
Click above a point, the cursor becomes magnetic and the line moves up.
Click below a point, the cursor becomes magnetic and the line moves down.
Amazingly it always seeks to square itself. The ends shrink and grow
magnetically.
It takes a bit of practice but when you learn it's properties it
can be used to put a line or series of lines the same size in series.
The line appears to roll up and down seeking to follow the magnetic
cursor.
To record the line to the vector file: Move the cursor below and away,
or above and away from the line out of magnetic range and Click both
buttons.
Repeat moving and saving the line with Both Buttons if you want.
If you keep the cursor away from the ends of the line, it will
roll horizontaly or vertically true.( depending on if the line
is vertically or horizontally oriented at the time)
Click Button 2 to exit back to the vector grid draw without writing
to the file POINTS.PNT.
4) 2D Magnetic Grid G key
~~~~~~~~~~~~~~~~~~~~
Set the Clip count number to the desired vertical grid spacing.
Set the Size number to the desired horizontal grid spacing.
Hold Button 1 and drag intersecting points.
Press Both Buttons and the grid is written to POINTS.PNT.
Create 2D spline drawings etc.
Fill each square with flood fill tool or bluescreen or zoom
in etc.
Paste onto page with ALT-P.
Click Button 2 to write to file and exit back to the vector grid draw.
Any key will exit back to the vector draw without writing to file.
----------------------------------------------------------------------
The location where you draw is recorded to POINTS.PNT and may be
edited by loading your drawing into a vector window. Icon #34
To paste POINTS.PNT onto a page use ALT-P
If the file size of POINTS.PNT is larger than 1 MEG you will be
told in order to avoid filling up your hard disk. Just delete
POINTS.PNT with the right corner button if you want. Save
with the Save Button first if you want.
#V8 Main Icons
~~~~~~~~~~~~
Use this Icon to switch back to the normal Icon menu.
#V9 Load TEMPVEC.RUN into a window.
TEMPVEC.RUN is the file created by the Stick Figure Icon. It
is created on D:\ if D: is available C: if not.
When you select this Icon the sequence automatically starts playing.
Click Both Buttons to stop the sequence.
You can also play the sequence at any time without the window
by pressing R on the Keyboard while in the Paint Studio.
If it exists it will play.
You may save the sequence under a different name using the Save
Button or Load a previously saved RUN sequence using the Load
Button. When you load a RUN file it becomes TEMPVEC.RUN.
Once loaded you can add to it using the Stick Figure Icon.
To begin a new sequence from scratch first load TEMPVEC.RUN then
press the right top corner light button and choose delete.
#V10
#34 Load POINTS.PNT if it is Available
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you have been tracing clips or making a vector object and want
to load the object into a window to edit it, then Click on this Icon.
POINTS.PNT will be loaded into a Vector Graphic Window.
POINTS.PNT is a temporary file that is written when you use
the Point Draw or Trace Icons #33 or #34.
To edit the object select the Image Button and select one of the
options there. Hide all 1 color, Unhide all, Step Edit Point and
Delete All 1 Color.
To remove lines permanently, use Delete All 1 Color or Step Edit.
For Step Edit use Button 1 for next line, Button 2 for Previous,
and Both Buttons to delete the line.
With a fast computer and small mouse set delays you will remove
many points per button press. Use arrows for a slower more careful
edit.
Up arrow, Down arrow, and Delete Key do the same.
Use Delete All 1 Color to delete a series of lines. Click Button 1
on the square that corresponds to the set of lines. A number appears
on some or all of the lines associated with the series. Try to Click
on the square, not the number as the choice is determined by the
color of the square. If you click on the white number nothing will
happen unless you have 256 series of lines in which case the line
series associated with the white squares would be deleted because the
color sampled when you clicked would be white as the text is white.
The deletions are permanent but not removed from the file until
it is saved with the save button.
see SCREENRM.DOC and two previous Icons for more information.
#35 The Camera
~~~~~~~~~~~
Click Button 1 to save the area inside the window as it appears
at the time. The file is named the next Clip Count Number.
eg: Clip count number is 6, file will be named D:\CLIPS\CLP7.VCX
if drive D: is available or else it will be named CLP7.VCX on the
C:\ANIPAINT\CLIPS directory. Use the Clip Board in the Cutting
Room instead, when you are there.
#36 The Load the Current File Again Window
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Reactivates the current window. If you want to use the window
controls on the current file you can reactivate it with this
Window Icon.
#37 Paste Copy Options
~~~~~~~~~~~~~~~~~~
A menu appears with options to Flip, Rotate 45 degres,
mirror etc.
In a Window under Image, the picture can be rotated 90 degrees.
Here, a clip can be rotated 45 degrees.
Select an option and the current clip is made available for
pasting, if a clip corresponding to the Clip Count number
exists.
#38 Paste To Window
~~~~~~~~~~~~~~~~
The current Clip Board File is opened into it's own window. If
there is a Clip corresponding to the Clip Count Number available.
#39 Copy Rectangle Grow Box
~~~~~~~~~~~~~~~~~~~~~~
A rectangular area is Clipped to a Clip Board file corresponding
to the next Clip Count Number. The original is unchanged.
1) Button 1 to select first corner.
2) Both Buttons to copy area to file.
3) Button 2 when done to exit process.
If you press both buttons a second time, the last dimensions are
used.
Even if you abort the process, the Clip Count will be incremented
by one.
#40 Copy Poly
~~~~~~~~~~
Button 1 to mark the area.
Both Buttons to complete the polygon and capture the area
inside to a file.
The area is surrounded by a black background. Black is
ommitted when you paste it with Button 1 or choose the Paste
Options Icon.
Even if you abort the process, the Clip Count will be incremented
by one.
#41 Copy and Paste Rectangle
~~~~~~~~~~~~~~~~~~~~~~~~
1) Button 1 to anchor first corner.
2) Both Buttons to copy the area inside the rectangle.
3) Button 1 again to paste or paint with clip
or Button 2 to exit process.
Copies the area to the next Clip Board as determined by the Clip
Board Count + 1.
Important! :Only the area inside the dimensions of the primary
file is saved so if you paste outside of this area, it is not
saved between undo and redo. Capture window with Camera and Paste
to window with Icon #38 or choose New Pic or Resize Icon, and
resize the page, then paste the clip onto the new file.
Even if you abort the process, the Clip Count will be incremented
by one.
#42 Gradient Flood Fill Vertical greyscale if R Color <> L Color
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1) Set the Left Fill color.
2)If the Right Color is the same as the Left Color Gradient is
turned off. The single color is used.
3)Click Button 1 on the area to be filled.
Move Mouse sideways to speed up fill
Alternate with Space Bar to Stop Fill
4)Space Bar if filling, then Button 2 to exit process.
For patterns use the Poly Fill Icon or Flood Fill Icon or
Bluescreen a clipped pattern. (marble or brick etc..)
#43 Clip Art Libraries
~~~~~~~~~~~~~~~~~~~
Important! If you wish to paste 256 color Clip Art without the
background, set the left (fill) color to the background color.
Then when you paste the stamp with Button 1 it will only paste
the image, not the background as well.
Toggle between 256 color or 2 color Clip Art with the 256 color
button. 256 color Clip Art may not look correct in 2 color mode.
1) For 2 color Clip Art, set the Left Color as the Background
color of the clip if you intend to paste the background as well
as the line drawing.
2) Set the Right Draw color to the desired line color.
3) Set the size number to the desired zoom factor. (5 is the
Maximum, adjustable in the Clip Art controls)
4) Activate Clip Art Icon
5) Use Buttons on right hand side of Clip Art to change color,
or change Libraries.
6) On the Left side of the Clip art window are scroll buttons.
7) Press Button 1 to scroll to the next row.
8) Press Button 2 on the Scroll Buttons to move up or down a bit
if necessary.
9) Click Button 1 on the Clip Art Picture using the magnify glass
as the cursor. A rectangle appears around the cursor location.
10) Button 1 pastes just the draw color on your picture.
Both Buttons paste the draw color and the background.
(If you have a black background and black draw color you will not
be able to see the stamp if you press Button 1 only. Black on
black)
Stamp the clip onto the window as many times as you want.
11) Click on the Done Button Top Right Corner to exit the current
process.
See Icon Stamp Draw Room and New Icon Stamp Icon #67 for information
on creating your own Clip Art Libraries.
You should become familiar with all aspects of the program before
you attempt to make your own Clip Art Library because it is a
rather complicated task. You need to create a blank then paste onto
it. Then save it as C:\ANIPAINT\STAMPS\STAMP#.VCX where # is the next
available library number. Then increase the max stamps number in
the Options Menu of CONFIGIT.
To paint with a stamp: ( patterns, tiles, bricks, backgrounds etc)
1) Stamp onto page.
2) Capture stamp with Copy Rectangle Icon.
3) Choose Bluescreen Icon
#44 Sherlock the File Finder
~~~~~~~~~~~~~~~~~~~~~~~~
1) Select Icon with Button 1.
2) Enter a Search Pathmask. (eg: *.PCX)
Searchmode is activated and the hard disk is searched for all
File Names matching the pathmask.
#45 Scenery For Act1 Animation See ANIMATE.DOC for more info.
~~~~~~~~~~~~~~~~~~~~~~~~~~
1) Click Button 1 on the Icon.
2) Move the rectangular area cursor over the area of the
picture that you want to use as the first backdrop, then
click Both Buttons to blow up area into the Cutting Room.
You Are transported there as well now under it's control.
For on the spot animation, use this Icon then after you have
created an ACT1 animation, use the Presentation Icon to
paste the animation back onto the scenery. See Presentation
in SCREENRM.DOC or the last Icon in this file.
Also see below.
#46 The Cutting Room see CUTTNGRM.DOC for information
~~~~~~~~~~~~~~~~~~
Act1 Animation is created in this room. It has it's own icons as
well as the other Upper Icons that appear in the Icon Bar.
Only the file ACT1.ANI can be created or added to but you
may reload and edit any ACT1 animation file.
The Screen is NOT CLEARED moving between the Cutting Room
and the normal Paint Studio Controls.It is a little messier this
way but it also allows you to move freely back and
forth without changing your on-screen work.
Get help on individual Icons in the Cutting Room by clicking
Button 1 on the Help Button in the cutting room bottom
left hand corner. Read about ACT1 animation in ANIMATE.DOC
There are many ways to create effects once you know how.
Help is available in the cutting room.
#47 New Pic Icon
~~~~~~~~~~~~~
By default the page is black. To get a white page see below.
Start a New VCX Picture.
If you press Button 2 you will accept the default shown.
If you press Button 1 you will have to enter new sizes.
If you press enter you will use the default size.
Example 1: It asks, Enter a Width <640>: You press Button 2.
It asks, Enter a Height<400>: You press Button 2.
The new size is 640x400.
Otherwise:
1) Enter a Width, 4000 maximum.
2) Enter a Height.
3) VCXTEMP.VCX and VCXTEMP2.VCX are created on D:
if available C: if not.
Draw, Paste etc.. onto the new file. Then choose SAVE to rename
the file. Undo and Redo use these two files.
If you have a slow computer or are creating ACT2 animation you
may want a size of 320x200. It is not mandatory to use a picture
size of 320x200 when creating ACT2 animation. No matter what size
of page you are using, it saves 320x200 in the top left corner
(for FAST320x200VCX) or 320x200 or 200x320 anywhere (ACT2NAME)
when you save an ACT2 frame.
The window is saved each tool useage and you can UNDO by clicking
in the bottom left corner. If the page is smaller than the window
only the area inside the page dimensions will be saved to file.
If you wish to enlarge the page later to include the rest of the
window, then
1) Use the Camera Icon to save Window to next Clip.
2) Press F9 to make that clip the current VCX.
3) Choose the Save Button to save the file under a permanent name.
For a page color other than black or white use the Swap ColorIcon #9.
Caution: Do not be too hasty to change the picture from the
default Black. If you make the page all white it is harder on
the eyes and many processes can exclude Black #0. You are
denying yourself those options when you change the picture color
and it slows the performance of the program slightly. However,
if you find that you are continuously losing part of your
picture because you can not tell the edge of the current page,
you may want to use this option. The Clear Icon only alters the
current window, the Swap Icon changes the entire file.
#48 Show the Previous Clip
~~~~~~~~~~~~~~~~~~~~~~~
The previous clip appears in the top left window corner.
Use this to screen ACT2 Animation sequences that are 320x200 or
to review any clips that you have made.
#49 The Action Icon See ANIMATE.DOC for more info
~~~~~~~~~~~~~~~~
Use the Action Board to Copy the Area Top Left window corner to
320 dots to the right and 200 dots down. ( 320x200)
It Captures ACT2 animation Frames.
Incrementing the clip count by twenty if the clip count is
less than twenty to separate Clip Board Files for scratch work.
It keeps track as well of the last frame number.
#50 Show The Next Clip
~~~~~~~~~~~~~~~~~~
For screening the next frame in the sequence, or any Clip Board
file, as determined by the Clip Count Number.
#51 Show ACT2 Fast Full Screen Animation
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you weren't in 320 x 200 mode you will be. Watching whatever
clip is in line from the LEFT Clip Count Number to the Right Size
Number. Once the clip count reaches the Size Number in the
animation sequence, the count starts over again at the clip count
number. If you have disabled mode switching in CONFIGIT you must
be in 320x200 mode to use this Icon.
1)Button 2 to slow down.
2)Button 1 to speed up.
3)Both Buttons to exit process and return to normal mode.
Remember!: Set the Right Size Number to the Last Frame and the
Clip Count Number to the FIRST FRAME. Both Buttons when Done. If
not, you will hear a series clicks to notify you that
it cannot find a file. Turn Sound Off if it annoys you
using the Mouse Set Icon. Sound is important because it
gives you more awareness of the program operations. See Mouse Set
Icon for info on sound.
#52 ACT2 Delay Clock
~~~~~~~~~~~~~~~~~
1) Set the Right Size Number
2) Click Button 1 on clock and delay is set to the amount of
milliseconds shown on clock.
#53 Combine Files
~~~~~~~~~~~~~~~
1) Import a list as an ASCII file or use the File List Icon to
create one.
2) Follow ongoing instructions to combine files such as to create
a New Knowledge Base. Essentially the same as Copy *.*
filename.ext /b
First it copies the files on the list onto a temporary directory,
then copies all the files in that directory onto one file.
Act1 animation cannot be made this way as other information is
stored in the file between frames.
The original files in their original directories are unchanged,
only copies are made, combined, then the copies deleted leaving
one large file.
#54 SCRIPT.TXT File List Icon
~~~~~~~~~~~~~~~~~~~~~~~~~
Loads the list that was previously created in the Screening Room
with the "S" Button.
You mark filenames and append them to the list.
The list can be used to create a batch file that will
dump all clips on the list to PCX, (resized and placed
in another directory if desired). SCRIPT.TXT is also used by the
Script Room to choose filenames to add to an ACT script.
It is a temporary file.
You can also combine the files on the list into a large
file if you want. A knowledge base containing several
text files is another example.
#55 Blue Screen
~~~~~~~~~~~~
1) Click Button 1 on the left top corner of your preferred
location to begin replacing a color with the clip.
Replace the color under the mouse cursor with the current clip
board file beginning with the mouse location and repeating the
image until it reaches the Right Window Edge, then it will
start a new row.
If the current clip is an image larger than the window, it will
completely replace one color, effectively pasting a background
around an image by replacing the one color background color with
the clip. (Just like on T.V. the Six O'clock News');
If you need to, put a dab of the replace color in the top left
corner of the window. Then click on that spot to get the bluescreen
effect to begin closer to the left edge.
Use this icon to Tile a page, or replace a color with marble or
brick, or any pattern you can sample with any AniPaint capture
tool. Try different effects like rotating the clip and capturing
it rotated, then bluescreen it that way. Or bluescreen over
bluescreen etc..
#56 Paste Together a New Clip Art Library
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The width is preset but the length can vary depending on the
number you enter when prompted. If you are using 320x200 mode
you may want to create your own width with the New Pic Icon.
Any VCX can be a Stamp Library.
Once the new blank is constructed you may paste clips onto the
file and save the file with ALT-S. This will update the new file.
Then use the SAVE button to rename the file.
(Save VCX) Save as C:\ANIPAINT\STAMPS\STAMP#.VCX where # is the
next available #.
Stamps are kept in the STAMPS subdirectory. If you do not put them
there they will not be loaded by the Clip Art Icon.
Run CONFIGIT.EXE to add 1 to the stamp number in Options.
As long as it is saved you can reopen it and add to it until the
blank is full. Just load the STAMP#.VCX name of the file from disk.
If your clip art is larger than the Clip Art Icon Window then do not
add them to the library. Instead load them from disk as needed in
the File Screening Room. Just load the Clip art file and Capture as
many images as you want to make into current Clip Board Files.
The Clip Count Number is automatically incremented each time.
Then adjust the clip count number and paste your clips.
Make stamps for the your library with the Icon Draw Room Icon #66.
See New Icon Draw Room #66, New Icon Stamp Icon #67 and
also see the Clip Art Icon #43 for more information.
You should become familiar with all aspects of the program before
you attempt to make your own Clip Art Library because it is a
rather complicated task.
#57 Flood Fill
~~~~~~~~~~~~
This is a normal flood fill tool with the exception that the
fill is only bound by one color. That color must be the right
draw color.
The Left Color is used for the fill.
The Right Color is the outline or draw color.
Set the pattern prior with the Pattern Icon if you wish.
Be sure you press ALT-S prior to using this tool if autosave
is disabled. If you select the wrong color as the outline
or boundary color, it will paint over everything.
#58 Gradient Shield scaled palette recommended.
~~~~~~~~~~~~~~~~~
1) Set the Size Number
2) Create a Size Number sided filled gradient shield when you
press Button 1
3) Press Button 2 to move pen.
4) Both Buttons exit process.
#59 Normal Circle Draw
~~~~~~~~~~~~~~~~~~~~~
1) Select the Right Draw Color
2) Select the Size number.
3) Click Button 1 to draw circle size number wide.
4) Press Button 2 to move pen.
5) Both Buttons exit process.
#60 Gradient Globe Circle Scaled palette recommended.
~~~~~~~~~~~~~~~~~~~~~~
1) Left (Fill) color darkest shade of globe.
2) Button 1 to anchor point, then move mouse
3) Button 1 to draw globe
If L color # is higher than R color # then outside color
Inside gets brighter with a scaled palette.
If R color # is higher than L color # then outside color
Inside gets darker with a scaled palette.
Space bar to paste geodesic design.
4) Press Button 2 to move pen.
5) Both Buttons exit process.
#61 Filled Circle or Polygon
~~~~~~~~~~~~~~~~~~~~~~~~
1) Set the Right Draw Outline Color
2) Set the Left Fill Color and the Pattern Icon if desired.
3) Button 1 to anchor circle
4) Move mouse to position and size Circle
5) Button 1 to Draw and Fill Circle
6) Press Button 2 to move pen.
7) Both Buttons exit process.
Size number determines how many sides. Maximun 45.
eg:Size number 8, draws octagon. Size number 30 and up draws circle.
#62 Draw an Arc or half circle
~~~~~~~~~~~~~~~~~~~~~~~~~~
The size number is 8 you get half an octagon. At size number 30 the
polygon becomes an arc.
1) Set the Right Draw Color
2) Button 1 to anchor the arc.
3) Both buttons to draw the arc.
4) Press Button 2 to move pen.
5) Both Buttons exit process.
#63 Draw and Fill an Arc
~~~~~~~~~~~~~~~~~~~~
The size number is 8 you get half an octagon. At size number 30 the
polygon becomes an arc.
1) Set the Right Draw Color
2) Set the Left Fill Color
3) Button 1 to anchor the arc.
4) Press Button 2 to move pen.
5) Both Buttons exit process.
#64 Gradient Torus scaled palette recommended
~~~~~~~~~~~~~~
1) Set the Right (Draw) color to darkest shade of torus.
2) Button 1 to anchor point, then move mouse
3) Button 1 to draw torus
4) Button 2 move pen
5) Both Buttons to exit the process;
#65 Gradient Fill Area Horizontal greyscale if R Color <> L Color
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1) Set the Left Color
2) If the Right Color is the same as the Left Color Gradient
is turned off. The single color is used.
3) Select the Icon
4) Fill with horizontal gradient colors
5) Move the mouse sideways to speed up the fill
6) Space bar to stop the fill.
7) Button 2 to exit process.
When you are using it as a gradient fill and it does not fill the
entire area, you have to resample the color in order to preserve
the continuity of the gradient effect. (dark areas don't match
with light areas) Exit the process and resample the color
on the same level of gradient as that which will be the start
of the next gradient fill.
#66 Glaze Blend greyscale first for best results
~~~~~~~~~~~
Use this Icon to Blend the Color in an area the size determined
by the Size Number.
1)Set the Size Number
2)Select the Blender Icon
3)Position rectangular box over area
4)Button 1 to Blend Colors in the area
5)Button 2 to exit process
All rectangle box cursors that do not anchor and
grow, shrink and grow by bouncing off the window edges.
#67 New Icon Stamp Icon
~~~~~~~~~~~~~~~~~~~~~
Set the Size number. The Icon is saved as ICO#.ICO
Where the name is determined by the Size number.
While you have not pressed Button 2, Each time you click
Button 1 the area inside the rectangle cursor is saved to
a file. The Size number is then incremented by one.
When you are done press Button 2 to exit the process.
They are used to make stamps to include in your Clip Art Libraries.
They are also used as a pattern for the ICOCURTAINNAME: command
option available in the Script Room. (Lowers a curtain patterned
after the icon). See SAMPLE.ACT
If you had a whole page of Icons in a PCX, you could make a
clip art library from them by converting it to VCX and naming the
file C:\ANIPAINT\STAMPS\STAMP#.VCX where # is the next available
stamp number. If you have not made any new Stamp libraries
yet you would name the file C:\ANIPAINT\STAMPS\STAMP4.VCX
Run CONFIGIT to increase the stamps number.
Once this is done the clip art can be loaded using the Clip Art Icon
and selecting Library when it is loaded.
These Icon Stamps can be created using the Icon Stamp Draw Room #66
above, or captured from any area of the screen.
Although they are small in 1200x1024 mode they seem large in
320x200 mode. They are not compatible with Microsoft Windows or
any other program that I am aware of.
Important! You can not alter the Program Icons they are loaded from a
program library file and must remain intact.
See Clip Art Icon #43 and Icon Stamp Draw Room #66 for addition
information.
You should become familiar with all aspects of the program before
you attempt to make your own Clip Art Library because it is a
rather complicated task.
#68 The Fill Patterns
~~~~~~~~~~~~~~~~~~
1) Select the Icon.
2) Button 1 to select a fill pattern.
3) Any other button to exit.
Solid Fill is the default.
#69 The Tape Measure
~~~~~~~~~~~~~~~~
If you are doing any work that requires precision, then
you may want to use this for measuring coordinates.
Width, Height and the Hypotenuse are used to measure
the difference between any two points.
#70 Un-zigzag or Antialias
~~~~~~~~~~~~~~~~~~~~~~
Use this Icon to soften full color images and lessen the zig zag
effect using shades of similar colors. Provide a palette with a
variety of colors for best result.
1)Set the Size Number (eg: 10 fast & heavy, 100 slow & light)
2)Select the Antialias Icon
3)Position rectangular box over area
4)Button 1 to blend edge colors in the area
5)Button 2 to exit process
All rectangle box cursors that do not anchor and
grow, shrink and grow by bouncing off the window edges.
#71 Scatter The Color greyscale first for best results
~~~~~~~~~~~~~~~~~
Use this Icon to mix color up in an area the size determined by
the Size Number.
1)Set the Size Number
2)Select the Scatter Icon
3)Position rectangular box over area
4)Button 1 to scatter colors in the area
5)Button 2 to exit process
All rectangle box cursors that do not anchor and
grow, shrink and grow by bouncing off the window edges.
#72 The Blender greyscale first for best results
~~~~~~~~~~~
Use this Icon to Blend the Color in an area the size determined
by the Size Number.
1)Set the Size Number
2)Select the Blender Icon
3)Position rectangular box over area
4)Button 1 to Blend Colors in the area
5)Button 2 to exit process
All rectangle box cursors that do not anchor and
grow, shrink and grow by bouncing off the window edges.
#73 Light and Dark greyscale first for best results
~~~~~~~~~~~~~~~~~
Use this Icon to Lighten or Shade color in an area the size
determined by the Size Number.
1)Set the Size Number
2)Select the Light Dark Icon
3)Position rectangular box over area
4)Press Button 1 to initialize
5)Button 1 to Lighten colors in the area
6)Button 2 to Darken colors
Both Buttons to exit process
All rectangle box cursors that do not anchor and
grow, shrink and grow by bouncing off the window edges.
#74 Magic Wand
~~~~~~~~~~~
Use this spray tool to spray edit photographic pictures. The color
is automatically sampled.
1)Set the Size Number
2)Select the Icon
3)Button 1 to initialize
4)Move and spray the area in the direction of the arrow.
Takes practice but works great.
5)Click Button 1 again to cycle through 4 different directions
Both Buttons to exit process
#75 The Clip Finder Board
~~~~~~~~~~~~~~~~~~~~~
Use this Icon to temporarily travel back to the File Screening
Room and retrieve a Clip from file. D: is searched if D: is
available or else C: is searched. All clips are named CLP#.VCX
and usually kept in the CLIPS directory.
note:If D: becomes full automatic use of D: is disabled until
you reload the program. So, if you have made a series of clips
prior it will search C: instead of D:. Your clips on D: will
not be found by this process. You will then have to manually
switch drives by entering D: on the pathline area above
FILES/DIRECTORY. Your clips will be in a subdirectory called
D:\CLIPS.
#76 3D Bar Gradient Option
~~~~~~
1)Set the Left Fill Color and Pattern Icon if you want.
2)Set the Right Outline Color. This color is the first
when you select gradient. The gradient option requires
a scaled or partially scaled palette.
3) If you want a gradient filled 3D block set the Size
Number to determine how many colors to skip as the
gradient fill progresses.
You will be prompted for:
Width: the frontal width of the block.
Height: The frontal height of the block.
Depth: The number of lines or pixels deep.
Gradient: The color gets brighter as it moves forward.
With gradient, be sure to select the Right Draw color as the
darkest of the shades you wish the block to use.
example: You choose the first of 8 shades of green as your
draw color. You select a Size Number of 1.
Enter a depth of 8 when asked. The color will increment
getting brighter as the block is drawn, giving the illusion
of depth. If the Size number is 2, then it will stop at
16 colors from the Chosen Right Draw Color. Each shade will be
2 colors brighter than the previous one. If the Size number
is 4 then every shade will be 4 colors brighter etc..
Use this Icon for dazzling 3D Bar Graphs. Use a graph similar
to the 3DGRAPH.PNT vector object example included with this
release. Just load 3DGRAPH.PNT into a window, and add the
3D bars.
Perspective
~~~~~~~~~~~
If you choose perspective the front will be larger than the
back.
If the block is not gradient, you may rotate the block by
bouncing the cursor off the walls of the window.
The top and bottom edges of the window rotate the block vertically
on a horizontal axis.
The Left and Right window edges rotate the blockk horizontaly on a
vertical axis.
If gradient is on, the cursor will move but that it will have no
effect on the block it will draw.
#77 Shrink 10 % Icon
~~~~~~~~~~~~~~~~
1)Set the cursor box size with the Size Number
2)Click Button 1 to shrink the area inside the box.
All cursor boxes that don't anchor and grow, shrink and
grow in contact with the window edges.
#78 Rounded corners Rectangle Draw
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1)Select the Draw Color
2)Select the Size numer for Width of box
3)Select the Clip Count Number for Height of box
4) Button 1 to draw a rounded rectangle.
5)Button 2 to exit process
Shrinks and grows in contact with window edges.
Occaisionally one of the lines may not be completely
horizontal due to the ratios between width and height.
To correct this move the cursor either to the right or
left window edge. When the size changes the lines will
be corrected.
#79 Rounded corners Filled Rectangle Draw
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1)Select the Draw Color
2)Select the fill color and patttern if you wish.
3)Select the Size numer for Width of box
4)Select the Clip Count Number for Height of box
5) Button 1 to draw and fill a rounded rectangle.
6)Button 2 to exit process
Occaisionally one of the lines may not be completely
horizontal due to the ratios between width and height.
To correct this move the cursor either to the right or
left window edge. When the size changes the lines will
be corrected.
#80 Frame It
~~~~~~~~~
1)Set the Right Draw color to the first gradient shade.
2)Set the Size number to the number of color shades to
skip each time.
3)Enter a Width
4)Enter a Height
5)Enter a frame depth.
6)Button 1 to draw frame.
The size number determines the design on the frame.
Experiment with differrent size numbers to see the effect.
---------------- Important Icon! ---------------------------------
#81 Lighten and Darken Polygon scaled palette recommended
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1)Set the Left Color to the desired brightness to add
The first time you press lighten it will increment the color
contained inside the polygon by this many colors.
2)Button 1 to Mark the area
3)Both Buttons to complete the polygon
Important! It must first be initialized.
3)Button 1 to initialize
4)Button 1 again to lighten the area
5)Button 2 to darken the area
6)Both Buttons to exit the process
Works well with practice.
#82 Copy Grow 10% and Paste Polygon
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1)Button 1 to Mark the area
2)Both Buttons to complete the polygon
3)Button 1 to Paste
4)Button 2 to exit process
Picture is pasted 10% larger
#83 Enlarge Page
~~~~~~~~~~~~
1)Enter the Width and Height
Picture on screen, in window, is captured and pasted on the new
background.
To Alter the Pictures Proportions, use a graphic window's
zoom button, then copy an area. Paste the clip onto a background
created with the New Pic Icon.
To enlarge a picture's proportions zoom it out, then capture
screen and then paste on new larger background. There is no
option to save a Zoomed out picture as a new file, because a
picture zoomed out at the power of 10 and saved in this way could
hypothetically fill your hard disk. Anipaint has a maximum
picture width of 4000 pixels and an undetermined maximum length.
#84 Change Text Color
~~~~~~~~~~~~~~~~~
1)Set the Size number to approximate height of text
2)Select the Right Color to the amount to brighten the
color.
3)Button 1 to increment the color inside the Rectangular area by
one.
4)Button 2 to decrement the color inside the Rectangular area by
one.
5) Both Buttons to exit the process.
Size the cursor area by bouncing the cursor box off the window
walls.
White and Black are not affected.
#85 Create a Font
~~~~~~~~~~~~~
FNT Font Editor
~~~~~~~~~~~~~~~
1)Select the Icon
2)Select Font
3)Select Size
4)Select Shading if desired or Stretch
5)Toggle between front character and back character
in the centre of the scroll buttons, if stretch is on.
6) Stretch and Shadow may be turned off and On by
clicking Button 1 on the word Off or On in the boxes beside
shadow and stretch.
7)When satisfied then choose OK
8)Name Font if you want to save it eg: NAME.FNT
9)The font becomes the current font either way.
Choose Cancel to abort the process
The color of the text is determined by the Right and
Left colors when you type it. see next Icon below.
Remember the color of the Font and shadow are relative
to the current palette.
The included Fonts are kept in the Fonts Subdirectory.
When you name your Font, if you use the full path,
C:\ANIPAINT\FONTS\fontname.FNT then the font will
be put in the FONTS subdirectory. If you omit the
full path and just enter the name fontname.FNT then
your Font will be put in the ANIPAINT directory.
(fontname is any valid name according to naming convention)
Choose the next Icon to Write Text.
Justify is unused and included only for future compatibility. The
Font creator requires a screen resolution size of 640x480 to
work.
KAR Font Capture
~~~~~~~~~~~~~~~~
! Important ! Color #0 Black is omitted. So, capture the text
first in another color or use AniPaint to change the font color
prior to loading the font with this Icon.
If you are capturing fonts from another program, you must first
use the other program to make a PCX ver 5 page, with the entire
character set on it. You may need to use a screen capture utility
to do this. You may also use a scanner and capture a font set from
a book.
Once you have the PCX page, load it into AniPaint Pro and go
to the paint studio. ( You may need to be in 1024x768 to get
the entire font set on screen.)
1) Set the Clip Count (Left) Number for Width of character.
2) Set the Size (Right) Number for Height of character.
(Maximum of 50x50)
3) Select the Font Icon.
4) Choose KAR bitmapped font.
Mouse Button 1 to Capture.
5) Move mouse, capture letter corresponding to the letter in the
box in top left corner. Next letter appears in box.
6) Go to any letter by pressing that key on the keyboard.
7) Repeat until last letter is captured. Last letter = ~ (tilde)
Mouse Button 2 when done.
It asks " Quit Process?" You answer Y
It asks "Save as a KAR Font File? You answer Y
Enter the name for the new font eg: MYFONT.KAR
ESC to cancel
The fonts can be letters or pictures.
When you load the font with the next Icon you will type
and the corresponding image or letter will appear as you type.
#86 Write Text Copy and Paste
~~~~~~~~~~~~~~~~~~~~~~~~~~
*.FNT Add Text to Page
~~~~~~~~~~~~~~~~~~~~~~
1)Select the Left and Right Colors
2)Select the Icon
3)Button 1 to anchor cursor and Write Text
4)Button 2 anywhere below window top to move to new location
5)Press enter for next line
6)Move mouse towards window top and it becomes an arrow.
7)Use the arrow to cut out the Text
8)Button 1 to Paste the Text
9)Button 2 to exit process
In 320x200 mode you have not got enough pixels to use large
fonts.
*.KAR Add Text to Page
~~~~~~~~~~~~~~~~~~~~~~
Start with a blank Black #0 page.
If you want letters in a particular color, select the
Right Draw color.
If you want Shadow text, select the Left (fill) color.
1) Select the Tt Icon
2) Select KAR bitmapped font.
3) Enter the Full Pathname of the KAR font file
eg:C:\ANIPAINT\FONTS\TIMES.KAR or
C:\ANIPAINT\FONTS\SAMPLES.KAR
4) Choose an option
* Normal Text File pallette colors
-Palette is read from the font file.
(All colors change including your current page).
* Normal Text Right (draw) color
-Current Palette is used, text appears in the
current Right (draw) color.
* Horizontal Gradient
-Colors 1,5,9,13,17... by 4's are used
(scaled palette recommended unless rainbow wanted)
* Vertical Gradient
-Same as horizontal above only the gradient is from the
to down to the bottom.
* Shadow
The letter is in the Right (draw) color shadowed by the Left
(fill) color.
Important !!
Color #0 (usually black in AniPaint) is omitted and will not be
typed onto the page.
4) Place box cursor on page location with Button 1.
5) Type characters.
6) Backspace moves cursor left for type over.
7) Space bar moves cursor right (Black #0 Bar).
8) Use any tool to alter the text if you want.
9) Capture the text with any Cut or Capture tool.
10) Load a VCX and Paste the Text onto the page.
Any font 50x50 or less can be captured from anywhere, a book,
page, other program etc. as long as it is in PCX form and
loaded into AniPaint Pro with the previous Icon.
C:\ANIPAINT\FONTS\TIMES.KAR and
C:\ANIPAINT\FONTS\SAMPLES.KAR
are the included examples.
#87 Retrieve a Font File
~~~~~~~~~~~~~~~~~~~~
Select *.FNT or *.KAR
You are transported temporarily to the File Screening Room
to Retrieve a Font File.
1) For the Included fonts, Click Button 1 on the Fonts
subdirectory, Then click on the word "Directory" in the
FILES/DIRECTORY area to get the files. Load the Font like any
other file with Button 2 .
*.FNT
You will see the message "Font Loaded" if it is a valid AniPaint
FNT font file. Only AniPaint fonts are compatible with AniPaint.
If you use Button 1 the file filename is marked but not loaded.
Don't confuse Button 2 and Button 1.
You may now choose Write Text to write to the screen with the
chosen Font. When you save a font it is saved to the Anipaint
directory unless you specify otherwise. If you want to retrieve
one of these, omit switching to the Fonts subdirectory.
If the Screening Room will not allow switching directories
then press Cancel first.
If you press the pathmask FNT in the screening room you can
catalog all the available FNT fonts.
*.KAR
The Entire Font Set is loaded onto the screen for viewing.
Click any button and you are back in the Paint Studio.
If you want to capture a part of the font set:
1) Press Cancel.
2) In the Screening Room load the KAR font.
3) Go directly to the Paint Studio and the font set
will be loaded onto the screen for capture.
( You may have to be in 1024x768 to get the entire font
set on screen.)
If you press pathmask *.FNT in the screening room and
select *.KAR, you can catalogue the available KAR fonts.
#88 Make Full Screen the Default (also ALT+F on the keyboard)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you are drawing in 320x200 mode this will give you a larger
work area.
Toggle between On and Off.
Status report is on Icon.
Window controls are still available just outside the screen.
It is a matter of practice and familiarity with the window controls
to move the mouse just outside the screen to scroll and use the window
Menu Buttons, zoom etc..
Click past their normal width and the window closes.
Use the Cursor Keys and PGUP and PGDN to scroll if you find it easier.
See the beginning of this file for more information on Keyboard Control.
#89 Turn Auto Save On
~~~~~~~~~~~~~~~~~~
By default Auto Save is On unless disabled in the Options
Menu of CONFIGIT.
Some tools such as the Cutting Room turn autosave off.
So once you are finished, if you want undo and redo again,
you must use this Icon to reactivate it or press F5.
If you don't want to use Autosave then activate one of
the next two Icons or disable it entirely in the CONFIGIT.EXE
utility. If your computer is slow, autosave is a very slow
process. If you have a 486 then it is a very useful option. The
The Scroll bars load the Primary file for repositioning.
#90 Save the Primary VCX
~~~~~~~~~~~~~~~~~~~~
The Primary file if it is a VCX will be
saved in it's current state.
#91 Save the Secondary VCX
~~~~~~~~~~~~~~~~~~~~~~
The Secondary file if it is a VCX will be
saved in it's current state.
#92 Turn Autosave OFF
~~~~~~~~~~~~~~~~~~~~~~
Autosave will be turned Off.
You may disable Autosave in Configit but some processes require it
be activated and may activate it prior to their process. If they
do you may want to shut it off manually.
Same as F4.
#93 Mouse Setup, Program Delays and Sound On/Off
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Each time this button is pressed the Mouse Buttons Trade
names and operation is reversed. Button 2 becomes Button 1
and vice versa.
Next you may set the delays
Press Enter for the Default Settings shown in brackets <default>
If the program is skipping right by a process then you may
need to increase the delay.
With a very fast computer, a 0 process delay could hypothetically
disable the program.
If this happens reset the delay with the Mouse Set Icon. If this
cannot be done, then delete C:\ANIPAINT\FILECFG.KEY and it will
be replaced. Then set the delay using CONFIGIT. The Mouse Set Icon
writes to FILECFG.KEY and takes precedence over CONFIGIT.
If the sounds are too long and noisy then it is a sign that you
need to reduce the delays. The sounds should be low and quiet if
configured properly.
If the sounds are annoying then turn the sound off by answering
yes.
When something is wrong there are not always visual clues but
there are always auditory clues. Even when something is wrong it
is usually not serious because of the way errors are handled by
the program. It has a built in recovery system. However if a file
cannot be found the operation cannot be performed whatever that
operation might be. You will hear a beep if sounds are on. Nothing
may happen at all if sounds are disabled.
#94 Cruise Disk
~~~~~~~~~~~
Choose a Drive and Path. eg D:\*.* or C:\ANIPAINT\*.*
The directory is piped into a file and displayed in a
window.
#95 Reduce Color in the current VCX
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A window menu pops up with 2 options.
Option 1: Reduce range of color
All color beginning with the Left Color Number and
ending with the Right Color Number will be changed
to the Right Color Number when you answer Yes.
Option 2: Convert 256 color bitmap to 16 colors
Reduces the color but maintains the color balance
by greyscaling first, then reducing to 16 colors.
256 color PCX are automatically processed this way if
you are in any 16 color mode, but this is the way to
reduce a 256 color VCX to 16 colors. You must be
in 256 color mode or it will not work.
#96 Gradient Curves
~~~~~~~~~~~~~~~
There are 6 gradient curves. All of them toggle on
and off using the numbers on the keyboard.
1)Set the Left Color Number as the first shade of the
gradient effect.
2)Set the Size number
A size of 10 produces a solid one color thin curve
A size greater than 10 begins the gradient effect.
A Size of 40 makes a nice gradient curve.
3)Hold Button 1 while drawing roughly the intended curve
4)Click Button 1 to release the line.
5)Move the mouse down and out to reorient the curve.
6)Click Button 1 to draw the curve.
or
7)Click Button 2 to track the curve.
or
Press a number from 1 to 6 on the keyboard to toggle the
various curves off and on. They may be used together
but some combinations will not be desireable.
When you begin curve number 5 is on. It's opposite is
curve number 4. Toggle 5 off and 4 on and then press
Button 2. When the curve releases from the page it will
orient itself opposite and upside down in relation to
the previous curve.
Some of these curves are self tracking, which means if you
do not move the mouse but just alternate Button 2 and
Button 1 the curve will be drawn then reoriented on
the same directional plane along an imaginary line. When you
select it's opposite as in the (5 and 4 example) it will
go back the other way matching up with the previous curve
giving you an S curve.
The best way to use these curves are to experiment with
them to see how they work. There are many effects that
can be created with these curves.
#97 Text Color
~~~~~~~~~~~
Use this Icon to change the default Text Color
You have to go to the File Screening Room and load a Text
Window before it will take effect.
The change is temporary. The default colors must remain dominant
due to the problems associated with different palettes.
See understanding color.
You can however alter the default palette by replacing MENU1.PAL
or 16MENU1.PAL with your own creation. Be sure you know what you
are doing first. If you ever really mess things up you can
reinitialize the program with CONFIGIT.EXE
#98 Convert VCX to Black and White 2 Color
1) Set the Size Number to the dividing Point.
2) Answer Y and it is done.
First it is normalized if zoomed out, then greyscaled, then
reduced to 2 colors.
If you zoom in first you can create some effects.
Color 128 is the middle. Every color higher than the Size Number
will become White. Every color less than the Size Number will
become Black. Experiment for best conversion.
Click on the horizontal or vertical scroll bar to undo.
#99 Reverse Color #0 with Color #255
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
By default, color #0 is black, but you may want to reverse
the colors for some reason. Invert 2 color images, for instance.
The change is temporary, so save the palette if you want a
permanent change.
#100 Run DO1.BAT if it is Aavailable
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you have not yet created DO1.BAT then you will see the
error message BAD COMMAND or FILENAME. No Problem.
Use this Icon to run a batch file that you have created and
named DO1.BAT.
Important ! You will probably not have enough memory to
do more than run simple utilities, such as a compression
utility.
If you do not have enough free conventional memory you
will get an error message eg: Cannot Execute
Optimize your system for maximum available conventional
memory.
A batch file is a file that can be used to run utilities,
or do DOS commands etc.
It is created with a text editor such as DOS EDIT.
eg: MD C:\MYSHOW
COPY ACT2.PAL C:\MYSHOW
COPY D:\CLIPS\*.VCX C:\MYSHOW
COPY PLAYACT1.EXE C:\MYSHOW
save the file as DO1.BAT and when you use this Icon it
will execute the commands contained in DO1.BAT
Another example would be to use DO1.BAT to run a compression
utility. Compress with DO1.BAT, Decompress with DO2.BAT
(see below).
See your DOS Manual on Batch Files.
#101 Run DO2.BAT if it is Available
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you have not yet created DO2.BAT then you will see the
error message BAD COMMAND or FILENAME. No Problem.
Use this Icon to run a batch file that you have created and
named DO2.BAT.
Important! You will probably not have enough memory to
do more than run simple utilities, such as a compression
utility.
If you do not have enough free conventional memory you
will get an error message eg: Cannot Execute
Optimize your system for maximum available conventional
memory.
A batch file is a file that can be used to run programs,
or do DOS commands etc.
It is created with a text editor such as DOS EDIT.
eg: MD C:\MYSHOW
COPY ACT2.PAL C:\MYSHOW
COPY C:\ANIPAINT\CLIPS\*.VCX C:\MYSHOW
COPY C:\ANIPAINT\PLAYACT1.EXE C:\MYSHOW
save the file as DO2.BAT and when you use this Icon it
will execute the commands contained in DO2.BAT
See your DOS Manual on Batch Files.
#102 ACT2 Room Icon
~~~~~~~~~~~~~~~
Use this Icon to work with your ACT2 Clips. Create SHOWIT.ACT
an ACT script. ACT scripts are also created with the last
Icon and the Script Room Button in the Screening Room.
When you select this Icon, three clips are loaded into
windows. The current Clip (as set by the Clip Count Number),
the clip before the current one and the clip after.
The current clip is loaded into the large window.
Button 1 inside the ACT2 Room is the action button.
Click on Done to exit.
There is more help available in the room and in ANIMATE.DOC
see SCREENRM.DOC for information on ACT scripts.
#103 ACT2 Drive In Icon
~~~~~~~~~~~~~~~~~~~
Play the ACT2 Clips from the currently set CLIP Count Number
to the Size Number in a Window.
ACT2 can be played either full screen in 320x200 VGA
(FAST320x200VCX) or in a window (ACT2NAME).
When you use the command FAST320x200VCX in a script or
use the Projector Icon #51, the clips are written
directly to video memory using fast low level routines.
When you use the command ACT2NAME in a script, or use
the Drive In Icon, the clips are played using low level
routines, but they are not written directly to video
memory. On a 486 50mhz they are fairly fast. On a
slower machine you may want to use the faster routines.
Button 1 to start the clips and Button 2 to end the process.
see SCREENRM.DOC for information on ACT scripts and
see ANIMATE.DOC for information on ACT2 animation.
#104 Load the Current Default Knowledgebase
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you have a text file that contains information you reference
regularly, you may want to make a copy of it and name it
C:\ANIPAINT\HELPDOCS\KNOWBASE.DOC
In this way whenever you need to open this file you can
click on this Icon.
You can create a large file of several small reference files
by using the File List Icon and then Combine Files Icon. The
first will create a list of pathnames and the latter will
combine them into one large file. Then when you need to find
information you can load the file with this Icon and use
Cyberfind to find the information and clip text for inclusion
in your work.
Here is a brief scenario.
You have lost some information in a group of 15 text files and
the boss want's a report in 5 minutes.
You quickly make a list of pathnames then combine the files, name
the new file C:\ANIPAINT\HELPDOCS\KNOWBASE.DOC. (Full Pathname)
Then you Click on the Knowbase Icon.
Then Click on FIND and enter text to search for.
Then if the list of paragraphs found is longer than 1 page, print
the document with the Print Button in the Window Menu.
Click on Find again and enter the line number.
It goes to the information you seek.
Once there you can quickly navigate the entire document by
instantly referencing any text with the mouse.
Or print from line to line to clip a report.
Click on the first line to step back and forth between
finds. (Next / Previous).
If you have done this once, the second time will take less than
a couple of minutes.
If you don't know where your files are that contain the text that
you are searching for, then use Searchmode to search your hard disk
for similar filenames or use Cruise Disk and FIND to browse any drive.
#105 Reverse Picture Colors
~~~~~~~~~~~~~~~~~~~~~~~
If the current window contains a VCX bitmapped picture this
Icon can be used to reverse the picture. This is sometimes
necessary to correctly print the picture.
#106 Create a Presentation
~~~~~~~~~~~~~~~~~~~~~~
Use this Icon and follow the ongoing instructions to combine
text with images or animation in presentation form.
see ANIMATE.DOC for more information
---------------------------------------------------------------------
The Object of this program is to either load an existing file in
the Screening Room and then edit it, or draw a picture yourself.
Once you have a picture you can add captured text for Desk Top
Publishing, or you can create an animation file, or you can
animate it as a series of clips, or you may create a Presentation
file that combines a Text Window with a Graphic Background and
Isolated animation sequences.
Animation is done by creating a series of frames, then playing
them back quickly. If you find they are not fast enough try
animating ACT2 animation in full screen 320 x 200 mode.
You can create an animation file that you can give to someone
else. Providing they have at minimum a VGA IBM compatible
computer system. Wish someone happy birthday, ask someone to
lunch, create an advertisement, make a full length animated
cartoon, or movie, use them for employee training etc. Use your
Imagination.
Digitized Art is the wave of the future. This program is
designed with the fewest possible restrictions on it's use. I am
sure you will find ways to use it that I never dreamt of.
AniPaint (c) 1994 by Rick Sobie of Lake Cowichan B.C. Canada
PKZIP is the property of PKWARE
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
************************** CyberFind ******************************
Click Mouse Button 1 on the third letter of the word to
reference it. Then Click mouse button 2 on ###***>.
C:\ANI\HELPDOCS\CYBRFIND.DOC
*=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
What is Cyberfind? .......................... Line #:16
Manual Use of Cyberfind ..................... Line #:34
Convert Document ............................ Line #:55
What about CASE Sensitivity? ................ Line #:88
Using Cyberfind with the Mouse .............. Line #:118
Sure Fire Method ............................ Line #:120
Problems with Cyberfind ..................... Line #:147
What is Cyberfind?
~~~~~~~~~~~~~~~~~
Cyberfind is an intelligent search utility.
Rather than search the next instance of the word, (which
in a large document can take a long time if the reference
you seek is the 47th instance of the word), Cyberfind clips
paragraphs to a temporary file called TEMP.LST.
Then you choose the instance you want, and go directly there.
If you combine a group of files into a Knowledgebase, then
your reference material will be easily accessed whenever
you want it. See STUDIO.DOC for more info on the Knowbase
Icon.
The Knowbase Icon loads HELPDOCS\KNOWBASE.DOC
if you have created it.
Cyberfind is very simple to use once you get the hang of it.
Manual Use of Cyberfind
~~~~~~~~~~~~~~~~~~~~~~~
1)Click Button 1 on FIND in a text window.
2)Select Subject Button.
3)Enter a word or words to search for.
The word is referenced in the document and all
references are clipped to TEMP.LST.
Next TEMP.LST is loaded and you see the paragraphs.
Under each paragraph is ###***> and a line number.
4)Select Find again and Click on the Go to Line # button.
5)Enter the line number of the paragraph and the document
is once again loaded into the window only now it is at
the line # you entered.
If there are more than 1 page of clippings use page down. Or
print TEMP.LST to view them better.
If automatic Cyberfind is Not disabled you may also use the
mouse. Do not be too hasty to disable automatic Cyberfind,
once you figure out how it works, you can manipulate files
very quickly with the mouse.
Convert Document
~~~~~~~~~~~~~~~~
Most Word Processors add hidden codes to a text document to tell
the program what font to use, how many spaces in a Tab, if a
picture is in the document etc.
Fine if you are viewing the file with that program. If you
want to view that file with another program, the other
program has to know what those codes are and what they mean. Each
program uses the hidden codes according to their format. However,
with thousands of word processors each adding codes their own way
it is virtually impossible to decipher them all. An easier way is
to save the file in the other program as an ASCII file ( a plain
text file without the hidden codes).
With Convert you may remove the hidden codes in a word
processor document and convert it to ASCII text. You will not
have the same document with the same fonts or anything else, but
you will have the text, providing the file is not
encrypted or compressed.
This program will not change the original but will make a
file called TEXTCNVRT.DOC. On D: if D: is available C: if not. Do
with it as you will.
This program does not edit text. There are word processors
out there better suited for this job. Text is best handled
in text mode not graphics mode. (When you are working with a DOS
application. Microsoft Windows does a superb job of
simulated text mode, while in graphics mode.)
The use of text in this program is for reference or cutting and
pasting into a picture.
See your DOS manual on ASCII text if you are not totally
familiar with it already.
What about CASE Sensitivity?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cyberfind simultaneously searches all CAPITALS, the first
letter Capitalized and no capitals at all.
If the word you seek is not found perhaps you could try
a case specific search. eg: Mr.Black
If the word is fishBowl with the B capitalized it will not
find it. To search every word with every possible capitalized
situation takes far too long and speed is essential.
To overcome this, search fish or bowl by themselves and it
will find it.
Remember If you start a search with a smaller word you can
always refine the search.
If you are a communications fanatic like I am, you will
greatly benefit from the following. Place all your file lists and
phone numbers obtained from BBS's in one large file.
Now whenever you need information on any subject you search that
file. It will always come up with something, if you are on enough
Bulletin Boards.
If you are not familiar with communications and Bulletin
Boards or BBS's then you should be. A BBS is a private or
public library of programs and other information files that can
be accessed by a Modem and a telephone line. You call up, get
access, then request the computer on the other end to
send you the file or complete program. Information on any
subject at anytime, anywhere in the world.
Using Cyberfind with the Mouse
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sure Fire Method
~~~~~~~~~~~~~~~~
Click Mouse Button 1 on the third letter of the word to
reference.
Click Mouse Button 2 on the line containing
the arrow and go to that line number.
All paragraphs containing the word, or part word, are clipped to
TEMP.LST.
Under each paragraph is ###***> and a line number.
PGDN or click Mouse Button 2 on any line that does Not contain
###***>, to see the next page of clipped paragraphs.
It takes a little practice to get the feel of it.
I recommend you do not disable sound while you are
learning to use Cyberfind because you will hear a click
when you click the mouse on the line # if you are using it
correctly.
If you want to reference more than one word at the same time, use
Cyberfind manually. See above.
If you find Cyberfind an unnecessary pain in the butt, then
disable Automatic Cyberfind by running CONFIGIT.EXE. then
choose Options.
Problems with Cyberfind
~~~~~~~~~~~~~~~~~~~~~~~~~
If you do not line up the cursor precisely it will not work.
Practice, you will get it.
If it takes too long, then the size of the document is too
large for the speed of your computer. Get a faster system or
divide the file into smaller files.
Why does Cyberfind find three instances of the same word?
It searches three case types: All Capitals.
First letter capitalized
No capitals.
When it is initializing, it may search all three. Just ignore the
other two.
Make sure you are using the proper mouse buttons.
Learn how to use it and you will find it a very effective
tool for getting that elusive information off your hard disk and
onto the screen.
Cyberfind (c) 1994 by Rick Sobie
AniPaint (c) 1994 by Rick Sobie
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
********************* Printing Questions and Answers ********************
C:\ANI\HELPDOCS\PRINTQ&A.DOC
*=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
How do I print different fonts? ............. Line #:10
How do I Print Graphics? .................... Line #:19
The Prep Room ............................... Line #:35
Is there A Better Way to print graphics? .... Line #:42
How do I print different fonts?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Set the font size style NLQ, Draft, Doublestrike, etc
using the printers controls on the printer.
See your printer manual or experiment with it.
or
Create a picture and use any graphic font. See below
on printing graphics.
How do I Print Graphics?
~~~~~~~~~~~~~~~~~~~~~~~~
1)Shell to DOS.
2) Enter the DOS command GRAPHICS
3) Type EXIT to Return to the program
4)If you want to print larger than 320 x 200 then change to 16
color mode.
5) If you want to print in 256 color mode you must use 320x200
and print with landscape orientation.
6)Make the Picture Full screen by clicking on the upper left
corner button.
7)Hold the SHIFT button and press Print Screen.
If your printer is supported by DOS it will print.
Read your DOS manual regarding the GRAPHICS command and see your
GRAPHICS.PRO file in your DOS Directory.
The Prep Room
~~~~~~~~~~~~~
Use the Prep Room to prepare the picture for printing.
Halftone or Dither the image if you have a two color printer.
Be sure to use the SETUP Button ther before dithering to
ensure the settings are correct for the current screen mode.
Is there A Better Way to print graphics?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Yes.
Export the image as a PCX with the Save Button. (registration required)
Use your favourite Printing program that supports your printer.
Almost all good word processors support the PCX format.
Another way, if you have a FAX CARD, is to print to your Fax or
to someone else's with your fax software. Good substitute for a
laser printer.
Why do I keep getting error messages when I try to print.
check Paper
check connections LPT1
check printer On
check available memory (Beside Files/Directory in
the File Screening Room)
The Graphics command uses memory.
See Optimizing your system in your DOS MANUAL.
load hi or remove other memory resident programs.
If printing is interrupted it will abort.
If all else fails go to DOS type :
Copy FILENAME.EXT>PRN
Filename is the file you want to print.
Prints Text only.
Export PCX, that's the key to printing with this program.
AniPaint (c)1994 Rick Sobie
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
*************************** The Screening Room *************************
C:\ANI\HELPDOCS\SCREENRM.DOC
*=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
How to use the Screening .... Line #:78
PathMask Button ............................ Line #:87
Auto Sort PCX ............................... Line #:121
Dormant Files List: ......................... Line #:214
FILES/DIRECTORY: ............................ Line #:234
The Black Box ............................... Line #:247
The "S" Button: ............................. Line #:263
Clear Desk: ................................. Line #:276
Remove Duplicate file names ................. Line #:286
SearchMode: ................................. Line #:292
System Information: ......................... Line #:315
The Prep Room ............................... Line #:326
The SETUP Button ............................ Line #:338
The DITHER Button ........................... Line #:347
The EFFECTS Button .......................... Line #:356
Un-dither ................................... Line #:367
Antialias ................................... Line #:372
CAD 3D ...................................... Line #:393
2D Vector Graphic Objects ................... Line #:398
Hide a Series of Lines ...................... Line #:423
The Unhide Option ........................... Line #:450
Step Edit Object ............................ Line #:461
Delete a series of lines .................... Line #:481
Sample Objects .............................. Line #:488
Optimizing Program Performance .............. Line #:498
DOS SHELL ................................... Line #:535
The Path Line: .............................. Line #:551
Exit: ....................................... Line #:582
Saving Pictures ............................. Line #:605
Export to a PCX file format ................. Line #:617
Temporary Files: ............................ Line #:700
Resolution Buttons: ......................... Line #:773
The Alternate File List Button .............. Line #:793
The Consecutive Load Button ................. Line #:812
The Script Room Button ...................... Line #:828
ACT Scripts ................................. Line #:861
!!!! IMPORTANT !!!! SLIDE SHOW Presen .... Line #:882
The Script Room ............................. Line #:899
Script Commands ............................. Line #:907
Sprite Animation in VGA 320x200 Mode ........ Line #:992
Using VGA 320x200 mode to create sprite .... Line #:1096
Flicker Free Fast ACT1 with full screen .... Line #:1126
Game Making ................................. Line #:1138
How to use PLAYACT1.EXE ..................... Line #:1174
Speeding Up the Program ..................... Line #:1243
Important! If you do not have a fast computer (50 mhz +) see
Speeding up the Program at the end of this Document.
************ Quick Basic Instructions *************
Exit From the Program:
ALT-X or Files Button then Exit.
Loading FIles:
Click the mouse Enter button on the file name.
Searching Disk:
Click on the round button beside Files/Directory.
Draw or Paint:
Choose upper "File" Button then click on New.
Cut or Paste:
Choose the Edit Menu Button or ALT-E .
Animate: Create a picture 320x200 in the top left
corner of the window then press ALT-A. Repeat
the process. Set the Clip count (left) number
at first frame number (21). Set the Size (right)
number to the last frame (22). Then press the
Projector Icon.
Do the Tutorials, the Demos, and read the
documentation and you will soon understand how this
program works.
How to use the Screening Room
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Loading Files: Click Mouse Button 1 on the Files/Directory Button.
When the button reads Files it shows files, when it reads Directory
it shows directories.
Move the cursor towards the list and the cursor becomes a box,
click when the desired filename is in that box.
PathMask Button
~~~~~~~~~~~~~~~
Click on "Pathmask" and choose a file extension.
*.PAL :Palette colors. If the new palette
differs from the existing one, the
colors will change.
*.FNT :Loads a Text Font for use in the Studio.
note: While in a Text Window you may also alter the Font
and it's size. If the loaded file is not a
graphic picture, you are in a Text Window.
See Window Action demo for more information.
*.PCX :Load a graphic picture with this extension.
The original is unchanged and a new file
called VCXTEMP.VCX will be created. Use a 256
color mode when loading PCX
Important!: Not all PCX formats are supported.
Specifically, Version 5, 256 colour pictures
are supported. However, Screening Room will
attempt to load any file. Some may be converted
to 2 colors.If you are in 16 color mode it will
greyscale and reduce 256 color PCX automatically
to 16 colors.
Very Important!!: PCX files carry palette information.
This palette becomes the current palette.
If the palette is all black the entire
screen will become all black.
If this happens, move the mouse over
the top of the screen and click both buttons or
hit escape. The standard menu colors will return.
you may then load a different palette.
Auto Sort PCX
~~~~~~~~~~~~~~
If you select this option in the dialog box under the PCX
pathmask button, every PCX that is loaded will have their
palettes sorted. The palette will remain and the image
quality should suffer very little in most cases. The benefits
are:
1) Better editing with gradient tools that require a scaled
palette.
2) Easy switching between palettes.
3) Instant Greyscale (Color Button in Window, color #2).
4) If you also select remove duplicate colors it will free
up the vacant palette spots to allow you to paste new colors
into those spots. Suppose you want to animate a sprite on
a background and the sprite colors are completely different
from the photographic background. You can capture the sprite
colors and paste them into the vacant spots at the beginning
of the palette entries without altering the photographic
quality of the background image.
Disadvantages:
1) Some image quality may be reduced.
2) If the palette was previously created with a series of gradient
red green and blue palette groups such as a palette from a game
(previously made for sprites), the sort algorythm will
change the grouping pattern.
Use these options for photographic PCX only and turn it off otherwise.
*.VCX :This program uses the extension VCX for 256 colour
graphic pictures. These files also carry palette
information.
*.ANI :This program uses the extension ANI for animation
files. ACT1.ANI is created on drive D:\ if D:\
is available. Otherwise it is created on drive
C: . You may then process the file into
a Presentation combing a full screen VCX with
animation and a Text Window. See Presentations.
*.* :Any other file in the current directory.
Other Extensions that you may enter on the Path Line
*.ACT Presentation files use ACT as the file extension
for script files. Any ASCII editor can create
an ACT script. See Presentations for more info.
There are several demos C:\ANIPAINT\*.ACT
*.CFG Work space files use this extension. The workspace
is automatically saved each time you exit, but if
you want to return to a work space that you had
a week ago, it must first have been saved using
the Save Button. The file list is saved as well,
so if you have deleted files that are on the list
after you save the work space, they will not be
found.
*.PNT The Vector Icons use PNT as the extension.
See STUDIO.DOC.
*.P3D The 3D CAD module uses this extension.
eg:C:\ANIPAINT\DEMOS\SAMPLES.P3D
*.RUN The Stick figures use RUN files eg:C:\ANIPAINT\SAMPVECT.RUN
*.FLI A common animation sequence format. This program reads
these files but does not create or export to them.
Convert VCX to PCX for conversion to FLI by another
program.
VERY IMPORTANT!!
*.DOC In the HELPDOC subdirectory are the documentation
files that accompany this program. Don't move them
or you will disable your help buttons. If they are
lost, reinstall the program or write me for a
complete copy.
The program will attempt to load any file. if it does
not recognize the format it will load it as text.
When you click on the PathMask button it toggles between
file extensions and the normal 4 button state.( Path, Paint,
Capture and Clear Desk).
After you have chosen a path or entered one on the Path
Line above it, the available files with the selected
extension will appear in the directory area.
You may then click on the file to load it into a window.
Files with the extension PAL or FNT will not be put into a
window. See Window Actions demo.
Dormant Files List:
~~~~~~~~~~~~~~~~~~
Below the directory area is the dormant
file list area. Small rectangles beside the file names
contain the window number. The most recent file name
rectangle is a different colour. If you click Button 1
on the rectangle it will reload into a window.
If the file is a graphic picture (VCX), you may paste it
without window mechanics by clicking Button 2.
By experimenting you will soon learn how this
works. To view the picture as you paste, use the Paint
Studio or Edit in a Graphic Window instead. If your system
is capable of high resolution, you may want to do your
paste up in higher modes 1024x768 or 1200x1024 if your
machine has the capability. See your monitor documentation.
If you save the workspace, the dormant file list is
saved as well. However if you delete files then
reload the workspace, those file names may appear
on the list but they will not be found.
FILES/DIRECTORY:
~~~~~~~~~~~~~~~~~
Click on the word FILES to toggle between files
and DIRECTORIES.
When you exit the active window it is placed on the dormant
list below the directory area. Click on the small box beside the
filename to reload the file. If the wrong file loads, either the
cursor was not lined up correctly or the list is wrong. If so use
the Clear Desk button to start a new list.
If a lined box appears the image will be loaded without
window mechanics. This is useful for pasting into other files.
The Black Box
~~~~~~~~~~~~~~
Change Drives. Enter the Letter. Another way is to simply enter
a change of drives on the command line above Files/Directory.
Just enter the command like at DOS eg: D: to switch to drive D
If you have the Ramdrive option On you can turn it off or
vice versa. See DOS manual on Ramdrives or Virtual Disks.
In the tiny Black Box beside the Files/Directory Button, contains
System Info and an option to change the menu color palette.
The Default 256 color Menu Palette is PALETTES\MENU5.PAL
The Default 16 color Menu PAlette is Palettes\16MENU1.PAL
Replace the originals with your own creations.
Replace your creations with originals with Install in CONFIGIT.
The "S" Button:
~~~~~~~~~~~~~~~
Create SCRIPT.TXT a list of pathnames for processing
in a Batch file, or Combining into one file, or for
choosing file names in the Script Room.
Both Buttons on the "S" Button loads the list if it
has been created.
Append adds the currently marked files to the list.
To mark All the Files, Click beside the Alphabetical
scroll bar beside the Files/Directory area.
Clear Desk:
~~~~~~~~~~
Returns the Screening Room to it's initialized state.
The dormant list of file names may also be reset.
Or you may clear the desk and retain the list.
It can also be checked for duplicates and deleted
redundant filenames.
Remove Duplicate file names
~~~~~~~~~~~~~~~~~~~~~~~~~~~
You may also update the active file list instead of Clearing the
Desk completely with the other options in the Clear Desk
Dialog Box.
SearchMode:
~~~~~~~~~~
The green light beside FILES/DIRECTORY is a toggle
between normal FileMode and SearchMode. Enter a search
path on the Path Line above it or Button 2 to accept
the current path. Drive C: will be searched for the matching
file or files.
Example:
To search the entire C: drive for all PCX files click Button 1 on
the Green Light. It says choose path eg:*.PCX Click Button 2 to
accept the path.
While in Searchmode the name scroller will operate 9 at a time
as well as 1 at a time. Also the alphabet file name search
scroll bar will operate on each directory found separately in
directory order.
Alphabetical Name Search Scroll Bar: If you have a large number
of files in one directory, a fast way to find a specific file
is to click Button 1 twice on the letter which corresponds the
closest to the first letter of the name. Then scroll down to
it.
System Information:
~~~~~~~~~~~~~~~~~~~~~
The small black square beside FILES/
DIRECTORY pops up a window containing the free space
on C: and D: if available. Also the free Conventional
Memory. If this number is too low the program will
not operate correctly. Free up memory by optimizing
your system. See your Dos manual for details.
Examples: Load DOS into High memory. Remove memory
resident utilities.
The Prep Room
~~~~~~~~~~~~~~~~~
If you wish to print an image, you may want to half tone or dither
the image first. Use this room to alter the image and add special
effects. Combine gradient and dither etc.
You must first load a PCX or VCX prior to pressing this button and
the image should be greyscaled or weighted.
The colors do not all have to be grey, but the color should get
brighter as the number gets higher in an orderly fashion.
If the colors area arranged randomly, use the SETUP Button the
choose GREYSCALE.
The SETUP Button
~~~~~~~~~~~~~~~~
The SETUP Button also has settings for 256 color or 16 color dither.
256 color dither is the best, but if you are working with a 16 color
image, use 16 color dither.
The midpoint is the color number that divides the half tone.
If the picture dot is higher than the midpoint it becomes white,
if it is lower it becomes black.
The DITHER Button
~~~~~~~~~~~~~~~~~~
The DITHER Button contains a menu of choices to convert the image
to a dithered image. Magazines, newspapers or any photocopy will
look better if it is dithered prior to printing in 2 colors.
The image can be dithered using standard or special dither filters.
When you are satisfied with the effect, click on the
"to file" option and it is dithered and saved to file.
The EFFECTS Button
~~~~~~~~~~~~~~~~~~
The EFFECTS button contains a menu of choices to alter the
image.
If you select "to file", only the visible screen will be saved
when the first menu is used. This is to allow you to let the
antialias filter run for a period of time. It is a great filter
but slow. Once you are satisfied with the result, press the
space bar to save. The other submenus save to file normally.
You will see a sliding progress line when saving to file.
Un-dither
~~~~~~~~~
Use it to convert a dithered image such as one created
with a scanner, to greyscale.
Antialias
~~~~~~~~~
Lessens the jagged line effect by softening the edge.
With this filter greyscaling is not required. It is similar to
blend but blend works quicker due to the fact that it operates
on greyscaled images. You can also use this filter when you
downsize an image, to clean it up.
it performs 256 * 256 * width * height operations
or 20,000,000,000 operations per screen at 640x480.
On a slow computer you had better go for lunch.
Use a palette with lots of different colors to provide the
various shades needed to accomplish the effect.
When you are done press CANCEL to return to the Screening Room.
You can also click on PAINT and work on the image further.
You may experiment with the color management buttons in the
Paint Studio first to create some neat effects.
ALT-E brings up the capture menu while in the Prep Room.
CAD 3D
~~~~~~
This module comes with the registered version only.
It has its own help files.
2D Vector Graphic Objects
~~~~~~~~~~~~~~~~~~~~~~~~~
When you load an AniPaint file with the extension PNT it
is loaded into a window, with controls specifically for
vector graphics. These Objects are created in the Paint
Studio with the Point Draw and Trace Icons.
When you draw with these Icons only the file POINTS.PNT is
written to on D: if D: is available C: if not.
Copy another Vector Object onto POINTS.PNT to add more lines
to Objectname.PNT. Then save using the Save Button.
If POINTS.PNT does not exist it is created. If it exists,
it is added to. To begin a new vector object, delete
POINTS.PNT by loading it into a window and using the
right corner light button, then choose delete and OK.
These files contain a record of points and color. When they
are drawn on the screen they connect these points. In
essence, it redraws the object in the same way that it was
created.
You may Hide a series of lines, Replace the hidden lines,
Step through and edit the object one line at a time, or
Delete a series of lines.
These options are contained in the Image Button in the
window menu bar.
Hide a Series of Lines
~~~~~~~~~~~~~~~~~~~~~~
Select the option, then click Button 1 on the color
corresponding to the lines you wish to hide. Each time you
draw with the Point Draw and Trace Icon, the edit color
is incremented by one. When you select Hide a Series, it
shows you the edit colors associated with each draw color.
The reason for this is if you make several drawings on one
page, and you want to hide some of the objects, it will
hide all lines that correspond to that edit color.
eg: You set the draw color to blue #10 and draw some lines.
Inside POINTS.PNT (the temporary vector file) it records
the Draw color you are using, and the X,Y, coordinates
of the lines you are drawing, and assigns a color to
represent that series of lines. This edit color will
distinguish these lines from the next series of lines
you add, even if the next series of lines use the same
draw color as the first. Now when you hide a portion
of your drawing, or page of drawings, you click on the
edit color which represents the series of lines that
you wish to mask.
Even if you save the object using the Save Button, the
lines remain hidden in the new drawing until you unhide
them with the Unhide All Option.
You may hide up to 255 separate series of lines before
the edit color will repeat.
The Unhide Option
~~~~~~~~~~~~~~~~~
Select this option to reveal the series of lines that were
temporarily masked using the option above. All series of
lines that were masked are now revealed.
Important!! No PALETTE information is recorded in these files.
The line colors are relative to the current palette.
see Understanding Color in STUDIO.DOC
Step Edit Object
~~~~~~~~~~~~~~~~
Use this option to permanently remove unwanted lines.
No lines are showing,
Click Button 1 to display the next line from point to point.
Click Button 2 to back up. ( limited to a few backup points)
Click Both Buttons to remove the line.
Caution on a fast machine it could fly through erasing numerous or
all remaining lines. Keyboard control is safer for important drawings.
Or
Up arrow : next line;
Down Arrow : previous line.
Delete Key : Delete line.
Position is reset to first point each time you load the file.
Changes are permanent but not removed from the file until
you choose the Save Button, and save as a Vector PNT
file.
All vector files in this program use the extension PNT
and are not compatible with any other program to date.
Delete a series of lines
~~~~~~~~~~~~~~~~~~~~~~~~
Similar to masking a series above except the series of lines
is permanently erased. The points are not removed from the file
until you save the object with the Save Button. This reduces
the size of the file by removing the redundant points.
Sample Objects
~~~~~~~~~~~~~~~
THe Subdirectory C:\ANIPAINT\OBJECTS is created by Configit
when you install the program.
Sample Objects are included there, you may make more.
For more Information on Vector Graphics see Vector Tools
in STUDIO.DOC
Optimizing Program Performance
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Very Important!!
This program uses a large amount of disk space. If
you run out of disk space the program will not
operate correctly.
If you have extended memory create a Virtual Drive.
The operation of the program will be enhanced.
Consult your DOS manual for information on Ramdrives.
You will have to add a line to your CONFIG.SYS file.
Example: device=ramdrive.sys 4096 512 /e
creates a 4 meg ramdrive with 512 byte sector size
in extended memory. With limited memory you may not
have a large enough number of allowed file entries
in the root directory. 4 meg is adequate for small
pictures. If you use higher resolutions you should
create a ramdrive larger than 4 meg or use C:.
VERY VERY IMPORTANT!! When you shut off or reset your
system all data on your ramdrive is permanently erased.
You will be prompted "Backup D: C:\_DBACKUP?: Y or N"
when you exit the program. Answer Y and all files on D:
including subdirectories will be copied onto the
directory C:\_DBACKUP. Use the Load Button to
restore the backup onto D:. The result is reported in the
file LOG.TXT. If you have a problem read this file.
If D:\ is not available, or is disabled with the
disable ramdrive option in CONFIGIT, C: will be used
for temporary files. No speed differential may be
noticed on a fast modern computer.
* In this documentation I refer to D: as a ramdrive for
demonstration purposes.
You may select any drive letter for your ramdrive or
temporary file area, by selecting the drive letter
in the CONFIGIT options menu.
DOS SHELL
~~~~~~~~~~
A Dos Shell is available in the Studio (F6) and the Top
Right corner of the Screening Room. You will probably not
have enough memory in the shell to do more than
enter DOS commands on the DOS command Line. See
the "Command" command in your Dos Manual for information
on the Dos Shell ("Command" command).
Dos Shell Note:
After you return to AniPaint it may reinitialize to the default
resolution that you had on start-up. If you need to, switch back
manually using the buttons in the Screening Room. If you expect to
be going back and forth, it may be easier to set your default graph
mode in CONFIGIT to correspond the current picture settings if your
machine is capable.
The Path Line:
~~~~~~~~~~~~~
Click Button 1 on the Path Line to enter a Path or Change Drives.
Example: D: changes to drive D:\
A: changes to drive A:\
B: changes to B:\
Be sure the drive is ready first! or you will get
the error message . Abort/Fail/Retry.
Example path: *.PCX
or FILENAME.VCX
or A:\*.* etc.
If you get an error message either make the drive
ready or choose fail, then type C: <enter>
I often let DOS handle the error reporting, it messes up
the screen but it does it so well. Why duplicate code.
The Path line is also used for user input to
name files when prompted.
Scroll buttons located on both ends of the Path
Line are used if the path is longer than the
Path Line area.
Important! Occasionally when in the Studio you will
be brought to the Screening Room to retrieve a file.
For Example: To load an additional font or palette.
A conflict may arise between the current path and the
path needed. The Studio may persist and you will
have to either press the "Cancel" or the "Clear Desk"
button or use the Path Line to change the drive or
directory.
Exit:
~~~~~
You may be prompted to be sure everything is OK
prior to exit. Such as, are the files saved.
This program uses many temporary files so if
you lose a file it may be found saved on D: if
available, or C: in the current directory.
Load: Choose an option and load the file.
Save: Choose an option and save the file.
This program is extremely disk intensive. It uses a virtual disk
on D: instead of conventional or extended memory and falls back
to the hard drive when it's full whenever possible.
The reason for this is hard disks are much larger than available
memory. It will use a Ram Disk D: if you make one available. See
your DOS manual for information on VIRTUAL DRIVES.
The exception to this is the program itself.
It will load it's overlay file in EMS if LIM standard EMS
is available.
Saving Pictures
~~~~~~~~~~~~~~~
When you choose Save Picture it merely renames
the current file.
This program can handle very large pictures by using
virtual memory. However as the size increases
operational speed decreases. I recommend working
in 640 X 480 mode and using higher resolutions
for cutting and pasting.
See STUDIO.DOC for info on saving your current VCX
when in the STUDIO.
Export to a PCX file format
~~~~~~~~~~~~~~~~~~~~~~~~~~~
After you create a picture you may want to Print It.
Use this option to change the file from VCX into a format that other
programs can load.
Load the image into your favourite printing program.
The image is not compressed.
It is saved as an uncompressed Version 5 256 color PCX.
This is the Best way to print Graphics using AniPaint.
Important!: Although I refer to text windows as being in Text
Mode, in reality it is simulated textmode. This program
operates entirely in Graphics mode. The only true text
mode is the DOS Shell and CONFIGIT. This program was
designed to create pictures and animation. You cannot
edit text.
There are may fine word processors available that deal
with text. They have spell checkers, thesauruses, and
all the other necessary tools for editing text.
For Beginners:
When your computer is in Graphics mode it uses
pixels ( or dots) to address the screen. For instance,
when in text mode you would refer to a column and row.
One column being 1 text character wide and 1 row being
one text character high.
In graphics mode the rows and columns are determined by
how many pixels from the top left of your screen.
In 320 X 200 resolution you have 320 dots wide by 200
dots high. If you think of pixels as tiny lights capable
of turning on in 1 of 256 colors you will have a
better understanding. See Understanding Color in STUDIO.DOC.
This program uses temporary files and
writes over the same file names each time.
Any time you capture an area, the program names
it according to the current Clip Count. The clip
count starts at 1 and will increment each time until the
drive is full.
When you are creating an ACT2 animation series in
The Paint Studio, (320 X 200), if the Clip Count is
less than 20 it will be incremented by 20.
Example: Current clip count is 19 the clip count
will now be 39.
This is to segregate your animation clips from
your scratch work. You may override this at any
time by incrementing or decrementing the Clip
Count button manually. The number on the extreme
left in the color bar in the Paint Studio is the
current Clip Count. See Capture or Clip Count in
STUDIO.DOC for more information.
Technical note: Sometimes, when a clipped file is larger
than available conventional memory you will not see
the picture you are about to paste. Instead,
you will see a rectangle with X's in it that
is the size of the picture you are about to paste.
This is to allow the greatest compatibility
between systems that may or may not have
EMS , XMS, working in Microsoft Windows, working
in DOS real mode or the myriad of platforms and
conversions for other systems.
VCX are BGI compatible images that can be used by
programmers directly into a C or Pascal program.
The file should be no larger han 320x200 due to
the 64k limitations of DOS. The palette info is
at the end of the file and is a record of RGB
information in 768 bytes.
Very Important! As Graphic Windows can Zoom in and Out,
when a picture is saved, it remains at the original
size. If not, one picture zoomed far enough out
could totally fill your hard drive.
Try to work with files no larger than the screen resolution you
are working in. Convert large files to Clip Board files, then
save under another name if you want. Or paste smaller
files onto a large blank created with the New Pic Icon.
Temporary Files:
~~~~~~~~~~~~~~~
These are the TEMPORARY file names this program uses and their
description. If drive D: is available it will be used, otherwise
drive C: will be used. If D: is available they will be erased
when you shut off or reset your computer. If C: is used they may
be overwritten.
ACT1.ANI: Sequential animation file created in the cutting room.
if this file exists it is added to. If it does not
exist it is created. You may do many weird and wonderful
things with these files. 100 X 80 zoomable upward.
See ACT1 in STUDIO.DOC or ANIMATE.DOC or the HELP
Button in the Cutting Room.
CLP#####.VCX: Captured areas of the screen. These files Carry
palette information and are zoomable.
GREYTEMP.VCX: When you sort the color of a picture in the Paint
Studio, this file is created.
See Understanding Color in STUDIO.DOC.
POINTS.PNT: This file is a record of points created when you
draw lines with certain tools.
See the Point Trace Icon in the Studio.
DIRTEMP#.TXT:Used by Screening Room to store the current
directory lists.
ZOOM#.VCX: Used by the Studio for scenery and various occasions
to cache temporary information to disk in between zooms.
TEMP.PAL: When you load a 256 color PCX file the palette is
saved during it's conversion to VCX under this name.
Known mostly throughout the program as Color Palette #1.
GREYSCAL.PAL: When you load a 256 color PCX file the palette is
automatically converted to greyscale and saved under
this name. Known mostly throughout the program as Color
Palette #2. It is not sorted. See Understanding Color.
note:If you choose the color button in a window and nothing
happens at COLOR 1 or COLOR 2 other than a click,
it is because these files do not exist. They are only
created by loading a PCX file. No problem.
See Understanding Color for more information.
SHOWIT.ACT: A temporary script file used when creating a script.
_.* AniPaint also uses several other temporary filenames during
operation that begin with " _ " (understrike).
Example _TEMPCAT.VCX is a temporary file used while
cataloging your pictures.
TEMP.VAL: Used for program operational purposes.
TEMP.LST: The Cyberfind clip board. see Cyberfind.
Remember: These files evaporate -if a ramdrive is available- when
you shut off or reset your system unless you copy them to
C: and change the name or use the Save Button.
--------------------------------------------------------------------
IMPORTANT! Although many other programs use these same
extensions for their own purposes, they are not compatible.
Only by Exporting as a PCX can another program use a file created
by AniPaint as of the time of this writing.
-----------------------------------------------------------------------
Resolution Buttons:
~~~~~~~~~~~~~~~~~~~
At the bottom of the Screening Room are
Buttons which - if you have the hardware installed and
the appropriate monitor and mode switching is not disabled
-will change the current screen resolution.
If your system does not have this capability { sigh } the
text may get larger but that is all.
You need a SVGA monitor, a Paradise,Trident or VESA compatible
Video Card with at least 1 meg of on board memory for
Christmas. While you are at it, get a 486 66 mhz with a 210
meg hard drive, 8 meg of extended memory, a graphic excelerator
card, a tape drive for backing up your animated movies and
a sound board.
If you are still using a 286 with VGA, it's O.K. see speeding up
the program. The 286 is a fine machine. If you are still using an
XT with a CGA I'm sorry you cannot use this program. I still have
an old XT Turbo as well, it makes a fine paper weight.
The Alternate File List Button
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you have poor eyesight or are working in modes 1024x768 or
higher, you may have difficulty seeing the file names in the
directory area. If this is the case, use this button to view the
list full screen in large text.
If you are in 320x200 mode this is the only dormant list you
have.
If the Files/Directory toggle is currently set to Files the
filenames of the current directory are shown.
If the Files/Directory toggle is currently set to Directory the
filenames of the Dormant File List are shown.
Click Button 1 on the file name to retrieve the file or Button 2
to return to the normal screen.
The Consecutive Load Button
~~~~~~~~~~~~~~~~~~~~~~~~~~~
On the Bottom Left of the Screening Room is a light button that
is green when Files/Directory is set to Files and Blue if not.
If the Light Button is Green then you may click Button 1 on it to
consecutively load and view all marked files in the current
Directory.
Another way to do this is to
1) Use searchmode to search your disk.
2) Click Button 2 on the area right of the alphabet list in the
Directory area.
All files are marked and the consecutive load option is
activated. It only operates this way while searchmode is active.
The Script Room Button
~~~~~~~~~~~~~~~~~~~~~~~
Click Button 1 on this button to create a Slide Show Presentation
or series of animated sequences, and animated display,
activate the screensaver, etc.
The temporary file SHOWIT.ACT is created if it does not yet
exist.
The ACT2 Room also creates the script SHOWIT.ACT and allows easy
ACT2 implementation into the script. SVGA required.
The last Icon in the Paint studio also can create SHOWIT.ACT.
It combines ACT1 animation with a full screen VCX background
and a text window.
There is a SCRIPT ROOM Tutorial available in the HELP Button.
These script files are ASCII text and may be altered at any time.
Just use any word processor or text editor and save as an ASCII
file. ( no hidden codes)
See your DOS Manual on ASCII files for more info.
Once you have a script you may play it at any time by loading the
file like any other in the Screening Room, by clicking Button 1
on the file name.
All Script files which contain instructions in the form of
commands have an ACT file extension. eg: *.ACT
You should save SHOWIT.ACT under another name or change the name
with the Dos REN or COPY command to avoid rewriting over the
existing script, once you are satisfied with it.
ACT Scripts
~~~~~~~~~~~
An act script is an ASCII text file that contains a few lines
of instructions regarding the use of the script, use of
PLAYACT1.EXE the optional stand alone player, some of the
available commands, then a line of '~' (tildes),
then the commands.
Some commands do not require any text beside then.
eg:CLEARIT:
This will simply clear the screen.
Some commands require a file name or a size number etc.
eg:ACT1NAME:C:\ANIPAINT\DEMOS\HNDPOINT.ANI
This is an ACT1 demo of a hand that points.
In general you first list the options that affect the
file then the filename.
See SAMPLE.ACT the existing example script to get an idea
of what a script looks like.
!!!! IMPORTANT !!!! SLIDE SHOW Presentations
~~~~~~~~~~~~~~~~~~~~~~~~
You may create a slide show or animated show by using the
animation sequences you have created and playing them back
with effects.
To do this you can create a script file. A script file is a
plain DOS text file that contains a list of commands to be
executed.
Two rooms exist to help you do this but you can also use
any ASCII text editor to create them as well.
The ACT2 Room Icon, creates ACT2 scripts that you can
add to.
The Script Room Button is a full featured script writing
room.
The Script Room
~~~~~~~~~~~~~~~~
In this room you can create the script SHOWIT.ACT or edit
any existing script file.
Run the Script Room Tutorial for instructions on button use
and see below for help with the script commands.
Script Commands
~~~~~~~~~~~~~~~
Inside the Script File the script command syntax is:
COMMANDNAME:COMMAND
Example FASTBACKNAME:C:\ANIPAINT\DEMOS\DEMOVCX.VCX
Use the full path name to avoid a file not found error.
Use CAPITALS, the commands are case sensitive and must appear
exactly as shown including the full colon. The only execption is
320x200. The x is in small letters.
The colon : must also be there. Watch for the # as in RAWTEXTCOLOR#
Comments are allowed on a line by themselves.
You may set the repeat markers anywhere below the tilde ~ line.
It will play the script, and when it reaches REPEATEND in will
go back to REPEATSTART and play until the user presses the
ESC key.
Available command names are:
BACKGROUNDNAME: Loads Any AniPaint Type FIle
PLAYFLITIMES:Repeats FLI animation this many times.
PLAYFLINAME:Name of FLI FLIC animation
FASTBACKNAME:VCX Background without clearing screen.
FADEINVCXNAME:VCX picture is faded in.
ICOCURTAINNAME:Icon is used as curtain pattern.
BLEND1NAME:First VCX to cross fade from.
BLEND2NAME:Second VCX to cross fade to. (should be same size).
BLENDPOSX:Left Start Position of cross fade routine.
BLENDPOSY:Top start position of cross fade routine.
TEXTFILESTARTX:Window Left Start position.
TEXTFILESTARTY:Window Top Start position.
TEXTFILEENDX:Window Right End position.
TEXTFILEENDY:Window Bottom End position.
TEXTLINE#:Display text starting with line#.
WINDOWFONT#:Font to use 1...10
WINDOWFONTSIZE#:Size of Font 1..10
LIVEDOCFILENAME:Full Pathname of text file in window with controls.
READAKEY:Waits for a key or mouse button.
SIDEWIPE:Wipes the screen from the side.
DOWNWIPE:Wipes the screen from the top.
GRAINFADE:Wipes the screen in stages with pixels.
FADETOBLACK:As it says.
DITHERLITE:Sierra Lite filter is used to dither the screen
SCREENSAVERTEXT:Text to display in screensaver.
SCREENSAVER:Same as AniPaint opening screen.
CLEARIT:Clears the screen with color # 0.
TEXTFILENAME:Name of Text file in window no scrolling.
TEXTFONT#:Font 1..10
TEXTSIZE#:Size 1.. 10
TEXTATX: Left or X position
TEXTATY: Top or Y position
RAWTEXTCOLOR#:Color of text to be displayed.
RAWTEXT:Actual text to display
GROWTEXT:Text grows and scrolls. ( xor changes color of text on
a colored background. add 128 + background color)
BANNERTEXT:Marquis text (xor)
SLIDETOTEXT:Sliding text (xor)
SLIDETOWORD:Sliding Word (xor)
ACT1FRAMEDELAY:No longer applicable. Delay is read from frame in file.
ZOOMFACTOR:Size multiplier of ACT1 animation frame
ACT1POSX:Left Start position
ACT1POSY:Top start position
ACT1BACKGROUNDCOLOR#:Optional background color 0..255
ACT1NOCOLOR#: Color omitted during playback 0..255
NOPALETTE:No palette changes are made automatically
ACT1NAME:Full Pathname of ACT1 animation *.ANI
SETPALETTENAME:Name of palette to load *.PAL
ACT2POSX:320 x 200 or 200x 320 anywhere left start see ACT2SPOT
ACT2POSY:320 x 200 or 200x 320 anywhere Top start
OBJECTPOSX:Left start position for object
OBJECTPOSY:Top start position for object
OBJECTNAME:Full pathname of Object *.PNT
ACT2NAME:Full pathname of VCX 320x200 or 200x320
ACT2SPOTNAME:Automatically returns the clip to the original
position it was captured from on the background.
x and y read from file.
FAST320x200VCX:VGA 320x200 full screen VCX file name
SWITCHVGA320x200:Switches to VGA 320x200 mode if capable
SWITCHBACKSVGA:Switches back to SVGA if it can
TIMEDELAY:Wait this long in milleseconds approx 6000 max
REPEATSTART:Begin repeating all commands until Repeatend
REPEATEND:Finish repeating commands when key pressed.
Sprite Animation in VGA 320x200 Mode
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
A sprite is a small animated figure that moves.
Arcade figures like Mario are sprites.
Draw several poses of the figure then display them on a
background moving, by sending them to the screen in
some sort of order. AniPaint can use VCX images as
sprites.
SCROLLSPEED:Number 1 to 20. Speed to scroll VGA screen.
SIDESCROLLVCXNAME:Full pathname of VCX background image
to scroll sideways. Image must be 200 high and can be any
width from 320 to 4000.Image wraps to start when it reaches
the end.
TOPSCROLLVCXNAME:Full pathname of VCX background image
to scroll Top to bottom. Image must be 320 wide and can be any
length from 200 to ?(infinity). Image wraps to start when it reaches
the end. Speed of scroll is not affected by the length, but to
draw on a page longer than 2000 is slower. Using several
consequtive images 2000 long is more practical than one file
8000 pixels long. (8000x320= 2,560,000 bytes) watch your free
disk space.
TOPSCROLLANINAME:Full pathname of ANI ACT1 animation file to
play while the VCX image scrolls.
SPRITEATX:Left start position to fire a VCX image at the VGA
screen. Wraps if SPRITEATX + width of sprite is greater than
the width of the VGA screen (320).
SPRITEATY:Top start position to fire a VCX image at the VGA
screen. Wraps if SPRITEATY + height of sprite is greater than
the length of the VGA screen (200).
VCXSPRITENAME: Full pathname of VCX image to be used as
a sprite. Any ordinary VCX that is a maximum of
320x200 can be used as a sprite.
You can use the cutting room and capture the small window
with the clip board icon (100x80) or use any capture tool.
The background will be omitted if the background around the
image is #0 (usually black in ANIPAINT).
Remember to first Save the palette of the main background
FAST320x200VCX: and use SETPALETTENAME:name of palette
prior to REPEATSTART: These routines do not read the
VCX palette information from the file to increase
speed.
If you want to slow it down, use TIMEDELAY: delay number.
SPRITESIZE:Size divisor of the VCX sprite image.
eg:1 is normal size. 2 is twice as small.
Grow a sprite from nothing to normal size with
10 down to 1.
Here is an example of a simple routine.
SWITCHVGA320x200: (if not in 320x200 256 mode)
SETPALETTENAME:name of saved palette
REPEATSTART: (start repeating routine)
SPRITEATX:10 (left start position)
SPRITEATY:10 (Top start position)
SPRITESIZE:10 (size divisor, small)
VCXSPRITENAME: (name of sprite)
TIMEDELAY:100 (or whatever, experiment with it)
FAST320x200VCX: (name of background
SPRITEATX:14 (Moving to the right)
SPRITEATY:14 (Moving Down)
SPRITESIZE:9 (getting bigger)
VCXSPRITENAME: (name of sprite)
TIMEDELAY:100 (slowed down so you can see it)
FAST320x200VCX: (refresh background)
... etc down until 1.
REPEATEND:
Reverse the process to make it fade into the distance.
If you want it to move up and down or sideways as well, insert the
x y coordinates with SPRITEATX: and SPRITEATY
You have to refresh the background with FAST320x200VCX each time
you send a sprite to the screen.
Here is how I would do it with a SVGA capable of 640x480 256 mode.
Janitor example from opening screen in VGA 320x200 mode.
1) Choose or create a background image 320x200 and save the
palette with the SAVE button *.PAL
2) Go to the Cutting Room. (Cutting Room Icon , Paint Studio)
3) Set the Clipcount (left) Number to 1.
4) ALT-E for menu.
5) Select Change clipcount prefix to JAN. ( all clips will now
begin with JAN, eg D:\CLIPS\JAN1.VCX)
5) Set the Left (Fill ) color number to 0 .
6) Clear Both Icon.
7) Set the (Right) Draw Color.
8) Draw an image (man sweeping)
9) Arrows towards I icon to shrink into the small window.
10) Select the clipboard Icon. Choose Capture Sprite.
11) Use the Action board to capture to ACT1.ANI so that you
can preview the moving sprite. (optional)
12) Repeat steps 8 to 11 changing the image a bit each time.
13) Change the Clip Prefix back to CLP or whatever.
After you have made a few sprite poses, go to the Script Room
and create a script like the one above.
if you are using a ramdrive you can choose the Create Button,
then More, then Ramdrive to get a full list of your sprites.
(SCRIPT.TXT) When you are done run the script.
Using VGA 320x200 mode to create sprite animation
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1) Choose or create a background image 320x200 and save the
palette with the SAVE button *.PAL
2) Select Files Button then NEW image.
3) Select a size width max 320 height max 200. (100x80 is good)
4) Set the Clipcount (left) Number to 1.
5) ALT-E for menu.
6) Select Change clipcount prefix to ???. ( all clips will now
begin with the prefix you chose depending on what the sprite is.
7) Set the Left (Fill ) color number to 0 .
8) Set the (Right) Draw Color.
9) ALT-F for full screen drawing mode. Autosave On.
10) Draw an image (man sweeping)
11) SHIFT-F7 for Capture Polygon. Outline sprite.
12) Repeat steps 10 to 11 changing the image a bit each time.
13) Change the Clip Prefix back to CLP or whatever.
If you are confined to VGA mode you have 2 choices.
Switch to 640x480 VGA 16 colors and use the Script Room
to write the script, or use a text editor like Dos Edit.
Save it as Something.ACT . When you are done run the script
by Clicking on the filename in the FIle Screening Room.
It seems a little complicated until you have done it once.
Basically you import or create a background 320x200,
then create or import small characters and superimpose them
on the background, moving them a little each time.
--------------------------------------------------------------------
Flicker Free Fast ACT1 with full screen background.
~~~~~~~~~~~~~~~~~~~~~~
BACKANINAME:Full pathname of ANI ACT1 animation file that
has one or more frames that are 320x200. If you capture a 320x200
ACT1 frame with CTRL-F4, when it is played it will become the
backdrop, remaining on screen while the next frames are played
until the next 320x200 frame which will then become the background
etc. You may position each frame individualy on the screen by
using CTRL-F1 to paste them on location.
Used correctly, this routine creates flicker free animation.
Resolution is 320x200 VGA only. Writes direct to video.
---------------------------------------------------------------------
Game Making
~~~~~~~~~~~
If you have Chopper Commando and you want to add new scenery or
planes etc, just replace the old VCX with a new image that
carries the same name. The only image larger than 320x200 is TT8.VCX.
It can be any length but must be 320 wide.
To create new Bomb Hit Zones, Load the background into a window and
press ` . Then use the grow box cursor to capture the area of the
hit zones. You can capture 20 zones, they are numbered according to
the currently set clip count number. Then replace the ZON file
that accompanies Chopper Commando.
If you don't have Chopper Commando you can get it free when
you register AniPaint.
If you are a game programmer you can use AniPaint to create graphics
for your games.
----------------------------------------------------------------
The utility called PLAYACT1.EXE is not included in this release
due to size constraints but you can request one when you
register.
Playact1 is a stand alone player that has a powerful script language
and is used to play ACT script files independent of this program.
Suppose you wanted to give an animation series to someone that
did not have Anipaint, you could give them all the files
contained in the script, the script file (ACT extension)
and the player to view them.( PLAYACT1.EXE)
(better still, give them an entire, original, unregistered
copy of AniPaint)
The command syntax for Playact1 is:
PLAYACT1 <NAME.ACT> <VGA>or<SVGA><SVGA2><SVGA3><SVGA4><SVGA16>
How to use PLAYACT1.EXE
~~~~~~~~~~~~~~~~~~~~~~~~~
Important! If you do not enter the screen resolution it will
default to autodetection. Not quite want you wanted if the files
in the script are 256 color high resolution VCX or ANI files.
Not all computers support all the available screen resolutions.
It may not work on some computers. You should not use it on a
monitor with less that VGA capabilities .
Not everyone would know to enter PLAYACT1 /h for help on the DOS
commandline. So include instructions to users that are unfamiliar
with Anipaint.
SVGA16 is VESA 16 color 800 x 600. Many computers support the
VESA standard. So most SVGA monitors should be able to use this
high resolution if they have the memory.
16 color modes are about 10 times slower than SVGA 256 modes.
If you want it to show in high res 256 colors, create the images
in 256 color mode. If you want it to show 16 color images, create
the images in 16 color mode.
Important note! 256 color photographic images will not look
correct when viewed in 16 color mode. Test the script in 16 color
mode before you give it to the world and adjust the color and
palettes or provide viewing instructions. Convert 256 color
photographic images to 16 color by being in 16 color mode when you
load the PCX. Try all the palettes in the Palettes subdirectory
until you find one that is suitable for your image, after conversion.
WOOD.PAL is a good scaled palette in shades of brown.
There are an unlimited number of uses for these scripts.
Make a movie, make a slide show, make a dictionary, use them for
instruction, for business shows, for showing off your artistic
talents, send a moving message, etc etc etc....
There are several ACT scripts included to illustrate ACT scripts.
SVGADEMO.ACT, VGADEMO.ACT and 16DEMO.ACT are 3 scripts I have made
to illustrate ACT animation. Load an ACT script into AniPaint like
any other file, or use PLAYACT1 to play the script. I could not
include any ACT2 animation with this release because of the size of
the files. Each frame is more than 64,000 bytes. This release is
meant to be transferred via modem in a reasonable period of time.
Make a series of ACT2 clips yourself and try to make your own script.
It may be challenging at first, but if you persevere you will
get it. Try making copies of the included scripts and editing out
the ACT1 filenames and replace them with ACT2 commands.
If you don't have Playact1 then load the ACT file in the
Screening Room like any other file. First it will play the
script then it will load the text.
Important!!!
If you want speed, you are far better off to create ACT2 animation
sequences in VGA 320x200 256 color mode. These are assembler
routines that throw images directly into video memory.
The majority of computers in use today (at the time of this
writing) are below 33 mhz. To properly view ACT1 animation
you need a 50 mhz system. Keep this in mind if you are appealing
to a large audience with your presentation files, or they are
intended for varied machines.
You can play ACT2 animation anywhere on the screen. The commands
ACT2POSX , ACT2POSY, TIMEDELAY, SETPALETTENAME and ACT2NAME, are all
you need. A new room called the ACT2 Room has been created to make
script writing a snap. Check it out. Requires a medium fast machine.
PLAYACT1.EXE may be freely distributed for private use but
remains the intellectual property of Rick Sobie.
Speeding Up the Program
~~~~~~~~~~~~~~~~~~~~~~~~~
This program was designed for use with a modern computer with
plenty of memory and disk space, and at least a speed of 50 mhz.
It can still be used by a 286 16 mhz, although not as effectively.
If you have a slower machine, follow these guidelines and you will
get more enjoyment out of this program.
For slower machines:
Use ACT2 animation in 320x200 mode instead of ACT1 animation that
is created in the Cutting Room. See STUDIO.DOC or ANIMATE.DOC for
information on ACT2 animation. You may create ACT1 in the Cutting
Room then convert ACT1 to ACT2 animation.
ACT1 animation when used with any 16 color palette may be too slow
unless you have a very fast machine. Used with a 256 color palette,
it is faster, but still requires a computer speed of about 50 mhz
to look real.
Use CONFIGIT to determine your optimum mouse delay.
Or, set mouse using the Mouse Set Icon in The Paint Studio.
Pictures that are zoomed out scroll much faster in a graphic
window. Use zoom as much as possible.
To clear the screen press F3
To save the screen press ALT-S
To undo Press ALT-U
To load the primary file press ALT-L
To quickly load the vector file POINTS.PNT hit F3 then ALT-P
CTRL-R Arrow, CTRL-L Arrow, PGUP, PGDN all scroll screen
contents faster than mouse control.
If screen refresh is too slow for you interupt it with space bar.
Caution! don't interupt a save in progress or the file may be
incorrect.
Confine your Knowledgebase files to a small size. 200 k is
probably about maximum for a slow machine. Searching and
scrolling large text files is too slow if the file is too large.
Work in 320x200 VGA 256 color mode as much as possible.
Refreshing the screen at high resolution with a slow system can
seem like an eternity.
(1200x1024 is over 1,200,000 bytes, 320x200 64,000)
Avoid using the pathmask *.* Be more specific *.DOC it will take
less time for the program to manage the file list.
Work with smaller pictures.
Choose the New Pic Icon and enter the size 320 wide by 200
long and work in VGA 256 320x200 mode. Select Full screen in the
Paint Studio to have a larger work area. Use the cursor keys or
PGUP or PGDN to move the picture around at full screen.
Cut up larger files into a manageable size.
You can convert a large image by zooming it in, then choosing the
Edit button and capturing the window contents. Then save the Clip
Board file under another name.
Reduce the size of an Image before you greyscale it.
Cut up your Clip art files into smaller files. The Clip art
size, is only the suggested size. It is loaded like any other
graphic VCX. However to stamp the clips using the Clip Art Icon
in the Studio, each stamp should fit in the clip art window.
If you are working in 320x200, Icon size stamps are best.
They are 32x32 and can be made using the New Stamp Icon.
To reduce the size of the existing clip art library,
cut and paste onto a blank made with the New Pic Icon.
Select a width of about 200. Make as many Stamp Files as
you want. Just increase the current Stamp Maximum Number
in CONFIGIT Options Menu. Clip Art Libraries are named according
to number.
eg:
C:\ANIPAINT\STAMPS\STAMP1.VCX
C:\ANIPAINT\STAMPS\STAMP2.VCX
C:\ANIPAINT\STAMPS\STAMP3.VCX ...
Name your clip art libraries this way and and you will be able
to switch libraries, while under the controls of the Clip Art Icon.
Rember to set the Size Number before pressing the Clip Art Icon.
Clip art is zoomable according to the Size Number.
The New Clip Art Icon has a preset width, so use the New Pic Icon
instead, to make small width blank clip art libraries.
Use the scroll bars to scroll images instead of the scroll
buttons. The scroll bar moves the image 1/20th it's width or
height and the scroll buttons move it 1 pixel and 40 pixels
depending on which Mouse button you use.
Disable UNDO REDO. When Auto Save is activated ( by default) it
saves the image between each operation. A very time consuming
endeavour for a slow machine. The convenience of being able to
UNO and REDO may not be worth the sacrifice in speed.
Run CONFIGIT.EXE to disable AUTOSAVE. You will have no UNDO
capabilities but you may still use the capture tools such as the
camera,to save the screen. Or use the Autosave Icons
manually.
If you are running this program under Microsoft Windows, try
exiting windows and running the program at DOS. It may speed the
drivers up considerably. The file ANIPAINT.PIF is included for
you to use. Check this file to be sure it is set correctly for
your system.
Try optimizing your system. If you have a bit of extra memory it
may be used by the program to load it's overlay into EMS. see
your DOS manual on Optimizing your System.
If you have a SVGA avoid using the 16 color modes. They are at
least ten times slower.
If all these measures do not help I am sorry. To create a modern
program that is geared for an old machine is not logical.
Save your money and buy a modern machine and run AniPaint
the way it was intended to be used. You won't be disappointed.
I hereby apologize for any incorrect information or grammatical
errors that may or may not be present.
See README.1ST for licensing and disclaimers.
Anipaint (c) 1994 Rick Sobie.
Playact1 (c) 1994 Rick Sobie
Configit (c) 1994 Rick Sobie
Cyberfind (c) 1994 Rick Sobie
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
*************************** The Cutting Room ******************
C:\ANI\HELPDOCS\CUTTNGRM.DOC
*=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
ACT1 Animation 100x80 zoomable .............. Line #:25
The Cutting Room Icons ...................... Line #:36
The Arrows Away From I Icon ................. Line #:45
The Clear Icon .............................. Line #:56
The Arrows Towards I Icon ................... Line #:64
The Zoom and scroll Buttons ................. Line #:76
The Color Button ............................ Line #:130
The Animation Window ........................ Line #:153
The Clip Board Icon ......................... Line #:165
The Crayons ................................. Line #:231
The Story Board ............................. Line #:240
The Action Board ............................ Line #:277
The Projector Icon .......................... Line #:373
The Clock Icon .............................. Line #:405
The Scrolling Icons ......................... Line #:429
The DONE ICON ............................... Line #:452
The Lone Paintbrush Icon .................... Line #:459
The Paint Brushes Icon ...................... Line #:471
ACT1 Animation 100x80 zoomable
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This Document is also loaded by the Lower HELP Button
in the Cutting Room.(if you are not there now)
Important! The Cutting Room Only saves frames to ACT1.ANI
on D:\ if D: is available, C: if not. If you want to add
frames to an existing animation, or start a new sequence,
see below.
The Cutting Room Icons
~~~~~~~~~~~~~~~~~~~~~~~
If you lose the cursor, click Both Buttons and it will
be homed at the top of the Animation Window.
To load the Current VCX into the Work Window, press ALT+L.
Then use ( CTRL+ -> ), (CTRL + <- ), (PGUP), and (PGDN) to position
the image in the Work Window.
The Arrows Away From I Icon
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use this Icon to Zoom the Image in the small Animation
Window into the Large Work Window.
Under the Icon is a toggle to exclude the currently set
Left Color and Right Color ( as set by clicking on the
color bar).If the toggle is ON ,it excludes these colors.
Click Button 1 on the small rectangle containing Off to
turn this feature on and Click on it again to turn it off.
The Clear Icon
~~~~~~~~~~~~~~~~
Click Button 1 on the Icon to clear the screen.
Under the Icon is a toggle. Set to Both, it clears both
windows. Set to small, it clears only the animation
window, and set to Large, it clears the Large Window.
The Arrows Towards I Icon
~~~~~~~~~~~~~~~~~~~~~~~~~
Use this Icon to Shrink the Image in the Large Work
Window into the small Animation Window.
Under the Icon is a toggle to exclude the currently set
Left Color and Right Color ( as set by clicking on the
color bar).
If the toggle is ON then it excludes these colors. Click
Button 1 on the small rectangle containing Off to turn
this feature on and Click on it again to turn it off.
The Zoom and scroll Buttons
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use these Buttons if you have selected the Scenery Icon
prior to entering the Cutting Room. The Scenery Icon
Captures the screen and blows up a portion of it into
the Work Window and sits waiting to be called by either
the scroll buttons to the left of the animation window
or the Zoom button.
When you use the Zoom button you may zoom out on the
scenery that you captured and thereby view more of the
scenery.
Ideally, you should capture the centre of an area of
scenery in the largest screen resolution your machine
can manage. In this way, you can zoom in and out with
the zoom button to give the effect of distance. Used
in conjunction with the scroll buttons beside the
animation window, you are able to Pan and Zoom like a
video camera.
Experiment with it to see how it works. First capture
an area with the Scenery Icon, then try the zoom and
scroll buttons.
Once you have a scenery captured you can superimpose
an image onto the scenery.
1) Load or draw an image in the large work window.
2) Use the zoom and scroll buttons to position the
captured scenery in the small animation window.
3) Click on the rectangle area below the Arrows towards
I Icon, to exclude color. It should read On.
4) Select both right and left colors as the background
color of the image in the large work window.
4) choose the Arrows towards I Icon to shrink the image
into the animation window. Because you have excluded
the background color, only the image itself is copied
into the small window thereby superimposing it on the
scenery.
5) Choose the Act1 action board to capture the frame.
Alternate with the Zoom and Scroll buttons, then
superimpose the image again, save the frame again.
There are many special effects that can be added to
your animations in this fashion.
If you hear a beep when you click on Zoom or the scroll
buttons, it is because you have not captured any scenery
yet. No problem.
If sound is disabled you will hear nothing.
I do not recommend disabling sound, if you want a more
quiet sound then reduce error delays with the Mouse
Set Icon.
The scenery Icon is also used to locate ACT1 animation on
a full screen Picture. Use the Last Icon to paste
your animation on the exact location on the page.
The Color Button
~~~~~~~~~~~~~~~~
The same button that is on the Menu Bar of any Graphic
Window.
Cycle through the palettes by clicking Button 1 on the
Color Button until you find one that suits you. You may
add new palettes to Color Buttons by replacing one of
the existing menu colors in the Palette Directory or by
installing a new menu palette using CONFIGIT.EXE. Color
Number 2 on this button reads the palette from the
current ACT1.ANI animation.
Color number 1 is the greyscaled version of the last
PCX that you loaded. It is GREYSCAL.PAL on D: if D:
is available or C: if not. The remainder of the color
numbers in this button are the menu colors found in
C:\ANIPAINT\PALETTES\MENU#.PAL.
To add or replace a menu color on this button:
Replace any MENU Color in this directory with another
ANIPAINT palette or use CONFIGIT to change the MAXIMUM
menu color number. Then name your new palette the next
number in sequence.
The Animation Window
~~~~~~~~~~~~~~~~~~~~
When you Click on the Action Board anything presently
appearing in the Animation Window is captured as an
ACT1 frame.
If you click on the Animation Window just prior to
clicking on the Projector Icon you will be transported
to 320x200 mode for viewing of your current ACT1
animation sequence.
Both Buttons at the same time brings you back to normal
640x480 mode.
The Clip Board Icon
~~~~~~~~~~~~~~~~~~~
Appearing on the Clip Board is the Current Clip Count
Number as set by clicking Button 1 on the Clip Count
area to the left of the color bar in the left color
rectangle.
When a clip is captured using any capture tool, this
number is automatically incremented prior to capture.
If you click on this Icon you will load the pop up
cut and paste menu.
You may convert ACT1 animation to ACT2 animation
with one of the options there.
If you have a slow machine this will require patience.
If you have VGA only, go to 640x480 mode, load the
ACT1 series to convert into a window.
Use the Color Button in the window to change the palette
if you want.
Capture frames by the EDIT Menu button or press
ALT+E on the keyboard.
If the Clip Count number is less than 20, it will
start at 21 and increment automatically. After you
capture the ACT2 frame, Click on FRAME. The
next ACT1 frame will be displayed in the window.
Continue switching frames and saving ACT2.
Then go to the Paint Studio and set the Left Clip Count
to 21 and the Right size number to 21+ the number of
frames you made.(Usually the Clipcount number before
you changed it to 21).
With a reasonably fast computer you can convert
ACT1 to ACT2 in the Cutting Room with the Clip
Board Icon.
When you select Convert to ACT2 it captures the small
animation contents to the next available Clip Count
number. The same format of incrementing automatically
is used each time the area is captured. If the current
clip count is less than 20 it is incremented by 20.
A 320x200 background is added to ensure that the size
of the frame is 320x200, an absolute requirement for
ACT2 animation frames. You may set the left (fill)
color and fill style (The Fill Style Icon) prior to
capturing the ACT2 frame. Once captured, you may edit
the ACT2 frame with any of the tools by loading it into
a window using the Paste Icon. Use the Bluescreen Icon
to add a background picture to the frame if you want.
Alternate between the small rectangular area below the
Projector (in the Cutting Room), this loads the ACT1
frames into the small animation window, and the Convert
ACT2 button, found in the Clip Board Icon.
ACT1 animation can now be played in 320x200 mode
using fast routines. The frame size does not matter but
a frame larger than 320x200 will only be partially displayed.
With BACKANINAME: , a script command, or in a window under
Options, VGA 320x200 resolution, you can dedicate a
frame as a background by making it 320x200. When any frame
is encountered that is this size, it is repeated between frames
until it is replaced by another. For this command and other
special features see the VGA 320x200 script commands in the
Script Room.
The remaining options in the Clip Board Icon are self
explanatory. If you need help, see the Cut Poly
Icon in STUDIO.DOC
The Crayons
~~~~~~~~~~~~
This Icon saves the current palette to the current ACT1
animation sequence file, or maps the Act1 file onto a new
palette, or maps the Scenery File onto the current palette.
Replace the ACT1 palette by making a different palette
the current palette, then click on this Icon with
Mouse Button 1.
The Story Board
~~~~~~~~~~~~~~~~
If you click mouse Button 1 on the story board it loads from
the number under the projector Icon. Mouse Button 2 loads from
frame 1.
1) Click B2 below Projector Icon to set storyboard first frame.
2) Click B2 on the Story Board Icon.
3) Click B2 on a frame, frame loads into small window.
4) Click B1 on frame, contents of small window replace frame.
If the Frame Size is not 100x80, you must first resize the
frame before it can be replaced.
To do this choose CTRL-F2 then resize the frame or frames to
_TEMP.ANI on the ramdrive if one is available, then overwrite
the original file by saving under the original name.
5) Both B Done .
Once you have made a few clips you can load the frames
in series, into the large work window. They are
positioned 5 across by 5 long. First set the start
frame you want loaded into the story board by clicking
below the projector Icon. When the story board loads
it will start with this frame number.
Click Button 1 on a frame in the large window and it
loads into the animation window.
Click Button 2 and the frame in the animation window
replaces the frame you clicked on.
When the cursor is a magnifying glass this option is
activated and the Story Board is active.
To try an example, Load C:\ANIPAINT\DEMOS\DINO4.ANI
into a window in the Screening Room.
Go to the Cutting Room, set the number below the projector
to 1. Click on the Story Board.
Remember, if you ever want to replace your included demos
with originals you can reinstall them in Configit.
All palettes, clipart, animation demos etc. will be
replaced with originals.
The Action Board
~~~~~~~~~~~~~~~~~
Quiet on the set, roll em. Click Button 1 on the Icon to
save the frame as the next in the series.
Important!!: ACT1 animation uses the temporary file
called ACT1.ANI.
If it exists it is added to. If it does not exist it is
created.
If you are starting a new sequence and ACT1.ANI already
exists,
1) Go to the Screening Room
2) Load ACT1.ANI into a window (It will be on D: if D:
is available or on C: if not.
3) Select the window's right corner light button and
delete the file.
4) Return to the Studio and begin your animation. ACT1
will be recreated.
Once you have created a sequence and you want to save it.
You cannot save an ACT1 animation in the Paint Studio.
You must be in the Screening Room and ACT1.ANI must
be the current file.
If you are using D:
1)Press ESC to go immediately to the Screening Room
2)Enter D: on the pathline
3)Click on the word Directory to get files
4)Click Button 1 on ACT1.ANI (it loads into a window)
Try out the sequence if you want.
5)Click outside the window. (It closes)
6)Click on the Save Button and select Save ACT1
7)Enter a new name for the ACT1 sequence you created a new
copy under a different name is created.
If you are using C: omit the reference to D:
If you want to load an ACT1 sequence previously saved
under another name then you must select the Load Button
to add to that sequence. You may use the story board
and replace frames, edit frames, swap frames etc.
but you can not add to it. You must copy the previous
file onto ACT1.ANI using the Load Button to make it
current for adding to.
This may seem awkward but there are very good reasons
why AniPaint reserves temporary files for some
processes. Better program control, working on copies
protects your valuable work, faster process execution,
less File I/O errors, better memory control etc...
So.. when you use the Load ACT1 option, the previously
saved animation sequence is copied onto ACT1.ANI.
Now when you choose the Action Icon in the Cutting Room
the frame is added to ACT1.ANI. Again when you are done
Save the sequence under the original name or choose
another name, but keep the same extension .ANI
All ACT1 animation must have the extension ANI or it is
not considered an ACT1 animation file.
To review the above:
New Sequence: Delete the old ACT1.ANI
Load Sequence: Choose Load Button.
Save Sequence: Screening Room, ACT1.ANI in Window then
choose Save button.
If you follow this format, you will not confuse the
program, and you will work on copies, keeping your
originals intact.
Under the Action Board is a rectangle showing the current
frame number when the sequence is played or the frame is
captured to ACT1.ANI.
Important!!
Load ACT1.ANI into a window like any other file by
clicking on the name as it appears in the directory area.
When you load a previously saved ACT1 sequence, use the
Load button.
It copies the old sequence onto ACT1.ANI.
Example: You save a sequence using the Save Button and
call it NEWNAME.ANI.
Then the next day you want to add more frames
to NEWNAME.ANI so you use the LOAD Button
It says One File Copied if everything is O.K.
It has copied the contents of NEWNAME.ANI
onto ACT1.ANI. Now you may add to, or edit
ACT1.ANI.
If this is not clear read it again until it is.
If you do not follow these rules you may confuse the
program or yourself.
The Projector Icon
~~~~~~~~~~~~~~~~~~
The projector plays the current animation sequence in
the animation window. It will play the current ACT1
sequence that you load from disk, or ACT1.ANI depending
on which is the most current.
Even though it may play any ACT1 file, you cannot edit
the file until you load ACT1.ANI. A bit of confusion
may arise if you are viewing a sequence and start
saving frames. The frames will only be added to
the file ACT1.ANI, not the animation sequence that
you loaded from disk.
If it is confused or cannot find the sequence then you
will get the message File ACT1.ANI Not Found.
If you Click Button 1 on the Animation Window just prior
to selecting the projector, you will be transported to
320x200 mode for viewing. (providing mode switching is
not currently disabled in CONFIGIT.)
Click Both Buttons to return to normal mode.
Under the Projector Icon is a rectangle. When you Click
Button 1 in this area the next frame is shown in the
window. If you Click Button 2 in this rectangle then the
previous frame is displayed in the window.
Use this area to Step back and forth to test parts of
your sequence or to load frames for capture to ACT2
animation conversions.
This is also the first frame number that will be displayed
by the story board.
The Clock Icon
~~~~~~~~~~~~~~
Use this Icon to set the delay between frames in
milliseconds. 100 is about right for my computer, yours
may be different.
Any time the file is played this delay is used.
Once an ACT1 sequence is in a window, as loaded in the
Screening Room, you may adjust the delay using the
Options menu button.
Oncethe frame has been captured and you want to edit the
delay, to vary the delay for more realistic
animation then use SHIFT-F10 or SET DELAY in the Options
Menu, or the Cutting Room Clip Board Options Menu.
The temporary ANI clipboard file named _TEMP.ANI will
be created on your Ramdrive if one is present or on C:
if not. You set the frame delay then save _TEMP.ANI under
a different name writing over the original if you want.
Remember an ACT1 sequence can be only one frame if
you want allowing you to use a Script and TIMEDELAY:.
See Presentations for more information on ACT scripts
in STUDIO.DOC or ANIMATE.DOC
The Scrolling Icons
~~~~~~~~~~~~~~~~~~~
These three Icon areas contain all the Icons in the
upper Icon Bar.
For convienience you can scroll these Icons and use them
without leaving the Cutting room. Apply any tool to the
Large Work Window.
However, if the tool requires going to the Screening Room
it will be suspended unti you press DONE.
Use them on your image in the Large window then Shrink
the image into the small animation window using the
Arrows Towards I Icon.
You cannot directly apply these tools to the small
animation window while in the Cutting Room. You must
first press DONE, then you may work on it like any
other picture.
Remember to set the Size Number before using any tool.
Rectangular Box Cursors shrink and grow when in contact
with the Large Window edges.
The DONE ICON
~~~~~~~~~~~~~~
Esc takes you immediately to the Screening Room.
If you are in EGA mode you will not see the Bottom Icons,
there is not enough room on the screen. Just press ESC when
you want to exit.
The Lone Paintbrush Icon
~~~~~~~~~~~~~~~~~~~~~~~~
Use this Icon to replace any color in the Large and
small windows with the Right Color. (the color to the
extreme right of the color bar)
1) Select a Right Color
2) Select the Lone Paintbrush Icon
3) Click Button 1 on the color to be replaced in the
Large Work window.
The color touched is swapped with the Right Color.
This is not a flood fill tool.
The Paint Brushes Icon
~~~~~~~~~~~~~~~~~~~~~~
Use this Icon to draw with blocks that are immediately
reflected into the animation window. The size of the
block is determined by Clicking Mouse Button 2 or 2 on
the Paint Brushes Icon. The size number of the blocks
is shown in the rectangular area below the Icon. (1..3)
A size of 1 shows up in the animation window as a dot
pattern for use as shading. Size 2 and up shows up as
solid.
Here is the tricky part:
Once you press this Icon you are in Block Draw mode.
Before this, you could select a Right and Left Color by
clicking directly on the color in the large work window.
However, once you activate the Block Draw, you have to
set the Right and Left Colors by clicking on the
Color Bar.
Button 2 draws blocks in the Left Color and Button 1
draws blocks in the Right Color.
To return to normal mode (not Block Draw) select another
Icon or click both buttons at the same time. The Block
Draw option will be deactivated.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Cutting Room is capable of many things and takes
practice to master. Create ACT1 animation then share
it with your friends. Give the player, PLAYACT1 along
with the sequence and they will be able to view them
even if they do not have AniPaint. You must now register
to receive the player Playact1 by request. You can use
CONFIGIT to create an unregistered copy of AniPaint,
or give your original compressed copy.
You will have hours of fun creating your own movies.
AniPaint (c) 1994 by Rick Sobie
PLAYACT1 (c) 1994 by Rick Sobie
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
****** Help Index *******
Master Index located after Key Functions
C:\ANI\HELPDOCS\HELPINDX.DOC
*=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
Short Cut Key Functions .................... Line #:88
Up Arrow Scroll File/Directory List U .... Line #:92
Down Arrow Scroll File/Directory List D .... Line #:94
Right Arrow Toggle Files or Directory .... Line #:96
ENTER Load the Current File .... Line #:98
Insert Search Disk For Path Mask .... Line #:100
CTRL-HOME Scroll Dormant Filename List .... Line #:102
CTRL-END Scroll Dormant File List Dow .... Line #:104
CTRL-Backspace Remove current name from .... Line #:106
Home Scroll Left Top Corner Historical .... Line #:108
Delete Remove current name from Histori .... Line #:112
The Cursor Keys Alone CTRL- .... Line #:122
The PgUp and PgDn Keys ...................... Line #:126
The Home Key ................................ Line #:130
The F1 Key .................................. Line #:137
The F2 Key .................................. Line #:141
The F3 Key .................................. Line #:150
The F4 Key .................................. Line #:154
The F5 Key .................................. Line #:158
The F6 Key DOS Shell .................... Line #:165
SHIFT F6 Fast Capture Rectangle ....... Line #:167
The F7 Key Paste the Current Clip ( .... Line #:169
SHIFT F7 Capture and Paste Polygon .... Line #:171
SHIFT F4 Normal Paste, Resizes to .... Line #:173
+ (Plus Key) Resize Image t .... Line #:175
The F8 Key Menu Colors .................. Line #:178
m Map Current Clip to Curen .... Line #:180
* (Star Key) Previous clip I .... Line #:182
CTRL-O The current clip is warped .... Line #:188
The F9 Key Load the current Clip int .... Line #:193
The F10 Key Exit ......................... Line #:195
The Esc key ................................. Line #:197
The Space bar ............................... Line #:204
TAB Key ..................................... Line #:209
CTRL-S ...................................... Line #:213
Enter ....................................... Line #:218
ALT-A Capture 320x200 top left corne .... Line #:222
ALT-C LOAD CLIP ART ..................... Line #:225
ALT-E LOAD POP UP CUT & PASTE POLY M .... Line #:227
1,2,3,4, or 5 Select option 1 .. 5 to t .... Line #:232
ALT-F Full Screen Off/On Toggle ......... Line #:236
ALT-L LOAD PRIMARY FILE (redo) ........ Line #:238
ALT-P Paste POINTS.PNT onto the scre .... Line #:240
# Paste the current Clip into PO .... Line #:242
ALT-Q EXIT .............................. Line #:245
R Run TEMPVEC.RUN stick figure a .... Line #:247
ALT-S SAVE Current VCX .................. Line #:249
ALT-U LOAD VCXTEMP2.VCX (undo) ........ Line #:251
CTRL-F6 Clone the current Clip (grea .... Line #:253
C Same as CTRL-F6 above ............. Line #:255
SHIFT F7 Capture and Paste Polygon ......... Line #:257
SHIFT F6 Fast Capture Rectangle ............ Line #:259
ALT-F6 Map the current clip onto the .... Line #:261
M Map the current clip onto the .... Line #:263
SHIFT-F3 Capture the colors in a polygo .... Line #:265
SHIFT F4 Normal Paste Resized to Box Di .... Line #:267
SHIFT-F9 Cut & Paste Polygon. Area is c .... Line #:269
S Sizes, Maps & Displays clips on .... Line #:271
ALT-X EXIT .............................. Line #:274
In a Window these Keys are Valid ............ Line #:277
+ (Plus Key) Resize Entire Im .... Line #:279
The F7 Key Paste the Current Clip ....... Line #:281
SHIFT F7 Capture and Paste Polygon .... Line #:283
SHIFT F4 Normal Paste Resized to .... Line #:285
The F8 Key Menu Colors .................. Line #:287
' Capture Boxed area to ZON .... Line #:289
The F10 Key Exit ......................... Line #:292
CTRL-F2 Resize the current ANI fi .... Line #:294
CTRL-F4 ACT1 Animation frame capt .... Line #:296
Numeric Keypad P3D files can be rotated .... Line #:298
The Esc key ................................. Line #:301
The Space bar ............................... Line #:308
ALT-A Capture 320x200 ACT2 Animation .... Line #:312
ALT-E Cut & Paste Menu ................... Line #:314
ALT-I Zoom In ( If using Full Scree .... Line #:316
ALT-O Zoom Out ( If using Full Scree .... Line #:318
R Run TEMPVEC.RUN stick figure ani .... Line #:320
In the Script Room .......................... Line #:324
In the CAD3D Room ........................... Line #:331
CTRL-D Object Display Options M .... Line #:333
MASTER HELP INDEX ........................... Line #:350
Short Cut Key Functions
~~~~~~~~~~~~~~~~~~~~~~~~
In the File Screening Room these keys are active:
-----------------------------------------------------------
Up Arrow Scroll File/Directory List Up
~~~~~~~~
Down Arrow Scroll File/Directory List Down
~~~~~~~~~~ F
Right Arrow Toggle Files or Directory I
~~~~~~~~~~~ L
ENTER Load the Current File E
~~~~~~
Insert Search Disk For Path Mask L
~~~~~~ O
CTRL-HOME Scroll Dormant Filename List Up A
~~~~~~~~~ D
CTRL-END Scroll Dormant File List Down I
~~~~~~~~ N
CTRL-Backspace Remove current name from Dormant FIle List G
~~~~~~~~~~~~~~
Home Scroll Left Top Corner Historical FIle Name List Up K
~~~~ E
End Scroll Left Top Corner Historical FIle Name List Down Y
~~~ S
Delete Remove current name from Historical FIle Name List
~~~~~~
F9 Load the current clip
~~
ESC Cleanup desktop
~~~
In a Window
--------------
The Cursor Keys Alone CTRL-L or R Cursor
~~~~~~~~~~~~~~~~~~~~~~~~~~ or ~~~~~~~~~~~~~~~~~~~~~~
Scroll Window Contents 1 Scroll Window contents 40
The PgUp and PgDn Keys
~~~~~~~~~~~~~~~~~~~~~~~
Scroll window contents 40 pixels or 1 page up and down
The Home Key
~~~~~~~~~~~~
Homes the current document.
Note: Some of these keys are only available in the Paint Studio with
the window closed.
The F1 Key
~~~~~~~~~~
Help The same help that is available in the upper right hand corner.
The F2 Key
~~~~~~~~~~
Instantly blank the screen to grey, and save the picture while
masked. Then you are brought back to the File Screening Room and
the picture is Flashed to notify you that the Picture has been
saved under it's current name. Most probably a temporary VCX
eg:VCXTEMP.VCX or VCXTEMP2.VCX on D: if available C: if not.
The F3 Key
~~~~~~~~~~
Clear the current window using the current Left Color.
The F4 Key
~~~~~~~~~~
Turn Autosave Off (Bottom scroll bar is undo).
The F5 Key
~~~~~~~~~~
Turn Autosave ON (Saves Primary between each tool use).
To be safe, use F5 to update the primary file prior to using the
Save Button to make a permanent copy.
The F6 Key DOS Shell
~~~~~~~~~~
SHIFT F6 Fast Capture Rectangle
~~~~~~~~
The F7 Key Paste the Current Clip (space to paste inverted)
~~~~~~~~~~
SHIFT F7 Capture and Paste Polygon
~~~~~~~~
SHIFT F4 Normal Paste, Resizes to Box Dimensions. Next Clip.
~~~~~~~~
+ (Plus Key) Resize Image to Next Clip
~~~~~~~~
The F8 Key Menu Colors
~~~~~~~~~~
m Map Current Clip to Curent Palette
~~~~~~~~~
* (Star Key) Previous clip Image is warped into the
~~~~~~~~~ shape of the Current clip.
eg: Use SHIFT-F7 to cut an area, use it again to cut a
different shape, press * and the clip is warped to
clip #0 and is ready to paste with Button 1.
CTRL-O The current clip is warped into a circle and becomes
~~~~~~~~~ clip #0. Shrink it gradually smaller with SHIFT-F4
capturing each circle to an ACT1 or ACT2 frame then
play back for a growing bubble picture effect.
The F9 Key Load the current Clip into a window and make it
~~~~~~~~~ the current VCX.
The F10 Key Exit
~~~~~~~~~~~~
The Esc key
~~~~~~~~~~~
Exit the current process in progress.
If there is no process underway then you are transported back to
the File Screening Room . The current picture stays as it
appeared during the last undo or redo or save operation.
The Space bar
~~~~~~~~~~~~~
Interrupt the current tool or Icon process.
(Clean Desk in the Paint Studio)
TAB Key
~~~~~~~
Change a greyscale 256 color palette to 16 colors.
CTRL-S
~~~~~~
Sort and Scale the current image and retain the palette.
Enter
~~~~~ When in the File Screening Room it reloads the current
or currently marked file.
ALT-A Capture 320x200 top left corner
~~~~~ (full screen FAST320x200VCX ACT2 animation frame)
ALT-C LOAD CLIP ART
~~~~~
ALT-E LOAD POP UP CUT & PASTE POLY MENUS
~~~~~ (ACT2 anywhere animation)
Inside Dialogue Boxes
--------------------------------------------------------
1,2,3,4, or 5 Select option 1 .. 5 to turn on the light.
~~~~~~~~~~~~~ Press Enter to Use, ESC to Cancel
---------------------------------------------------------
ALT-F Full Screen Off/On Toggle
~~~~~
ALT-L LOAD PRIMARY FILE (redo)
~~~~~
ALT-P Paste POINTS.PNT onto the screen without window.
~~~~~
# Paste the current Clip into POINTS.PNT.
~~~~~ (Pastes a bitmap into the vector line file.)
ALT-Q EXIT
~~~~~
R Run TEMPVEC.RUN stick figure animation without window.
~~~~~
ALT-S SAVE Current VCX
~~~~~
ALT-U LOAD VCXTEMP2.VCX (undo)
~~~~~
CTRL-F6 Clone the current Clip (great for animation) !!
~~~~~~~
C Same as CTRL-F6 above
~~~~~
SHIFT F7 Capture and Paste Polygon
~~~~~~~~
SHIFT F6 Fast Capture Rectangle
~~~~~~~~
ALT-F6 Map the current clip onto the current palette.
~~~~~~
M Map the current clip onto the current palette.
~~~~~~
SHIFT-F3 Capture the colors in a polygon to file TEMPMENU.PAL.
~~~~~~~~
SHIFT F4 Normal Paste Resized to Box Dimensions, Next Clip.
~~~~~~~~
SHIFT-F9 Cut & Paste Polygon. Area is cut out.
~~~~~~~~
S Sizes, Maps & Displays clips on the Icon Bar to help
~~~~~~~~ you find a Clip Board (CLP*.VCX)
ALT-X EXIT
~~~~~~
In a Window these Keys are Valid
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+ (Plus Key) Resize Entire Image to Next Clip
~~~~~~~~
The F7 Key Paste the Current Clip
~~~~~~~~~~
SHIFT F7 Capture and Paste Polygon
~~~~~~~~
SHIFT F4 Normal Paste Resized to Box Dimensions
~~~~~~~~
The F8 Key Menu Colors
~~~~~~~~~~
' Capture Boxed area to ZON. For game hit locations.
~~~~~~~~~~ Writes Box dimensions by clip count to _TEMPZON.TXT
The F10 Key Exit
~~~~~~~~~~~~
CTRL-F2 Resize the current ANI file frames.
~~~~~~~~~
CTRL-F4 ACT1 Animation frame capture menu.
~~~~~~~~~
Numeric Keypad P3D files can be rotated in 3D with 4,6, 8,2, and 7,3
~~~~~~~~~~~~~~
The Esc key
~~~~~~~~~~~
Exit the current process in progress.
If there is no process underway then you are transported back to
the File Screening Room . The current picture stays as it
appeared during the last undo or redo or save operation.
The Space bar
~~~~~~~~~~~~~
Interrupt the current tool or Icon process or close window.
ALT-A Capture 320x200 ACT2 Animation Top Left
~~~~~
ALT-E Cut & Paste Menu
~~~~~
ALT-I Zoom In ( If using Full Screen use this to zoom in).
~~~~~
ALT-O Zoom Out ( If using Full Screen use this to zoom out).
~~~~~
R Run TEMPVEC.RUN stick figure animation without window.
~~~~~
In the Screening Room, press P to go directly to the Paint Studio.
In the Script Room
~~~~~~~~~~~~~~~~~~~~
Up/DN Arrows Scrolls the script
Delete Deletes the current line.
INSERT Insert a command or text.
ESC Go back to the Screening Room
ALT-X Exit the program
In the CAD3D Room
~~~~~~~~~~~~~~~~~~~
CTRL-D Object Display Options Menu
~~~~~~
** In all text files, all words are Hypertext **
In all AniPaint Text Files, All words can be instantly referenced by
clicking Button 1 on the word, Then click Button 2 on ###***>
to go directly to the corresponding line#.
The Find button operates the same way without use of the mouse.
If automatic is disabled in CONFIGIT you must use Cyberfind manually.
Enter the key word you want to search with the Find Button.
____________________________________________________________________
* The Best way to learn this program is to do the Demos and the *
* Tutorials first then read the manuals. In this way you will *
* learn the button controls when in an active window and when not. *
--------------------------------------------------------------------
MASTER HELP INDEX
~~~~~~~~~~~~~~~~~~
C:\ANI\README.1ST
*=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
IMPORTANT CONFIGURATION INSTRUCTIONS ..... Line #:28
To get a Fast Start: ........................ Line #:47
Using AniPaint .............................. Line #:119
Optimizing your System for AniPaint ......... Line #:145
Files List that should be with this pack .... Line #:205
Important Notes for Uploading to BBS's ...... Line #:391
Bulletin Board Service Upload Descriptio .... Line #:410
Licensing and Disclaimer .................... Line #:441
Diagnostics ................................. Line #:497
Config.sys .................................. Line #:503
Autoexec.bat ................................ Line #:513
C:\ANI\HELPDOCS\SCREENRM.DOC
*=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
How to use the Screening .... Line #:78
PathMask Button ............................ Line #:87
Auto Sort PCX ............................... Line #:121
Dormant Files List: ......................... Line #:214
FILES/DIRECTORY: ............................ Line #:234
The Black Box ............................... Line #:247
The "S" Button: ............................. Line #:263
Clear Desk: ................................. Line #:276
Remove Duplicate file names ................. Line #:286
SearchMode: ................................. Line #:292
System Information: ......................... Line #:315
The Prep Room ............................... Line #:326
The SETUP Button ............................ Line #:338
The DITHER Button ........................... Line #:347
The EFFECTS Button .......................... Line #:356
Un-dither ................................... Line #:367
Antialias ................................... Line #:372
CAD 3D ...................................... Line #:393
2D Vector Graphic Objects ................... Line #:398
Hide a Series of Lines ...................... Line #:423
The Unhide Option ........................... Line #:450
Step Edit Object ............................ Line #:461
Delete a series of lines .................... Line #:481
Sample Objects .............................. Line #:488
Optimizing Program Performance .............. Line #:498
DOS SHELL ................................... Line #:535
The Path Line: .............................. Line #:551
Exit: ....................................... Line #:582
Saving Pictures ............................. Line #:605
Export to a PCX file format ................. Line #:617
Temporary Files: ............................ Line #:700
Resolution Buttons: ......................... Line #:773
The Alternate File List Button .............. Line #:793
The Consecutive Load Button ................. Line #:812
The Script Room Button ...................... Line #:828
ACT Scripts ................................. Line #:861
!!!! IMPORTANT !!!! SLIDE SHOW Presen .... Line #:882
The Script Room ............................. Line #:899
Script Commands ............................. Line #:907
Sprite Animation in VGA 320x200 Mode ........ Line #:992
Using VGA 320x200 mode to create sprite .... Line #:1096
Flicker Free Fast ACT1 with full screen .... Line #:1126
Game Making ................................. Line #:1138
How to use PLAYACT1.EXE ..................... Line #:1174
Speeding Up the Program ..................... Line #:1243
C:\ANI\HELPDOCS\ANIMATE.DOC
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Quick Start Bitmap Animation Instruction .... Line #:21
Using the 3D CAD Room ....................... Line #:33
Using Color Shade Groups .................... Line #:36
The Factor Number ........................... Line #:62
Using X Y Z Rotation ........................ Line #:100
Using Zoom in the CAD Studio ................ Line #:162
Very Important Zoom Instructions ............ Line #:225
The F S T Buttons (Front Side Top) ....... Line #:258
Drawing at the correct Z Depth .............. Line #:278
The 3D CAD Object Editor .................... Line #:305
The Objectboard TEMP2.P3D .......... Line #:308
The Pointboard TEMP.P3D ........... Line #:315
Copy ........................................ Line #:325
Cut ......................................... Line #:331
Paste ....................................... Line #:341
Shape ....................................... Line #:351
Animation Ideas .... Line #:404
Looking through a window .................... Line #:411
Jumping up and down ......................... Line #:447
Dissassemble reassemble ..................... Line #:455
Falling ..................................... Line #:463
Flying ...................................... Line #:476
For transfer to video: ...................... Line #:520
VGA 320X200 Mode Use Restricted by ha .... Line #:545
ACT2 Animation .............................. Line #:566
On the Spot Animation ....................... Line #:594
FAST320x200VCX If you feel the need .... Line #:615
The ACT2 Room Important!! SVGA 2 .... Line #:724
How to Use the ACT2 Room Important!! SV .... Line #:783
FAST320x200VCX .............................. Line #:951
Converting ACT1 to ACT2 animation ........... Line #:1078
ACT1 Animation .............................. Line #:1118
Advantages of ACT1 Animation ................ Line #:1123
Disadvantages of ACT1 Animation ............. Line #:1157
Creating ACT1 Animation ..................... Line #:1174
C:\ANI\HELPDOCS\STUDIO.DOC
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New Picture: ............................... Line #:7
How to Use the Studio ................... Line #:171
Important! Wrong Palette colors for curr .... Line #:179
<< UNDO >> .................................. Line #:211
Saving Files ALT-S or F5 or Click .... Line #:219
Mouse Settings .............................. Line #:260
Understanding Color Very Impor .... Line #:282
Animation and Palette control ............... Line #:346
The Clip Count Number ...................... Line #:369
Fit Clip Colors ............................. Line #:413
Autosort PCX ................................ Line #:423
Fill Vacancies with pure RGB ................ Line #:444
Fill Vacancies with 6 Colors ................ Line #:454
Fill Vacancies With Greyscale ............... Line #:460
Leave Vacant entries vacant ................. Line #:464
!! Hot Tip !! .............................. Line #:470
Extra Palette Control ....................... Line #:485
Icon Palette Entries ........................ Line #:498
The Color Bar ............................... Line #:506
The LEFT or Fill Color Area ................. Line #:555
The Right or Draw Color Area ............... Line #:564
The Size Number ............................. Line #:573
The Upper Scroll buttons .................... Line #:605
The Icon Bar ............................... Line #:609
#2 Alter Entire Palette ................... Line #:638
#3 Copy and Paste Parts of the Current P .... Line #:649
#4 The Palette Color Files ................. Line #:666
#5 The Pencil Eraser Color Replacer .... Line #:676
#6 The Painters Palette .................... Line #:689
#7 Picture Color ........................... Line #:715
#8 Menu Colors .............................. Line #:722
#9 Swap Color .............................. Line #:743
#10 Grey Scale Important Icon ! ....... Line #:757
Scale and retain Palette .................... Line #:769
Mapping to Sorted or scaled Palette ......... Line #:802
Fill Vacancies .............................. Line #:812
#17,#18 Pixel Movers ...................... Line #:822
#19 Exclude Color Pixel Mover Toggle. ...... Line #:847
#20 Compasses Protractor Set Gradien .... Line #:865
#21 Felt Marker Best Pen Gra .... Line #:880
#22 Gradient Grow Rectangle Draw (g .... Line #:893
#23 Rectangle .............................. Line #:909
#24 Paint Brush ............................. Line #:920
#25 Blob Draw greyscale optional ...... Line #:932
#26 Son of Blob Draw greyscale or .... Line #:943
#27 Air Brush Spray Paint Gradient o .... Line #:961
#28 Angle Sketch Draw greyscale optiona .... Line #:980
#29 Pencil Draw greyscale optional ..... Line #:1013
#30 Sketch Draw greyscale optional ........ Line #:1029
#31 Point to Point Filled Polygon Draw ..... Line #:1063
#32 Angle Pencil Draw greyscale opti .... Line #:1081
#33 The 2 Dimensional Vector Icons .......... Line #:1096
#V1 Stick Figure Animation ( *.RUN ) ....... Line #:1113
#V2 The Perspective Lines ................... Line #:1171
#V3 Vector Frame It greyscale opti .... Line #:1212
#V4 Vector Curve ............................ Line #:1221
#V5 Invisible Snap Grid ..................... Line #:1232
#V6 The Free Hand Vector Draw Tool .......... Line #:1250
#V7 Optional Snap-to Grid ................... Line #:1300
Special Magnetic Lines ...................... Line #:1441
1) Magnetic Curve C key .................. Line #:1445
2) Ellipse Press E on the .... Line #:1467
3) Magnetic T Square Line T key .... Line #:1478
4) 2D Magnetic Grid G key ........ Line #:1513
#V8 Main Icons .............................. Line #:1539
#34 Load POINTS.PNT if it is Available ...... Line #:1563
#35 The Camera .............................. Line #:1597
#36 The Load the Current File Again Wind .... Line #:1606
#37 Paste Copy Options ...................... Line #:1613
#38 Paste To Window ......................... Line #:1623
#39 Copy Rectangle Grow Box ................. Line #:1628
#40 Copy Poly ............................... Line #:1640
#41 Copy and Paste Rectangle ................ Line #:1651
#42 Gradient Flood Fill Vertical greys .... Line #:1668
#43 Clip Art Libraries ...................... Line #:1681
#44 Sherlock the File Finder ................ Line #:1731
#45 Scenery For Act1 Animation Se .... Line #:1739
#46 The Cutting Room see CUTT .... Line #:1754
#47 New Pic Icon ............................ Line #:1771
#48 Show the Previous Clip ................. Line #:1818
#49 The Action Icon See ANIM .... Line #:1824
#50 Show The Next Clip ...................... Line #:1834
#51 Show ACT2 Fast Full Screen Animation .... Line #:1839
#52 ACT2 Delay Clock ....................... Line #:1859
#53 Combine Files ........................... Line #:1866
#54 SCRIPT.TXT File List Icon ............... Line #:1881
#55 Blue Screen ............................. Line #:1895
#56 Paste Together a New Clip Art Librar .... Line #:1917
#57 Flood Fill .............................. Line #:1950
#58 Gradient Shield scaled palette .... Line #:1963
#59 Normal Circle Draw ...................... Line #:1972
#60 Gradient Globe Circle Scaled pale .... Line #:1980
#61 Filled Circle or Polygon ................ Line #:1999
#62 Draw an Arc or half circle .............. Line #:2011
#63 Draw and Fill an Arc .................... Line #:2023
#64 Gradient Torus scaled palette recom .... Line #:2033
#65 Gradient Fill Area Horizontal g .... Line #:2042
#66 Glaze Blend greyscale first for .... Line #:2059
#67 New Icon Stamp Icon ..................... Line #:2073
#68 The Fill Patterns ....................... Line #:2113
#69 The Tape Measure ........................ Line #:2120
#70 Un-zigzag or Antialias .................. Line #:2127
#71 Scatter The Color greyscale fi .... Line #:2141
#72 The Blender greyscale first .... Line #:2154
#73 Light and Dark greyscale first .... Line #:2168
#74 Magic Wand .............................. Line #:2185
#75 The Clip Finder Board ................... Line #:2198
#76 3D Bar Gradient Option ............ Line #:2213
Perspective ................................. Line #:2243
#77 Shrink 10 % Icon ........................ Line #:2256
#78 Rounded corners Rectangle Draw .......... Line #:2263
#79 Rounded corners Filled Rectangle Dra .... Line #:2277
#80 Frame It ................................ Line #:2291
#81 Lighten and Darken Polygon s .... Line #:2304
#82 Copy Grow 10% and Paste Polygon ....... Line #:2318
#83 Enlarge Page ............................ Line #:2327
#84 Change Text Color ....................... Line #:2342
#85 Create a Font ........................... Line #:2356
FNT Font Editor ............................. Line #:2358
KAR Font Capture ............................ Line #:2392
#86 Write Text Copy and Paste ............... Line #:2429
*.FNT Add Text to Page ...................... Line #:2431
*.KAR Add Text to Page ...................... Line #:2445
#87 Retrieve a Font File .................... Line #:2494
#88 Make Full Screen the Default (a .... Line #:2540
#89 Turn Auto Save On ....................... Line #:2554
#90 Save the Primary VCX .................... Line #:2568
#91 Save the Secondary VCX .................. Line #:2573
#92 Turn Autosave OFF ....................... Line #:2578
#93 Mouse Setup, Program Delays and Soun .... Line #:2587
#94 Cruise Disk ............................. Line #:2616
#95 Reduce Color in the current VCX ......... Line #:2622
#96 Gradient Curves ......................... Line #:2641
#97 Text Color .............................. Line #:2681
#99 Reverse Color #0 with Color #255 ........ Line #:2710
#100 Run DO1.BAT if it is Aavailable ........ Line #:2717
#101 Run DO2.BAT if it is Available ......... Line #:2750
#102 ACT2 Room Icon ......................... Line #:2779
#103 ACT2 Drive In Icon ..................... Line #:2795
#104 Load the Current Default Knowledgeb .... Line #:2815
#105 Reverse Picture Colors ................. Line #:2851
#106 Create a Presentation .................. Line #:2857
C:\ANI\HELPDOCS\CYBRFIND.DOC
*=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
What is Cyberfind? .......................... Line #:16
Manual Use of Cyberfind ..................... Line #:34
Convert Document ............................ Line #:55
What about CASE Sensitivity? ................ Line #:88
Using Cyberfind with the Mouse .............. Line #:118
Sure Fire Method ............................ Line #:120
Problems with Cyberfind ..................... Line #:147
C:\ANI\HELPDOCS\HELPINDX.DOC
*=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
Short Cut Key Functions .................... Line #:88
Up Arrow Scroll File/Directory List U .... Line #:92
Down Arrow Scroll File/Directory List D .... Line #:94
Right Arrow Toggle Files or Directory .... Line #:96
ENTER Load the Current File .... Line #:98
Insert Search Disk For Path Mask .... Line #:100
CTRL-HOME Scroll Dormant Filename List .... Line #:102
CTRL-END Scroll Dormant File List Dow .... Line #:104
CTRL-Backspace Remove current name from .... Line #:106
Home Scroll Left Top Corner Historical .... Line #:108
Delete Remove current name from Histori .... Line #:112
The Cursor Keys Alone CTRL- .... Line #:122
The PgUp and PgDn Keys ...................... Line #:126
The Home Key ................................ Line #:130
The F1 Key .................................. Line #:137
The F2 Key .................................. Line #:141
The F3 Key .................................. Line #:150
The F4 Key .................................. Line #:154
The F5 Key .................................. Line #:158
The F6 Key DOS Shell .................... Line #:165
SHIFT F6 Fast Capture Rectangle ....... Line #:167
The F7 Key Paste the Current Clip ( .... Line #:169
SHIFT F7 Capture and Paste Polygon .... Line #:171
SHIFT F4 Normal Paste, Resizes to .... Line #:173
+ (Plus Key) Resize Image t .... Line #:175
The F8 Key Menu Colors .................. Line #:178
m Map Current Clip to Curen .... Line #:180
* (Star Key) Previous clip I .... Line #:182
CTRL-O The current clip is warped .... Line #:188
The F9 Key Load the current Clip int .... Line #:193
The F10 Key Exit ......................... Line #:195
The Esc key ................................. Line #:197
The Space bar ............................... Line #:204
TAB Key ..................................... Line #:209
CTRL-S ...................................... Line #:213
Enter ....................................... Line #:218
ALT-A Capture 320x200 top left corne .... Line #:222
ALT-C LOAD CLIP ART ..................... Line #:225
ALT-E LOAD POP UP CUT & PASTE POLY M .... Line #:227
1,2,3,4, or 5 Select option 1 .. 5 to t .... Line #:232
ALT-F Full Screen Off/On Toggle ......... Line #:236
ALT-L LOAD PRIMARY FILE (redo) ........ Line #:238
ALT-P Paste POINTS.PNT onto the scre .... Line #:240
# Paste the current Clip into PO .... Line #:242
ALT-Q EXIT .............................. Line #:245
R Run TEMPVEC.RUN stick figure a .... Line #:247
ALT-S SAVE Current VCX .................. Line #:249
ALT-U LOAD VCXTEMP2.VCX (undo) ........ Line #:251
CTRL-F6 Clone the current Clip (grea .... Line #:253
C Same as CTRL-F6 above ............. Line #:255
SHIFT F7 Capture and Paste Polygon ......... Line #:257
SHIFT F6 Fast Capture Rectangle ............ Line #:259
ALT-F6 Map the current clip onto the .... Line #:261
M Map the current clip onto the .... Line #:263
SHIFT-F3 Capture the colors in a polygo .... Line #:265
SHIFT F4 Normal Paste Resized to Box Di .... Line #:267
SHIFT-F9 Cut & Paste Polygon. Area is c .... Line #:269
S Sizes, Maps & Displays clips on .... Line #:271
ALT-X EXIT .............................. Line #:274
In a Window these Keys are Valid ............ Line #:277
+ (Plus Key) Resize Entire Im .... Line #:279
The F7 Key Paste the Current Clip ....... Line #:281
SHIFT F7 Capture and Paste Polygon .... Line #:283
SHIFT F4 Normal Paste Resized to .... Line #:285
The F8 Key Menu Colors .................. Line #:287
' Capture Boxed area to ZON .... Line #:289
The F10 Key Exit ......................... Line #:292
CTRL-F2 Resize the current ANI fi .... Line #:294
CTRL-F4 ACT1 Animation frame capt .... Line #:296
Numeric Keypad P3D files can be rotated .... Line #:298
The Esc key ................................. Line #:301
The Space bar ............................... Line #:308
ALT-A Capture 320x200 ACT2 Animation .... Line #:312
ALT-E Cut & Paste Menu ................... Line #:314
ALT-I Zoom In ( If using Full Scree .... Line #:316
ALT-O Zoom Out ( If using Full Scree .... Line #:318
R Run TEMPVEC.RUN stick figure ani .... Line #:320
In the Script Room .......................... Line #:324
In the CAD3D Room ........................... Line #:331
CTRL-D Object Display Options M .... Line #:333
MASTER HELP INDEX ........................... Line #:350
C:\ANI\HELPDOCS\FILEINFO.DOC
*=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
Run time error 200 (integer division .... Line #:18
Run time error 103, 104, or 105 ............. Line #:29
Mouse Cursor Problems ....................... Line #:40
Program Problems ............................ Line #:50
File Problems ............................... Line #:65
Free Space .................................. Line #:82
Messing up needed files ..................... Line #:105
Stick to convention ......................... Line #:119
Recovering deleted files .................... Line #:141
Backing up your work ........................ Line #:157
Compression ................................. Line #:188
C:\ANI\HELPDOCS\DRIVERS.DOC
*=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
ALTERNATE GRAPHIC DRIVER SET ................ Line #:110
2048x1024 256 color ......................... Line #:125
Diamond Stealth or other S3 Chip Boards ..... Line #:139
One Last Hope: .............................. Line #:160
C:\ANI\HELPDOCS\CUTTNGRM.DOC
*=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
ACT1 Animation 100x80 zoomable .............. Line #:25
The Cutting Room Icons ...................... Line #:36
The Arrows Away From I Icon ................. Line #:45
The Clear Icon .............................. Line #:56
The Arrows Towards I Icon ................... Line #:64
The Zoom and scroll Buttons ................. Line #:76
The Color Button ............................ Line #:130
The Animation Window ........................ Line #:153
The Clip Board Icon ......................... Line #:165
The Crayons ................................. Line #:231
The Story Board ............................. Line #:240
The Action Board ............................ Line #:277
The Projector Icon .......................... Line #:373
The Clock Icon .............................. Line #:405
The Scrolling Icons ......................... Line #:429
The DONE ICON ............................... Line #:452
The Lone Paintbrush Icon .................... Line #:459
The Paint Brushes Icon ...................... Line #:471
............................................ Line #:495
C:\ANI\HELPDOCS\PRINTQ&A.DOC
*=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
How do I print different fonts? ............. Line #:10
How do I Print Graphics? .................... Line #:19
The Prep Room ............................... Line #:35
Is there A Better Way to print graphics? .... Line #:42
C:\ANIPAINT\HELPDOCS\FINDPROB.DOC
*=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
Some more solutions to common problems.
AniPaint (c)1994 by Rick Sobie
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
************************ Problems and Solutions ***********************
C:\ANI\HELPDOCS\FILEINFO.DOC
*=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
Run time error 200 (integer division .... Line #:18
Run time error 103, 104, or 105 ............. Line #:29
Mouse Cursor Problems ....................... Line #:40
Program Problems ............................ Line #:50
File Problems ............................... Line #:65
Free Space .................................. Line #:82
Messing up needed files ..................... Line #:105
Stick to convention ......................... Line #:119
Recovering deleted files .................... Line #:141
Backing up your work ........................ Line #:157
Compression ................................. Line #:188
Run time error 200 (integer division by 0)
~~~~~~~~~~~~~~~~~~
This program crunches millions of numbers on each operation. It
is possible that at some time an integer may be divided by 0 and
this will force the program to DOS to recover. Just reload
AniPaint. If the divide by 0 occurs when a PNT or P3D file
loads, it contains an incorrect value and must be deleted at
DOS. If not, each time the vector PNT or P3D file is loaded,
it will repeat the same combination. If it is a reoccurring
problem then you may want to call for support.
Run time error 103, 104, or 105
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The program cannot find a file.
Although the program constantly performs this type of error
checking, sometimes error checking has been sacrificed for
speed. If you recieve one of these errors check the file
list in readme.1st aginst the files you have.
Check LOG.TXT for recent DOS Services Report.
Just reload AniPaint and try to provide the file it needs.
It will usually tell you what it needs.
Mouse Cursor Problems
~~~~~~~~~~~~~~~~~~~~~~~
This program requires a mouse. It also creates it's own cursor.
I have used a standard interupt 33 to hide the mouse cursor
but it may not have any effect on your pointing device.
Perhaps in a later version I will support your device but
for now I am unable to accomodate you. Try ANIPAINT /fix
Program Problems
~~~~~~~~~~~~~~~~
If you are having serious problems with the program I would appreciate
hearing from you. Write me, or phonee and I will try to respond as
quickly as possible. I can't fix a problem that I can't identify so
please make note of the steps that you took prior to the problem and
be sure to include your machine type and all other information that
could be pertinent.
If you have downloaded it from a BBS and you received error messages
during download or if anything unusual happens during decompressing
the program, you may have a corrupted copy. If it is a major defect,
or ommission, chances are that someone has already brought it to my
attention and I have corrected the problem already. Look for a newer
version first and be sure you have read the documentation.
File Problems
~~~~~~~~~~~~~~~
90 percent of all problems associated with computer programs
occur with FILE IO (file in out). That is, opening & closing,
writing to files, etc. Communication between the program and the
hard disk. The reason for this is that many times situations
occur that are beyond the control of the program.
The user has as much control over the hard disk as most programs.
They may accidentally delete needed files or put things in the
wrong place, or configure their system in a way that makes
program operation difficult or impossible.
Read all documentation accompanying this program and you will
have a far better understanding of how the program works and what
may be wrong. Make sure your system is set up as it should be and
that you have a complete copy of AniPaint and that all included
files are there where they should be. See README.1ST
Free Space
~~~~~~~~~~~
You need free space to write information to a file.
If you are like most people, you cram as much information onto
your hardrive as possible and operated with a minimum of free
space. It seems no matter how big your hard drive is it is never
big enough. Programs not long ago could be put on a single 320 k
floppy. Not any more. Now it seems they are 10 high density disks
or over 10 million bytes. I am limiting my program to allow it to
be transferred in a reasonable period of time by someone with an
older modem . If it wasn't for this fact, I would include far
more clip art and additional programming and utilities. Not to
mention animation files which can grow to enormous size.
Disk compaction helps, but again the information seems to expand
to fit the available space. So to avoid problems, if you are not
using information on your disk, compress it or back it up and
make room. Ongoing maintenance in this area is essential to
today's large programs. If you are using Microsoft Windows
with disk swapping, you will need even more free space. It uses
your disk to create EMS and XMS for use by this and other
programs. Depending on how your _default.pif or programname.pif
is set.
Messing up needed files
~~~~~~~~~~~~~~~~~~~~~~~
If you don't know what a file is, don't mess with it.
Operation of the program can be Easily totally disabled if you
remove or alter a file that the program needs to operate. If not
totally, disabled then partially disabled to the point that
figuring out what went wrong might be impossible. Keep a neat
house. Try not to put your work files in with the program files.
Use sub directories. The small inconvenience of switching
directories is worth the effort. If files are missing or get
messed up you may be able to reinstall them.
Reinstall AniPaint with the INSTALL option in CONFIGIT. It will
replace your examples etc.
Stick to convention
~~~~~~~~~~~~~~~~~~~
If a file is text, name it with some sort of text extension and
stick to the same format. At least be consistent in naming the
file extensions.
This program, like most others, loads and handles files according
to the last three characters. A PCX is not a PCX unless the
extension is PCX.
Archive attributes
Dos provides several file attributes including READ ONLY. This
program allows you to set files as read only by choosing the
right corner light button, then choosing protect. The benefit is
to provide a safety device to ensure the file will not be
overwritten, or accidentally erased, and to protect it in the
program from prying eyes. However, if you protect a file that the
program needs to write over such as a temporary file, all
operations that use that file will be disabled until you
unprotect it. At DOS attrib -r removes the protection.
See your DOS manual on the attrib command for more information.
Recovering deleted files
~~~~~~~~~~~~~~~~~~~~~~~~
If you accidentally delete a program file, you must go
immediately to DOS and use the undelete command to recover it.
You will have to compare the list of needed files (README.1st)
with the files that exist, to determine what files are missing
and what the first letter in the name is.
If you wait, the area on the disk will be used perhaps the next
time the program writes to disk, in which case you will have to
reload the entire program from your back up set. ( which I am
sure everyone has) If you don't, you are out of luck plain and
simple. It is time to call up a friend and get their copy. Keep
that registration number in a safe place, you never know when you
might need it. If the wrong file or files get altered, you will
have to enter it again.
Backing up your work
~~~~~~~~~~~~~~~~~~~~
Anything mechanical sooner or later breaks down.
It seems that with hard drives the bearings wear out.
Where there is any friction there is wear. As long as your
computer is on, the disk is spinning, it is only a matter of
time. If you have a 210 meg hard drive you probably don't still
have just one 320 k floppy drive. Can you imagine backing up 210
meg with 320 k floppies? I highly recommend a tape backup if you
are serious about graphics. I use one. It is not lightning fast
but it is very easy to use and extremely convenient. I can back
up my entire drive while I sleep or make small 20 meg back up
sets in 3 or 4 minutes.
Not only does it safeguard against disk failure but it protects
me from myself as well. Accidental erasure, or if I get off on a
wild tangent and decide later to scrap what I have done, I can go
back to a point that I am happy with and not have to start all
over. Back up your work, it is a chore but it is worth it. See
your DOS manual. MS-DOS 6 has a new backup utility option.
This program only saves files in a format that it creates,
with the exception of PCX. If it does not recognize the format
it loads it as text. For all I know there may be other VCX
files out there. There most certainly are FNT, PAL and ICO
files out there. THESE FILES ARE NOT COMPATIBLE WITH THIS
PROGRAM UNLESS CREATED BY ANIPAINT. If you attempt to load
a file other than PCX that was not created with this program,
unpredictable results may occur.
Be sure you have read all the documentation
Compression
~~~~~~~~~~~~
PCX files as well as most older graphic file types use
compression algorithms in their files. I do not. There are so
many good compression utilities and disk compaction programs that
it has become redundant. Speed is the key. An uncompressed file
can be loaded faster because there are less steps involved in
putting it onto the screen.
You may still find this program slow at any rate. If you do, then
try to confine your graphic work to 320 x 200 mode.
See speeding up the program at the end of SCREENRM.DOC.
There are many fine compression utilities available including
PKZIP that if you are familiar with communications you will no doubt
already have. If not ask someone for a copy. One final note on
compression, when you export a PCX from this program it is not
compressed either. Compression schemes often change with new versions
and I felt that I could extend the compatibility for years
to come if I did not compress these files.
In my own tests I have achieved a 10 % increase in compaction
by using PKZIP on VCX as opposed to GIF. The run length encoding
of PCX files is inferior to the compression of PKZIP.
If you want to test it, compress SKY.PCX (if it is included with
this version) with pkzip. It ends up about 23 k. Save SKY.PCX with
another program like PAINTSHOP PRO. It becomes 44 k. as GIF 27 k.
The program you load the PCX with, may not know the file is uncompressed.
If you want to compress it after you load it into another
program, just save the file with the other program.
If you are working with a minimum of space, create Batch files
that zip and unzip your files as you see fit. You can escape to
the DOS shell in either the Paint Studio (F6), or use the upper right
hand corner light button in the screening room. See your DOS manual
on Batch Files and your compression documentation that accompanied the
compression utility you are using.
The two Icons RUN1 and RUN2.BAT can be user defined to automatically
do your periodic maintenance and compression.
You can load a ZIP and unzip it into any directory with AniPaint if
PKUNZIP.EXE is in your path.
Important note:
If you have limited conventional memory, you will not even be
able to use the DOS Shell, let alone any compression utility.
Optimize your System first. You may check your available
conventional memory by clicking on the little black box beside
FILES/DIRECTORY in the Screening Room.
To change drives, enter the command C: or D: or A: or B: on the
pathline above it.
If it doesn't change, press Cancel, then Clear Desk.
If things are looking terribly wrong all of a sudden or acting
very strange, you may have corrupted configuration files.
Delete DRAWCFG.KEY and FILECFG.KEY and they will be replaced
by new files when you next load the program.
Test the mouse delay in CONFIGIT, then set the mouse delay using
the Mouse Set Icon. The Mouse Set Icon takes precedence over
Configit. If you disable the program with the Mouse Set Icon
you will have to delete FILECFG.KEY in the C:\ANIPAINT
directory.
AniPaint (c) 1994 Rick Sobie
PKZIP is the property of PKWARE.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
<<<<<<<<<<<<<<<<********* Graphic Drivers ***********>>>>>>>>>>>>>>>>>>>
C:\ANIPAINT\HELPDOCS\DRIVERS.DOC
*=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
ALTERNATE GRAPHIC DRIVER SET ................ Line #:111
2048x1024 256 color ......................... Line #:126
Diamond Stealth or other S3 Chip Boards ..... Line #:140
In CONFIGIT, Choose a driver in the Graphics Drivers Menu then
go to the Program Options Menu and Select that Driver as your
default driver.
Once you have done this, choose Save in the Program Options Menu.
This information will be written into your user configuration
file and, when you load AniPaint, that driver will be used. Once
inside AniPaint you may switch drivers and modes if your system is
capable of other drivers or modes.
This program requires a minimum VGA adapter. If you have an EGA
only, don't attempt to load a VGA driver, all the wishing and
hoping in the world won't make it work. With the SVGA drivers, No
checks are made to determine if you have a minimum VGA. So do not
use them if you do not have at minimum, VGA capabilities. If you
have a VGA or SVGA, you can use the EGA resolution as well.
Some of the processes require a minimum of 640x480,
if so, it will usually state that fact. Switch to that mode
or higher if you can.
If you are experiencing problems switching drivers in the
program, (especially the 16 color drivers), then set the driver
in CONFIGIT.EXE, and don't change drivers in the program.
Choose the "Disable Mode Switching Option" in CONFIGIT.
This program was designed for 256 color use. It is possible to
use it in 16 color mode, however it is slower. I mean SLOWER! Not
just a little slower, a lot slower. If you have a fast
machine, you get spoiled easy, and when you have to wait a
little, it can be very annoying. If you still have a slow
machine you may be used to waiting.
The smaller the screen, the less information has to be processed.
Try to confine yourself to a smaller screen unless you don't mind
waiting a bit. See Speeding Up the Program in SCREENRM.DOC.
If you have an SVGA with 1 meg of on board memory, then you are
lucky, proving the card is compatible. With my Paradise
compatible SVGA graphics adapter I can load any of these
drivers, and switch back and forth from 16 color in any mode to
256 color in any mode. You should be able to do the same. I still
find the 16 color drivers too slow to use for any length of time.
( If you are using Microsoft Windows, try running AniPaint from
DOS instead.)
If you have a standard VGA, I suggest you use 256 color 320x200
mode. It is fast . However it get's a little crowded since you
are actually using only a tiny corner of the intended screen
size. Find ways of working around this that work for you. Some
tasks will require you to switch to either EGA 16 mode or VGA 16
mode because the screen just isn't large enough in 320x200. Don't
try to switch to 1200x1024 if you don't have a machine that is
capable of this resolution.
If you attempt to convert 2 color PCX in 16 color mode it
will not work. Use any 256 color mode first, then switch to 16
color if you must, and load the VCX conversion.
VCX files are useable across any driver or mode. Although
the palette record must be correct for the mode you are in. In 16
color mode, only the first 16 color numbers are used. If you are
trying to view a 256 color photographic image in 16 color mode,
it will not look correct. Convert the 256 color PCX using a 16
color resolution.
All 256 color PCX files converted to 256 color VCX, are
better converted in 256 color mode.
The original is always unchanged any time a PCX is loaded.
The IBM8514 is also available but you must enter the correct
parameters on the command line. ANIPAINT /IBM8514 loads
the driver for use with the program. My adapter can not
use the IBM8514. The system locks up and I have to reboot.
The same may happen to you if your graphic card is not
compatible with it. This driver is supplied by Borland
International and remains their property.
You must enter the command ANIPAINT /IBM8514 <0> or <1>
omit the brackets. 0 is 640x480 256 colors and 1 is 1024x768. If
this is the driver you use all the time, create a batch file
called PAINT1.BAT and PAINT2.BAT to save some key strokes
eg:
-------------------------------------
At DOS type this
C:\ANIPAINT>COPY CON PAINT1.BAT
ANIPAINT /IBM8514 0
^Z
--------------------------------------
(don't type C:\ANIPAINT> that's the directory you should be in.)
The ^Z is done by holding the CTRL key and pressing Z .
Repeat the process for PAINT2.BAT and substitute the 0 for a 1.
Now when you start ANIPAINT you will type PAINT1 or PAINT2
to load the Program.
Once inside you will probably not be able to switch modes.
Disable mode switching in CONFIGIT if you have any problems
changing modes.
See your DOS manual for more information on Batch Files.
Use Autodetection for the ATT400 driver.
ALTERNATE GRAPHIC DRIVER SET
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
IF NONE of the CONFIGIT drivers work for your machine, or if
your macchine is capable of 2048x1024 256 colors, then
at DOS type Anipaint withe the switch: /alternate
eg: C:\ANIPAINT:>anipaint /alternate
This will load the alternate driver set.
Choose a number from 0 to 6.
It is best to first choose 0 to initialize, then exit Anipaint
and try a higher number if your machine is capable of it.
If you are using Windows or have limited conventional memory,
they may not load the correct driver mode.
If it just won't cooperate, reboot first.
2048x1024 256 color
~~~~~~~~~~~~~~~~~~~~~~
This driver has not been tested by me. My machine is not capable
of such high resolution. It may work for you.
If you are stil;l unable to initialize graphics then use the
switch /other.
Look at the files in the anipaint directory and choose a
driver. All the drivers have a BGI extension.
eg:TRI256.BGI is a trident driver.
Anipaint will prompt you for a driver number and graph mode
number. See your board documentation or try any number
between 1 and 10. 0 is usually autodetection.
Diamond Stealth or other S3 Chip Boards
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I have included the S3 driver SVGAS3.BGI for high
powered machines.
I have not been able to test it as my machine is not
capable of using it.
The High Color options have not been implemented,
(number of colors over 256) but it may work for
you none the less.
Important!!!!
If you are using any of the drivers other than the
main driver set in CONFIGIT you should exit ANIPAINT
to change modes or else abnormal termination could result.
Such as "BGI error graphics not initialized."
If you want to specify the exact driver to use such as the
TRIDENT TRI256.BGI etc. or if you have some type of special
graphics card or high tech super driver, then one more
possibility exits.
One Last Hope:
~~~~~~~~~~~~~~
Use the switch ANIPAINT /other All the drivers will be displayed.
You will be prompted for a driver file *.BGI. You may have a vendor
supplied BGI driver if so use with this option. A BGI driver is
sometimes supplied with the board. It must have the extension .BGI
and be put into the ANIPAINT directory. You will be prompted for
it's name eg: FASTDRVR.BGI
Then you will be asked for a valid graph driver number, and graph
mode number to pass to this driver to initialize it into graphics.
Just press enter for defaults. (Uncharted teritory)
See your vendor supplied documentation for information or try
a few numbers. You may have to reboot.
Trying to make a program that can be used by a wide range of
machines is difficult to say the least. Only recently have the
manufacturers got their act together and are starting to comply
to a standard that is compatible. VESA is the standard but not
all adapters are truly VESA compatible.
The SVGA256 and VESA16 drivers are VESA compatible, so if you
have a compatible card there should be no problem.
If none of these drivers work for you I am sorry, consider
upgrading your system, and when you do, be sure to ask if the
graphics adapter is VESA compatible. Almost all graphic
programs in the future will support VESA.
AniPaint (c) 1994 by Rick Sobie
CONFIGIT (c) 1994 by Rick Sobie
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
<<<<<<<<<<<<<<<<************* ANIMATION *****************>>>>>>>>>>>>>>>
C:\ANI\HELPDOCS\ANIMATE.DOC
*=*=*=*=*=*=*=*=*==*=*=*=*=*=*=*=*=*=*=*
Quick Start Bitmap Animation Instruction .... Line #:21
Using the 3D CAD Room ....................... Line #:33
Using Color Shade Groups .................... Line #:36
The Factor Number ........................... Line #:62
Using X Y Z Rotation ........................ Line #:100
Using Zoom in the CAD Studio ................ Line #:162
Very Important Zoom Instructions ............ Line #:225
The F S T Buttons (Front Side Top) ....... Line #:258
Drawing at the correct Z Depth .............. Line #:278
The 3D CAD Object Editor .................... Line #:305
The Objectboard TEMP2.P3D .......... Line #:308
The Pointboard TEMP.P3D ........... Line #:315
Copy ........................................ Line #:325
Cut ......................................... Line #:331
Paste ....................................... Line #:341
Shape ....................................... Line #:351
Animation Ideas .... Line #:404
Looking through a window .................... Line #:411
Jumping up and down ......................... Line #:447
Dissassemble reassemble ..................... Line #:455
Falling ..................................... Line #:463
Flying ...................................... Line #:476
For transfer to video: ...................... Line #:520
VGA 320X200 Mode Use Restricted by ha .... Line #:545
ACT2 Animation .............................. Line #:566
On the Spot Animation ....................... Line #:594
FAST320x200VCX If you feel the need .... Line #:615
The ACT2 Room Important!! SVGA 2 .... Line #:724
How to Use the ACT2 Room Important!! SV .... Line #:783
FAST320x200VCX .............................. Line #:951
Converting ACT1 to ACT2 animation ........... Line #:1078
ACT1 Animation .............................. Line #:1118
Advantages of ACT1 Animation ................ Line #:1123
Disadvantages of ACT1 Animation ............. Line #:1157
Creating ACT1 Animation ..................... Line #:1174
Quick Start Bitmap Animation Instructions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Load an existing PCX or VCX. Capture an area 320x200 with the EDIT
button or ALT-A. Click on the Paint button. Use the Icons to alter the
image. Capture the area again. Set the left number beside the color bar
to 21. Set the right number beside the color bar to 22. Click on the
Projector Icon. Both buttons to stop the show. There are many more ways
to create animation with this program. Read the rest of this document
for more information.
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Using the 3D CAD Room
~~~~~~~~~~~~~~~~~~~~~~
Important Mouse instructions. When using the mouse, Button 1
does the work, button two usually allows you to move the
pen, Both Buttons completes the process. When I say Both
buttons I don't mean try and hit both buttons at the same time.
The odds are fifty/fifty you'll click B1 or B2 in the process.
When you are finished drawing with the pen and you
want to click both buttons to exit the process, you hold B1 and
then click B2. This is Both Buttons with a positive completeion.
If you just want out and would like to cancel the process,
hold B2 and then click B1. This is a negative completion.
Most of the tools are straight forward. If you leave
Extra Help on while you are learning, you will get small
help messages to guide you along. You can also
activate extra help only when you need it with the
upper Options Button.
Using Color Shade Groups
~~~~~~~~~~~~~~~~~~~~~~~~
If you are familiar with the Paint Studio, the CAD Studio is
very similar.
The purpose is to create objects that look realistic and that can be
manipulated in virtual space and captured to bitmapped VCX
animation frames.
To accomplish realism - since few things are truly only one color -
we deal with color as a group. Most things are actually shades of
one color. So we set the LEFT (or Fill) Color to the darkest shade
of color in the group we want, then we set the Right (or Draw) color
to the brightest shade we want. Now when we create an object
like for instance a bottle, it will have gradient color from
dark to light shades.
In this way in combination with different fill patterns, we can
imitate metals, like brass screen, lead pipe, nickel etc.
It is totally dependant on the current palette.
If you switch palettes, the different palette must have the same
shades or the effect will not be same.
The main palette \PALETTES\MENU5.PAL has a good mix of shades
and is capable of many different metals, stone, marble brick etc.
The Factor Number
~~~~~~~~~~~~~~~~~
In the CAD Studio numbers are more important than in the Paint Studio.
Manipulating objects and drawing on them, adding to them etc is
like building. In the Paint Studio you draw and paint and in the
CAD Studio you build and render objects.
You build with materials that you create. Materials can be
metal or plastic rods or steel plates or leather etc.
Whatever the material you use, the size will be important.
A go-cart might use rods that are 10 units in diameter with
wheels that are 40 units in diameter.
Example : A 10 unit diameter brass rod can be made by selecting the
Left (Fill) color at the middle shade of yellow and the setting the
Right (draw) color at the brigtest shade of yellow. Then select the
Oval Rod Icon and when you draw you are drawing with brass rods.
When you draw in the CAD Studio you are drawing in 3 Dimensions.
Not only width and height but depth as well.
Since the screen only has width and height, you have to be able to
communicate depth in another way then just moving the mouse up
or down or left to right.
We accomplish this by transforming the view. Switch to the side
view and now when you move left or right you are actually
moving back and forth in 3 dimensions.
There are three views provided. Front, Side and Top.
Back Side and Bottom can be drawn on by setting the depth
or Z. You see the front but because the depth is set
to the back of the object, you are actually drawing on the
back of the object. When you turn the view to the side you
will see the depth.
If you watch the small cursors in the small views, you will
see the object facing a different direction and the depth
that you are drawing at.
Using X Y Z Rotation
~~~~~~~~~~~~~~~~~~~~~
In the CAD Studio, at the bottom of the screen is a black and
white bar containing the Rotation and Zoom controls. They
are similar to using the numeric keypad in an open window.
The difference is that you have greater control.
If you click Button 1 on a number it will increment.
If you click Button 2 on a number it will be reduced.
If it is at 1 and you try to decrement the number by 1
and nothing happens, it is because it cannot have a 0
value. Subtract 2 and it becomes -1...
With a complex group of objects on the screen it can take
a while to refresh the screen in the large window, not to
mention the two smaller views as well.
To minimize the moves and save time you can:
* Turn the green "Move" button to OFF, while you are setting
the numbers. The screen will not be refreshed.
This is important because you will need to adjust
depth or Z by watching the cursor in the smaller rotated views.
When the small cursor is on the edge you want, the
Z or depth is set to match that depth. The small cursor
arrows get longer according to the Size (or Right) Number
located to the extreme right of the color bar.
When you draw lines with the Size number set at 30, the
lines will be 30 units deep from the currently set depth
or Z amount. You end up with a square sheet on edge that
when rotated on its side will be 30 units wide.
Then click on the green "Move" button
and the screen is refreshed.
Another way to find the Z depth of a corner or point of
an object is to click on the point you want to query in
the large main window. This loads the Object Editor complete
with menus and more buttons. Choose Options Match Z and
Z will be set to match the point ensuring that when you
draw you are not drawing before or past your intended depth.
Remember that drawing in 3 dimensions on a 2 dimension screen
requires you to set the depth even though you cannot see it.
If X Y or Z rotation is not at 0 when you draw you will not
likely match the point. Instead create a separate file and
paste the object rotated or update the view first
if you must draw on a 30 or 40 degree or whatever degree
of rotation on whatever axis. If you do not update the
view, when the object animates, the part rotation may not be
in sinc with the whole object. (It does make a great effect though)
* Set the Factor number (below the green Move buttons) then
aplly that number to Rotation and Zoom numbers.
(Setting X rotation at 1 takes 180 moves to
make 1/2 turn. Setting the Factor number at 180
takes one move.
* Click twice on a green Factor amount (1 or 45, 180 or 90)
the Factor number takes on the value of the green buttons.
* When you want to just move the thing around, you can use the
numeric keypad. The benefit to using the Page Up and Page Down
numbers and CTRL-Arrows, is that a keypress interupts the
screen refresh so you don't have to wait for the image to be
completely drawn on screen before it moves again.
Actually the scroll buttons and scroll bars in an active window
are the slow way to scroll the page. The keyboard is much faster.
In the CAD Studio use the Factor number to save moves.
If you want to make the factor number 1 in a hurry click both
buttons on it.
Using Zoom in the CAD Studio
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When you draw in 3D CAD you are drawing in 3D space. The
home key brings you to the center of your virtual universe.
X:1 Y:1 Z:1 ( we aviod the use of 0 because to divide
a 0 causes an overflow situation forcing the program to
DOS to recover.)
In your round virtual universe 32000 units in any direction,
the center of your window is 0 unlike the Paint Studio,
where the left or top edge of the window is 0.
This keeps objects centered on the screen while they rotate.
The units you choose can be millimeters or parsecs or
anything as long as it is constant. Unless you are doing
technical work you will probably just go by eye.
If you want a drawing to scale, then choose a base unit
like centimeters or meters and each size number represents
one unit of measure. The metric system allows for greater
accuracy. Otherwise you will have to calculate the
conversions yourself. For instance feet to inches.
You don't enter the units into the program, it just calculates
everything on 1 base unit.
In the Paint Studio and in an active window, the Zoom button
increments and decrements the size by half each time.
In the CAD studio Zoom Out and Zoom In become divisor
and multiplier. Without confusing you with too much forgotten
math I will explain how this works.
Suppose you increased the size of an object 100 times then
you decreased the object 100 times. The object would be the
same size afterwards would'nt it. Now suppose you increased it
100 times then decreased it 50 times. The object would be
100 divided by 50 or twice as large. The ratio would be
100:50 or 2:1. Suppose you increased it 134 times and decreased it
76 times. The object would be 134:76 or 134/76 the size.
What this shows is that you can shrink and enlarge an object
by 1/1000 th of a millimeter or whatever scale you are using.
It would be 1001/1000. This adds up to greater control.
Suppose you want to create 10 frames of animation with a
foreground object moving into the distance( getting smaller).
On the tenth frame you want it to be half the original
size. Set Zm Out at 100 and Zoom In at 100.
At the last frame you want the Zm to be Zm In:50 Zm Out:100
or 50/100 or 1 half.
You have ten moves and 50 to subtract. Subtract 5 from Zm-In
for each frame and it will decrement 100..95..90..85.....until 50
ten frames later. The object will shrink into the distance.
Want it to fly in at warp speed from the distance?
Start with Zm Out: 200 Zm In:1 and reduce Zm Out by 20
each frame in 10 frames. It fly's in to full screen ending
at 1:1.
Very Important Zoom Instructions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you are using the Animation Processor under the Projector Icon
in the CAD Studio, it will increment or decrement Zoom
automatically each frame an amount that you have selected.
Suppose you want an object to fly in as above.
On the bottom Rotation Bar, set the Zm Out:200 Zm In:1;
Then select the Projector Icon and when it presents a dialog box
and asks for rotation and zoom factors, enter -20 in the
Zm Out box and enter 0 in the Zm In box. These boxes
contain amounts to add to or subtract from each frame. If set
at -20, in 10 frames it will have subtracted 200 from Zm Out.
Simple math required here, but if you do not know this simple
method of adding and subtracting zoom factors, it just won't
work for you at all.
The important thing to remember is the ratio is a fractional
amount. Like, 2 fifths or 3 quarters etc when rounded and
the fraction reduced to its lowest terms. It is easier to
imagine how it will look if you reduce the fraction roughly
in your head. The Zm Out divides the size of the object therefore
it is the fraction divisor and the Zm In multiplies the size
of the object therefore it is the multiplier.
Multiplier/Divisor (or numerator/denominator) 1/2 1/5 smaller,
5/2 7/3 would be larger.
Reduced to its lowest terms 5/2 would be 2 and a half so the
image will be 2 and a half times as large.
(My appologies to all the math professors of the world)
The Automatic Animation Processor also expresses this fraction
as a decimal ratio to 20 demical places or so in scientific notation
for extremely accurate work when necessary.
The F S T Buttons (Front Side Top)
~~~~~~~~~~~~~~~~~
More specifically these buttons set the view to Front
Left Side and Bottom. Right Side and Left Side are only distinguished
by there depth. The same applies to Top and Bottom.
You could be drawing on what appears to be the top but if your
Z (Depth) setting does not match the Z of the top of the object,
then you will actually be drawing before or after. It will not
be noticeable until you rotate the object.
Click on F and the view will switch to Front if it is not
there already. The same applies to Side and Top.
You can draw on any view in any state, but until you really
understand XYZ coordinates, you should probably stick to
square head on views.
There are 6 Icons that switch the view permanently.
The views Front, Back, L Side, R Side, top and bottom
are marked on the Icons.
Drawing at the correct Z Depth
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The most important aspect of 3D CAD is your ability to draw
at the correct Z depth. The two smaller views show the
cursor at the current Z depth.
Switch the green "Move" button to Off, then click on the
Z depth area on the bottom status bar. The small cursors
will reflect the change and you can adjust the Z depth to
match an edge or point on the object this way.
When this is not possible, click directly on a point
in the large window. Then Click on the Options Menu
and choose :
* Match Z Depth
or * Match X,Y,Z
or * Choose Edit then Copy and choose Put Point in Cue.
The cue is like a memory notepad that will allow you to reference
the point. If you click on the Cue Bar itself it will allow you to
enter numbers. The Cue itself does not do anything other than save the
numbers for you.
With a little practice you will get the hang of it.
You can always move the object or Copy and Paste the object
to locate it accurately.
The 3D CAD Object Editor
~~~~~~~~~~~~~~~~~~~~~~~~
To load the Object editor you can choose the Locate Icon
but be careful. It asks for editing before you see the
object. The only clues are the color of the buttons, the
fillstyle of the buttons,( they will match that of the
current object) and the object number.
A better way is to click directly on an intersecting point
of the object you want to edit.
You will still have to be sure that the Object Editor
has selected the correct object. It may have picked up
one underneath or hidden. Rotate or zoom the object
so that the point is isolated first if you need to.
The Objectboard TEMP2.P3D
~~~~~~~~~~~~~~~~
The Objectboard is a clipboard that will hold your copied objects.
You may want to isolate an object from a file of objects in order to
resize or make duplicates or whatever and only affect the one
object.
The Pointboard TEMP.P3D
~~~~~~~~~~~~~~
The Pointboard is a memory reference of points. Query points by
clicking on them, then load the Pointboard and turn"Show XYZ On".
Now all the points and there coordinates will show. Print the
page and reference the points or capyure the window, select
vcx background and choose the clip as the VCX background and
presto, your reference XYZ points show on the background while
you draw on the foreground. You may never need to use this.
Copy
~~~~~
Depending on your selection, either you can copy points or
objects or the entire file. If you copy the entire file, it
is the same as using the SAVE option in the Upper Files Menu.
Cut
~~~~
* You can choose to delete an object by selecting the current object or
* Selecting delete all hidden objects. It is sometimes faster to hide
mistake objects then when you want to purge the file of these mistakes,
you delete all the hidden objects.
* You can also choose the specific object to delete by number.
Some objects may be persistent, like the 2D bitmap, but they can be
removed.
Paste
~~~~~~
If you want to paste into the current file, the window is captured and
placed as a background VCX. The object to paste is loaded into the
foreground. You can move the object to paste using the normal window
controls until it is positioned exactly as you want it.
When you exit the window by clicking outside of it, the object
is pasted into the file.
Move
~~~~~
One of the most important aspects of CAD is the ability to move
objects or parts of objects around. If you draw an object and
find it is slightly off, you can move the object (line, block etc)
into its proper place.
When you create an object initialy, you should draw with X Y and Z
close to 1. This is to insure that when you rotate the object,
it will remain on screen. It will rotate around ground 0
X:1,Y:1, Z:1 the center of the screen after you press the Home key.
If you move to the left with X:-100 for instance, the radius of
rotation will now be 100. Which means that as it rotates it will
travel from -100 to +100. The animation window is 320x200 and if
the object itself is 100 wide, it will probably move ouside the
animation window when it rotates.
You may want to create a large virtual world or similar, in which
case you would zoom out to get it all in the window as it rotates.
Once you have created an object or combination of objects and
they are centered close to ground 0, you can cause them to
rotate on a larger radius by moving the entire object off
center. If you move the universal center say 100 to the left,
again it will have a rotation radius of 100.
The benifit of doing it this way is that you can recenter the
objects by restoring the universal center providing you
have not updated the coordinates with one of the View Icons
marked Front Back L Side R Side etc or chose update in the
Options menu of the Object Editor.
Once they are recentered they will once again rotate on the
object center with a radius of 1.
If you copy the object to the Objectboard, you can place it
anywhere when you paste it. It is a good idea to keep
objects relatively simple and in separate files until you are
ready to paste them all together on your universal map.
A universal map is no different than any other file. It is just
laid out with no real regard for having the objects close
to ground 0. For instance if you create a house and want to
rotate it, you would expect the ground it is sitting on to
rotate along with it. The one house may be centered and
rotate on its axis with a radius of 1, but the house next
door would travel much farther as it rotates with a rotation
radius that is much larger due to its relative distance from
ground 0, the center of the first house.
When I say keep the objects simple, I don't mean individual
parts such as a line or block. Suppose you were creating
an object like a camera. You would keep it all together
in one file providing the speed of your computer is such
that screen refreshing does not seem like an eternity.
When you want to put it on a table with chairs in a room
full of objects, you would combine them all by pasting
them to one file. If you have a slow computer, you may
find that a complex object like the camera is still too
complex to include in one file and you may have it in several
files until you put it all together.
The more complicated the object, the more parts the slower
it will be to redraw on the screen.
Shape
~~~~~~
These objects affect the entire file and all objects contained
therein. Therefore if you want to work on one object, copy it
onto the Objectboard TEMP2.P3D then replace the object in the
POINTS.P3D the draw file. Replace the object by deleting the
object with the Cut option. Copy the object first. Cut does not
copy to the Objectboard.
Separate Objects
~~~~~~~~~~~~~~~~~
Set the size number to the desired move. A random number
between 1 and 10 will be added to that amount. Redo several times
and capture each frame separately for the exploding effect.
Recombine Objects
~~~~~~~~~~~~~~~~~~
If you want to put it back together click on this. It will not
undo a Move. To undo a move redo Move. It is a good idea to reference
a point into the cue prior to moving things around with Move.
The Animation Processor
~~~~~~~~~~~~~~~~~~~~~~~
Here is where you put it all together. A beginner should probably
just follow the default check marks. An experienced user
(a registered one) would have a plan in mind to begin with.
You would first create one or more backgrounds and
have a file list containing them, made using the 'S'
button in the file screening room. You would probably also have
created some transparencies for a first run through.
By this I mean create some VCX clipboards containg some
foreground or midground animation with black #0 background.
(color #0 is transparent). The clip count numbers should
match up with your intended target frame count numbers.
You would have constructed one or more complex objects and arranged
the individual object parts by copying them individually to
the Objectboard in reverse order. The last copied hides what
is underneath. You may have planned a strategy using
"nothing past Z" all intended to make the objects look
in the proper context while rotating. To minimize the
parts showing through objects layered on top.
If this seems confusing, watch the CAMERA example
while it rotates. I did not organize the parts in order of
appearance. The object appears transparent. This has its use
as well for examining details of objects. Although when it
is standing still and slightly rotated, it looks completely out of
context, it appears almost completely in context while
animating. It happens fast enough to fool the eye.
(on a reasonably fast machine).
Then after selecting rotation and zoom factors most probably
from pre saved MVT files, (text files containg the rotation
and zoom factors of previous trial runs), you would
choose "antialias" and "dither over" to smooth out the
rough edges and add some realism.
Select your options and have a trial run. The background VCX
comes in, the transparency is laid on, the object appears
in zoom and rotation and then frame is captured, dithered over,
antialiased, as many times as is necessary depending on
the image. (The frame may also be captured to an ACT1 frame)
The first run is finished.
You would now either settle for things the way they are
or you would paste each frame onto the background VCX
and run a different foreground and middleground and
repeat the whole process again and again if you want.
You may just run through transparencies the first time or
two.
A pro would process each frame individually with filters in
the prep room and add more bonuses in the Paint Studio then
capture each frame individually in a P3D window with the
capture option there.
As you can see the possibilities are endless.
If you find this 3D stuff incredibly complicated, don't feel
bad. Most people find it confusing. It is because we think
in 2 dimensions. How wide is this or how tall or how deep but
rarely we have to consider all three at the same time.
All parts of an object have one thing in common.
A center. To relate one thing to another you cannot just
consider how far to the left or right or how far up and down,
you have to consider how far on a particular plane along
a ray (radius line) it is from a common center.
Here are some Ideas to help your creative juices start to flow.
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Animation Ideas to Try
~~~~~~~~~~~~~~~~~~~~~~
In the CAD Studio Using the Animation Processor under the Projector
Icon.
Here are some examples that produce interesting effects:
Looking through a window
~~~~~~~~~~~~~~~~~~~~~~~~
Create a clip that has a wall, and a window. Inside the window-pane
is colored black #0.
Select transparency, then the 1 Clip option.
Each frame is prepared, rotated etc, then when the transparency is
added, it will not paste over anything that is contained in the
area of the window pane. The wall will show and the objects will
appear through the window.
Variations:
For more realism, add a little shine on the window-pane with a
few streaks of grey. The grey is pasted not the glass.
Create an animation sequence of clips with transparent window.
Select Transparency then select Add Matching Clips. Then as the
rotation etc is happening in the window, the foreground, inside
the room, is alive with activity from the clips.
Instead of a room, it is a starship and outside are globes that
have been prepared by zooming out, creating more globes, zooming
out again and creating more globes .... Now when the object sequence
plays in the window, have the globe objects zoom in during the
sequence to simulate moving through the globes in space.
You can hit warp speed no problem.
A train window has backdrop scenery moving from right to left.
Select VCX backdrop Scroll Left. Select move amount to regulate speed.
Just like the Flintstones, the backdrop repeats in a loop, passing the
same cows.
The clips with the transparent window could also have a clock on wall
with moving second hand. In the foreground a ball object is rotating
and bouncing.
Jumping up and down
~~~~~~~~~~~~~~~~~~~
The background goes up as the objects rotate and move slghtly away
by getting zoomed out.
When the animation reaches the end, it will loop back to the beginning
and as it does the background will appear to come back down, the
objects will appear to get slightly closer.
Dissassemble reassemble
~~~~~~~~~~~~~~~~~~~~~~~~
In the Object Editor choose Disassemble. The objects will move away
from each other. At the top of the loop the objects would begin to
recombine into one, forming a pulsating, exploding out/contracting
back elastic sort of thing.
Falling
~~~~~~~
Background VCX is zoomed in a little each frame. The objects
rotating in the foreground appear to be in free fall. At the
top or in this case bottom of the loop, the objects appear to
bounce back up.
Variations
Edit the sequence after completion to squish the objects a litlle
on impact with the pixel movers in the Paint Studio.
Play it back and now the objects seem to be rubber.
Flying
~~~~~~~
By using zoom you can zoom through windows or through space.
You can scoll a background that looks as if it is miles down.
Depending on your artistic ability.
Creating a virtual building or world is possible. Use blocks
with the same left and right colors to start. Leave holes for
doors and windows. Later you can paste photographic texture
onto the clips with bluescreen if you use a plan that has unique
colors for different textures that you desire.
Bluescreen replaces a specific color with a clip. That clip
can be any captured area, brick, wood, marble etc.
The only limit is the limit of your imagination.
Clip: Animation Frame. Created by capturing an area with any capture
tool. Usually 320 wide x 200 height but can be any size.
They are saved to file and automatically named in numerical order.
eg:CAD21.VCX CAD22.VCX.... or CLP21.VCX or SKY21.VCX or CAT21.VCX
the first 3 letters are user defined with the exception of CAD.
CAD Clip: A Clip made with the animation processor in the
3D CAD Studio.
Matching Clips: For each CAD clip is a matching transparency
numbered the same. eg: CAD21.VCX CAD22.VCX... WIN21.VCX WIN22.VCX...
The clip with prefix WIN might have a wall with a transparent
window.
Black #0:If you leave the background black it will not be pasted
with the foreground image. The black is transparent.
Not just any black though. Specifically the black that
is located in color # 0. The 0 is marked on the color
on the color bar where you select the draw colors.
It is actually the color # that is transparent. Regardless
of which color is located in the 0 spot, it will be
transparent in all cases but one.
In case you wish to pastes color #0, the only way is
the Cut and Paste Icon in the Paint Studio, provided for
this purpose.
For transfer to video:
~~~~~~~~~~~~~~~~~~~~~
Set your camera up to film the computer screen. Create an image,
capture the frame with your video camera, alter the image, then repeat.
Or create the entire sequence, play back, then film the sequence.
The advantage to using a video camera is that you can create high
resolution pictures on-screen and film each frame creating a high
resolution full screen animated sequence. This program will not animate
high resolution images itself. It requires ultra fast systems and tons
of memory beyond the average system in use today. This imagery is
bitmapped unlike the vector graphics seen often on T.V. made with
supercomputers and graphic animation programs costing thousands of
dollars.
Important! If you have a system slower than 50 mhz ,
read Speeding up the Program at the end of SCREENRM.DOC.
Use ACT2 animation instead of ACT1 animation.
There are many types of animation and many things people
refer to as animation from ANSI text to sprite animation in
video games.
This program uses animation the same way they do on T.V. and in
the Movies. One frame at a time. You create a series of frames,
then you play them back quickly.
VGA 320X200 Mode Use Restricted by hardware limitation
~~~~~~~~~~~~~~~~~~~~
If you are confined to 320x200 VGA mode (sigh.. ) then to make
the best of the situation these instructions should be used.
AniPaint animates images full screen in VGA anyway, the difficult
part is operating the controls in a confined environment.
In 320x200 VGA mode: (FAST320x200VCX)
1) Load a picture. (VCX or PCX)
2) Click on the Paint Button.
3) Click on the FULL SCREEN Icon.
4) Click on the Action Board Icon and capture frame (#21)
5) Click on the Pixel Mover #11 and apply tool.
(Substitute any other tool to alter the image.)
6) Click on the Action Board again and capture frame. (#22)
7) Set the Clipcount (Left) number to 21
8) Set the Size (Right) number to 22
9) Click on the Projector Icon.
10)Button 2 Slower, Button 1 Faster, Both Buttons when Done.
ACT2 Animation
~~~~~~~~~~~~~~
An ACT2 sequence is a group of clips that are separate files
played like flipping pages in a book. On a fast machine
you can probably approach 20 frames per second.
Thats about a billion frames per full length film.
(just kidding, its only 108,000 or half that if you reuse the
odd frame or two.)
Realistically, you probably won't make a full length film
this way. You can however create some great shorts.
If you want to do some serious stuff get ANIPAINT 3D CAD.
It will provide much of the intermediate moves and
handles both vector and bitmapped graphics simultaneously
with texture mapping and full 3D rotations for simulated
camera work.
ACT2 animation can be captured in 200x320 or 320x200
anywhere on the screen. If you select 200x320 you will not be able
to use the fast assembler routines (FAST320x200VCX see below).
Use the ACT2 Drive-in Icon, or load an act script, or use the ACT2
Room or Script Room to view the sequence. (resonably fast machine req.)
To capture ACT2 that can be displayed anywhere, use ALT-E and
choose Capture ACT2 Animation.
Important! ACT2 frames carry capture coordinates information. When
you paste with F7 it reads those coordinates and first locates the
clip on the spot where it originated.
On the Spot Animation
~~~~~~~~~~~~~~~~~~~~~~
This is to allow you to easily animate an area 320x200 or 200x320
on a full screen image in any resolution up to 1200x1024.
1) Load a full screen picture.
2) Capture an ACT2 frame with ALT-E.
3) Clone the Frame with ALT-E.
4) Alter the cloned frame with the Pixel Movers.
5) Go to the Script Room
6) Add the lines by clicking on TEXT
BACKGROUNDNAME: insert filename here
REPEATSTART:
ACT2SPOTNAME: insert clip name
eg: D:\CLIPS\CLP22.VCX (Cloned name)
ACT2SPOTNAME: insert first clip name
eg: D:\CLIPS\CLP21.VCX
7)Click on the name SHOWIT.ACT to play the script.
FAST320x200VCX If you feel the need for speed.
~~~~~~~~~~~~~~
These routines write directly to VGA Video Memory. Minimal error
checking for maximum speed.
When you save as a FAST320x200VCX ACT2 animation CLIP, it is saved
at 320 pixels wide by 200 pixels long.
Easy Method
***********
1) Load any picture any size into a graphic window.
2) Clip or zoom or manipulate the image with the scroll
bars or buttons until it is approximately 320x200 in the
left top corner of the window.
3) Choose the Edit Menu button on the top row of the window.
4) Select Capture ACT2 animation.
The area 320x200 in the top left corner is saved as CLP#.VCX
where # is the next Clip Count number in sequence.
It will be saved on D:\CLIPS if it is available or on C: in
C:\ANIPAINT\CLIPS if not.
The Clip Count Number will be incremented by twenty if the
current clip count number is less than twenty. This is to
separate your scratch work clips from your animation clips.
All clip boards use the Clip Count number to determine the
name of the file. See Clip Count in STUDIO.DOC for more info.
5) Repeat steps 1 through 4 above.
6) When you have a few ACT2 Clips saved, go to the Paint Studio
and set the Clip Count number (extreme left of color bar) to the
number of the first clip that you made.
7) Set the Size Number (extreme right of the color bar) to the
number of the last Clip that you made.
Again, so I make myself clear, the first frame starts playing at
the currently set Clip Count (left) number and plays frames until it
reaches the Size (right) Number, then it repeats.
In this case, if you have made no clips prior to starting this,
the first frame will be 21 and the last will be 21 + the number
of frames.
Once you have done this Play back the series by selecting the
Projector Icon #51.
If you hear a series of clicks, either the Clip count number or
the Size number are not set correctly and the routine cannot find
one or more frames. If mode switching has been disabled in
CONFIGIT.EXE you will first have to switch to 320x200 mode using
CONFIGIT.
If you have followed the instructions above and you have a system
capable of VGA 320x200 mode in 256 colors (any standard VGA) then
you will see the frames being played. If the frames are all the
same it will appear as if nothing is happening.
Use Mouse Button 2 to slow down the frames or Button 1 to speed
them up. The default delay is 50 milliseconds or as set by the
next Icon the Delay Clock #51.
Set the Size Number, Click on the clock. That sets the delay time
between frames. Once the sequence is playing you may still
use the mouse to speed up or slow down.
To exit the animation sequence, Click both mouse buttons at the
same time.
To vary the delay for more realistic animation, write a script
and use the command TIMEDELAY: between frames.
see ANIMATION SCRIPTS below or Presentations in SCREENRM.DOC for
more information.
Standard Method
***************
1) Go to the Paint Studio.
2) Draw or edit a picture until it is 320x200
3) Save the frame with the Action Icon #49
It keeps track of the frame number and is displayed on the Icon.
4) Use any of the tools to alter the image.
5) Click again on the Action Icon, the frame is saved.
Remember only the area 320 pixels x 200 pixels in the
left top corner of the window is saved.
If you are in 320x200 resolution mode, the entire screen is
saved. Continue altering, saving, redrawing etc until you have
the series of clips that you require, then set the Clip Count
number to the first clip frame number and set the Size number to
the number corresponding to the last frame number.
6) Use Icons #48 or #50 to view the previous and next Clip Board
files.
7)Load the clip into a window then choose the Save Button to
rename it.
To do this, go to the Screening room and change drives to D: if
D: is available then switch directories to CLIPS,
then enter CLP*.VCX on the pathline. If D: is not available then
change directory to CLIPS and enter CLP*.VCX on the
pathline. In the Paint Studio you may choose the ClipBoard
Icon #75. It does the same thing for you using Searchmode.
The directory list will appear in the Directory area.
Then load the clips one at a time and save them one at a time
using the Save Button.
Once they have been renamed you can no longer play them in the
Studio. You have to enter the names into a list or Script and
play them back either in the Screening Room or with PLAYACT1 at
DOS.
When you create a Presentation using the last Icon in the
Studio or the Script Room Button in the Screening Room
it does not prompt you for ACT2 animation. It only
prompts you for ACT1 animation because ACT1 animation
is one file. If it prompted for ACT2 animation you
would have to type in every file name in your sequence
which would no doubt lead to too many errors.
Instead I have created a Room to make this task easier.
The ACT2 Room Important!! SVGA 256 color mode required.
~~~~~~~~~~~~~
Remember! In the ACT2 Room, Mouse Button 1 is the enter or
activity button. Click on Done to exit the ACT2 Room.
When you enter the ACT2 Room, it automatically loads
three clips into small windows, starting with the
current Clip Count number - 1.
If the Clip Count Number is 22, it will display
Clip #'s 21,22, and 23 in a small window. Since the
Current Clip Count (in this example) is 22, Clip # 22
will be put in a 320x200 window in the Left Top corner.
If the Clip number is yet unused, it will say
"Unused Frame". If the Clip is Larger or Smaller than
320x200, then an X will appear in its place, and the
message "Not an ACT2 Clip" will appear below it.
All ACT2 animation must be 320x200 because of the way
these routines are optimized for speed.
Use the Icons in the room to create an ACT script that
can be played at any time. Keep in mind that if you are
using a Ramdrive (recommended) then in order to save these
clips, you must copy them to C: or they will evaporate when
you shut off your computer.
Suppose you wanted to save all the clips in D:\CLIPS.
Use the DOS Shell or Exit to DOS and at DOS you first
create a directory for them.
Eg: C:\ANIPAINT> MD C:\MYSHOW
This would create a subdirectory of C: called MYSHOW.
Then you would issue the command:
Eg: C:\ANIPAINT> Copy D:\CLIPS\*.VCX C:\MYSHOW
All the Clips in D:\CLIPS would be copied to your new
subdirectory. Be sure you have enough space on C:.
If you are not using a Ramdrive , then your Clips
will be in C:\ANIPAINT\CLIPS. If you wish to save
the sequence follow the same procedure as above only
substitute C:\ANIPAINt\CLIPS\*.VCX. If you do not
copy the files to somewhere else, they could be
overwritten the next time you save an ACT2 Frame.
Important!! ACT Scripts can be played by ANIPAINT or
PLAYACT1. Either way they need to now where the files
are, so if you copy *.VCX to another Directory, you will
have to Edit the Script. Change all the listed Path Names
to the New Directory. Use any text editor such as
DOS EDIT or a word processor to edit the Script.
It must be ASCII text (no hidden codes).
Also, the palette that the sequence uses should also be
copied to your new directory. If you used the ACT2 Room,
the palette is saved as ACT.PAL on entry, and if you
change the palette (using the Picture Color Icon) then
ACT2.PAL is created. Both are put in C:\ANIPAINT.
Remember! To play an ACT Script all the necessary
files listed in the Script, must be available.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
How to Use the ACT2 Room Important!! SVGA 256 color mode required.
~~~~~~~~~~~~~~~~~~~~~~~~
Requires a fast machine. see FAST320x200VCX below for slower
machines. All ACT2 frames start above # 20.
The ACT2 Room writes the temporary script called SHOWIT.ACT.
Treat it like any other ACT script.
Special Functions
^^^^^^^^^^^^^^^^^
When you click on a small frame, the contents are transferred
into the large window.
When you click on the large window it is added to the script.
Along with the currently set Time Delay.
If you click on the word "Delete" in the script window, the
line opposite the word is deleted from the script.
Use the scroll buttons to scroll lines in the script.
The 1- Clip Board Icon
^^^^^^^^^^^^^^^^^^^^^^
Use this Icon to reduce the Current Clip Count by one
and display the contents of the clip in the Top Left
Corner.
The 1+ Clip Board Icon
^^^^^^^^^^^^^^^^^^^^^^
Use this Icon to increase the Current Clip Count by one
and display the contents of the clip in the Top Left
Corner.
The Roll Em Icon
^^^^^^^^^^^^^^^^
Three Clips , clip count-1, clip count, and clip count +1
are displayed in small windows, and Clip Count is displayed
in a 320x200 window in the Left Top corner.
The Director Speaks Icon
^^^^^^^^^^^^^^^^^^^^^^^^
Use this Icon to fetch a clip that is not 320x200. The usual
pop up clip menu appears with several self explanatory options.
Since all ACT2 animation must be 320x200, this is the only way
to bring a non ACT2 clip into the ACT2 Room.
The Casting Call Icon
^^^^^^^^^^^^^^^^^^^^^
Use this Icon to load the Clip Art window. If you have created
a number of characters, you may want to add them to a Clip Art
Library, so you will be able to call on them at any time.
See STUDIO.DOC for information on the Clip Art Icons.
The Zoom and Draw Icon
^^^^^^^^^^^^^^^^^^^^^^
Use this Icon to zoom the Current Clip out, and work on it
using the Upper Icon Bar Tools. (provided for convienience)
When you are finished editing the clip, click on the scroll
bar (horizontal or vertical) to reload the clip to it's normal
size. You may use the Edit Button in the active window to save
the frame or save it using the ACT2 Action Board.
You must save the ACT2 frame prior to returning to the ACT2 Room
or the changes made will not be saved. Be sure to adjust the
Clip Count number ( left of color bar) prior to saving the clip.
The ACT2 Drive In Icon
^^^^^^^^^^^^^^^^^^^^^^
This Icon displays the current script. It does not repeat
because the command REPEATEND: is not added to the script
until you exit the ACT2 Room. If you want to view the
script with the sequence repeating, go to the Screening Room
and load the file SHOWIT.ACT.
SHOWIT.ACT is the temporary file created in the ACT2 Room.
The ACT2 Room Action Board
^^^^^^^^^^^^^^^^^^^^^^^^^^
Unlike the other ACT2 action board in the Upper Icon Bar,
this Icon lists the Clip Count Number it will save as.
The other lists the current number but increments the
number prior to saving the clip.
When you click on this Icon the area 320x200 in the Top Left
corner is saved. If the number showing in the Icon is 21,
the name will be D:\CLIPS\CLP21.VCX if D: is available, or
C:\ANIPAINT\CLIPS\CLP21.VCX if not.
If the file name is in use it is automatically overwritten.
Use the scroll buttons beside the Icon to reduce or increase
the Clip Count Number prior to saving the clip.
The Clear Icon
^^^^^^^^^^^^^^
Use this Icon to clear the area 320x200 in the Top Left corner.
The Delay Clock
^^^^^^^^^^^^^^^
Use this Icon to set the delay between frames. Click on it and
the command TIMEDELAY: is added to the script.
Use the scroll buttons beside the Icon to increase or decrease
the delay. Outside of the ACT2 Room, the delay is set by first
setting the SIZE Number to the correct amount, then clicking
on the Delay Clock Icon in the Upper Icon Bar.
If you want to quickly reset the delay to 0 in the ACT2 Room,
just click the mouse on the delay number in the right side of
the message bar. ( where the size number is usually located).
If you have a slow system, you will want to keep this number
at 0.
If you want the script to pause, add several TIMEDELAY:
commands in a row. The maximum for each delay is 6000
milliseconds.(6 seconds). If you want an indefinite delay
add the command READAKEY:. This will delay until a key is
pressed or the mouse is clicked.
The Menu Color Icon
^^^^^^^^^^^^^^^^^^^
Use this Icon to cycle through the menu palettes. The changes
are instant. If you change palettes, remember to save the
palette to the script using the Picture Color Icon.
(see below).
The Save Script Icon
^^^^^^^^^^^^^^^^^^^^
Choose this Icon to rename the current script. The ACT2 Room
automatically writes SHOWIT.ACT. If it exists it will be
overwritten. If you want to save the script, use this Icon
before leaving the ACT2 Room. Otherwise the next time you
enter the ACT2 Room, SHOWIT.ACT is rewritten from scratch.
ACT2 Position in Script
^^^^^^^^^^^^^^^^^^^^^^^
If you choose this Icon, you will be able to choose the
location where the ACT2 animation will be displayed on screen.
click Button 1 to record the position to the script .
The Picture Color Icon
^^^^^^^^^^^^^^^^^^^^^^
Use this Icon to save the current palette as C:\ANIPAINT\ACT2.PAL
and the command SETPALETTENAME:ACT2.PAL is added to the script.
Keep in mind if you want to save the script to show other people,
you must include the file ACT2.PAL or the palette won't change.
If you want more than 1 palette change, you must copy ACT2.PAL
onto another name first. ACT2.PAL is written over every time
this Icon is pressed. ACT.PAL is rewritten every time you enter
the ACT2 Room and ACT2.PAL is rewritten each time you use this Icon.
The ZAP Icon
^^^^^^^^^^^^
Use this Icon to delete the current Clip. The Current clip is the
clip corresponding to the current Clip Count Number.
You will be asked for confirmation prior to deletion.
Answer Y or N when prompted.
The Done Icon
^^^^^^^^^^^^^
You exit the ACT2 Room.
The Help Icon
^^^^^^^^^^^^^
The Help Icon Loads this file into a window.
---------------------------------------------------------------
You may also add ACT2 animation to any ACT script file
with an ASCII text editor or word processor that can export
ASCII text.
Just add the command ACT2NAME:framepathname, where framepathname
is the valid path of the file. eg: C:\ANIPAINT\CLIPS\CLP22.VCX
See Presentation Button in SCREENRM.DOC for more
information on ACT script files.
FAST320x200VCX
~~~~~~~~~~~~~~
Very Important!! All FAST320x200VCX animation sequences
are played in 320x200 VGA resolution only. In the Paint Studio,
if the current video mode is not 320x200 VGA it will
be switched to it unless mode switching is disabled.
If you mix ACT1 animation with FAST320x200VCX, separate them
and put the FAST320x200VCX animation in a separate script.
Then run them with a batch file.
You may mix ACT2NAME ACT2 animation because it plays in any
resolution, providing your machine has the capability.
Also you must save the Palette of one of the frames
and enter the command SETPALETTENAME:palettename.PAL
where palettename is the name of a valid Anipaint
palette file, before the list of ACT2 frames or the
palette will probably not be correct. Be sure to
include a copy of your palettename file, if you give
the animation sequence, to someone, for viewing.
Act1 animation sets the palette automatically but the
FAST320x200 does not, as this again would slow things
down.If you have more than one palette change, save the
palette again and enter that name prior to the frame
that uses a different palette.
Use the command TIMEDELAY to set the delay
between frames in the script. The maximum delay is
6000 milliseconds. So if you want it to delay for
an hour between frames you will have to repeat the
command many times in a row, the total adding
up to the desired wait.
To edit the sequence either set the clip count
number manually to the corresponding frame number and
write over it with the next clip or load the file
into a window and click the right corner light
button of the window and choose delete to destroy
the frame. If you don't write over the empty clip
you will hear a click every time that the projector
Icon trys to play the frame. To edit a script
just delete the line containing the name.
Even if you are working in 16 color mode, the files
will be 256 color VCX with palette information
attached to the file. Any time you are in 16 color
mode in this program you are using a 256 color
palette but only viewing 16 of the 256 available
colors.
The benefit to this is you can create the files in
any mode and then play them in 256 color 320x200 VGA
mode when you want to view them. However depending on
the palette the colors may or may not be correct. Check
the palette colors first by loading one of your clips
in 320x200 256 color mode. You can change the palette of
any picture by using the Picture Color Icon #95
in the Paint Studio.
Finally, if you are planning on sharing your animation with the
world, keep in mind that although PLAYACT1 can use
screen resolution to 1024x768, fewer computers are out there that
support SVGA than support VGA at this time. Also there are fewer
50mhz computers than there are slow machines, so use ACT2 for speed.
Draw backs
**********
Act2 animation files are not compressed because of the need for
speed. Compression slows things down too much by adding steps to
the file handling routines.
10 ACT2 animation frames are 647,720 bytes. 100 frames are
6,477,200 bytes so watch your disk space.
They play back faster if they are on D: because D: is a Virtual
Drive On a fast modern system you may not notice any difference
at all on C: or D:. Hard drive Access speed , size of cache etc..
are all determining factors.
If you have made a series of clips that you want to share with
the world, they compress very well with PKZIP. Just uncompress
them before playing the script. I am providing a player free of
charge with this release. It is called PLAYACT1.EXE It plays any
ACT script and may be distributed freely for private use although
I reserve all rights to it. If you load an ACT script file in the
File Screening Room it will play the script then load the script
into a window so that you can view the script. ACT scripts must
have the extension .ACT . If not they will not play in the File
Screening Room.
If you want to combine FAST320x200VCX ACT2 with text in a presentation,
you will have trouble fitting text onto the screen. Use ACT2NAME
instead and display it in a window anywhere on the screen.
You should have a fast machine to use ACT2NAME animation.
Text in 320x200 mode is really crappy. There just isn't enough
room to put text with a nice font onto the screen. You will
either have to use the default system font or Font #2 (the small
font) or create your own small font with the Font Creator Icon in
the Studio. See STUDIO.DOC for more information.
One way around this would be to create a batch file that calls
Playact1 using different resolutions and different ACT script
files. Using higher resolutions for text and perhaps some ACT1
animation and using 320x200 mode for ACT2 animation sequences.
See your DOS manual for information on writing batch files.
See the ACT2 Demo by clicking on Demos in the Screening Room and
selecting ACT2 Demo. Due to the size of these files I could not
include real samples with this package. However they will be
created when you use the demo. The pixel mover Icon is loaded. Use
Button 1 to move some pixels then click Button 2 to end the first
process. Next the first frame will be saved for you and then
another direction of pixel mover will be loaded. Again move some
pixels by pressing Button 1 . Button 2 to end that process. Next
the frame will be saved again for you and the process continues
until 5 frames are done. Then when the fifth frame is saved it is
played back for you. If everything is all right you will see the
changes you made happen in sequence on the screen.
If you have a real slow machine the animation may still not be fast
enough for a realistic effect. If you have a reasonably fast
machine the changes in frames will happen quickly.
At least you will get an idea of the speed. To truly see the speed,
create a character yourself and try it in the Paint Studio.
You must be in a 256 color mode to use this demo.
Clip Count numbers from 100 to 105 will be used on D:\CLIPS if D:
is available or C:\ANIPAINT\CLIPS if not.
If these files already exist because you have previously made a
hundred clips in one session (unlikely) and you need them,
rename these existing clips that you have made prior to running
the demo.
Converting ACT1 to ACT2 animation
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you have a slow machine this will require patience.
If you have VGA only, go to 640x480 mode, load the
ACT1 series to convert into a window. Ignore the
palette if you are converting 256 color sequences.
The palette can be corrected if need be, back in
256 color mode.
Use the Color Button in the window to change the palette
if you want.
Capture frames by the EDIT Menu button or press
ALT+E on the keyboard.
If the Clip Count number is less than 20, it will
start at 21 and increment automatically. After you
capture the ACT2 frame, Click on FRAME. The
next ACT1 frame will be displayed in the window.
Continue switching frames and saving ACT2.
Switch back to 320x200 VGA mode if you can.
Then go to the Paint Studio and set the Left Clip Count
to 21 and the Right size number to 21+ the number of
frames you made.(Usually the Clipcount number before
you changed it to 21).
Even if you have a slow machine, you may wish to use the Cutting
Room to create an animation sequence, then convert it to ACT2
320x200 to play it back quicker.
To do this, create an ACT1 sequence of frames, then choose the
clip board Icon in the Cutting Room. There is an option in the
pop up menu that will capture the small animation window and save
it as an ACT2 320x200 frame. A background is added to compensate
for the difference in frame size. ACT1 is 100x80.
Each time you save a frame the Clip Count is incremented.
Alternate loading your ACT1 frame into the animation window and
saving the ACT2 frame using the Clip Board Icon.
When you are done, treat the clips like any other ACT2 frame.
-----------------------------------------------------------
ACT1 Animation
~~~~~~~~~~~~~~
If you have a fast machine you will enjoy creating animated
sequences using the Cutting Room.
Advantages of ACT1 Animation
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The advantage to using ACT1 animation is that the frames are
Zoomable and they run in any resolution.
Using the Story Board Icon you can trade frames with ease.
In fact you can create an animated sequence of 100 frames in 15
minutes once you know how to use the cutting room effectively.
ACT1 animated sequences can be incorporated into a Presentation
with a Full Screen background and a text window.
Change palettes at the touch of a button.
You can animate an area 100x80 of a full screen picture.
Pan Zoom and many special effects including blurred movement can
be used.
You have complete control of the sequence in a window specially
designed for them. Just load the ANI file into a window like any
other file in the Screening Room.
One advantage to their small size is that imperfections don't
show up quite as much. You draw in the window zoomed out and the
frame is shrunk when it is loaded into the animation window.
All the tools you need are conveniently contained in the Cutting
Room.
Image ghosting, fades and multiple sequences at the same time are
possible, not to mention the myriad of possible combinations that
have not yet been explored.
You can superimpose them on a background first created with the
Scenery Icon.
Another advantage is that all ACT1 frames are contained in one
file. ACT2 frames are all separate files.
Disadvantages of ACT1 Animation
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
They are not very big because even a 486 66mhz is not fast
enough to manipulate a large ACT1 animation sequence. They do not
use direct video memory access. They use high level routines.
Switch resolutions to 320 x 200 and they seem larger, or zoom
them out.
They are not very fast for the same reason.
Image quality becomes grainy at higher zooms in order to
retain the speed and maintain their device independence. Use a
solid black background behind a zoomed out ACT1 for best visibility.
(If you were to create 100 frames full screen at
1200x1024 that would be 120 meg. Not very practical).
If you have the space and the speed it can do it.
Creating ACT1 Animation
~~~~~~~~~~~~~~~~~~~~~~~
Whenever you create ACT1 animation it uses the temporary file
ACT1.ANI on D: if available or C: if not.
When you create the first frame with the Action Board Icon
in the Cutting Room it looks to see if ACT1.ANI exists. If
it does the frame becomes the next frame in the sequence.
If ACT1 does not exist it creates it. If you want to begin
a new sequence Save ACT1.ANI under another name with the
Save Button (if you want to save a previously made sequence) and
then delete ACT1.ANI by loading it into a window in the Screening
Room and choosing the right corner Light Button.
Then choose Delete. Now when you save the frame, ACT1.ANI
is created from scratch and the frame becomes frame 1.
To change or save the Palette to the file, use any Icon or
Button that changes the palette, to make the palette you
want, the current active palette. Then choose the crayons
in the Cutting Room to write the palette info to the ACT1.ANI
file. Only one palette is allowed per file. To change palettes
in a sequence use an ACT script and create two different sequences,
palette changes between ACT1 sequences.
Easy Method SVGA 256 colors 640x480 mode
***********
1) Set the size number to 5
2) Choose New Pic Icon and set the height and width to the
default 640x400;
3) Click on the Clip Art Icon
4) Select a clip art image and paste it on the right side
of the current window.
5) Click on the Cutting Room Icon.
6) Click on the Arrows Towards I Icon to load the image into the
animation window.
7) Click on the Action Board Icon and the first frame is saved.
8) Use any of the Pixel Mover Icons to move parts of the clip art
image in the large window.
9) Again choose the Arrows Towards I Icon to load the altered
image into the animation window.
10) Save the frame again with the Action Board Icon.
11) Test the sequence with the Projector Icon.
You will see the image move in the animation window.
If you click on the animation window and then on the projector
you will be put into 320x200 mode for viewing. (Providing the
Mode Switching Option is not set to Disable).
Click both buttons to return to normal mode in the Cutting Room.
The window is not cleared when you choose the Done Button to
allow you the freedom to manipulate the window with the
tools in the Upper Icon Bar. You must exit the Cutting room to
use the Upper Icon Bar. However, Icon Bar tools are available in
the Cutting Room in the three scrolling Icon areas.
* You may Want a larger window to work with or
* You may want to use Autosave or
* You may want to go to the Screening Room to retrieve a file
etc.
If you want to load the current VCX into the Large Work window,
press ALT+L on the keyboard. If a VCX file is current, the
file will be loaded.
ALT+C loads the Clip Art Window. Once you are familiar with the
program, you could create a Clip Art library of characters. Then
when you are making a sequence, you can capture any cast member,
by clicking ALT+C and loading the Clip Art library containing the
members of the cast. (See STUDIO.DOC on Clip Art Libraries.)
When you want to go back into the Cutting Room just click once
again on the Cutting Room Icon.
To Exit the Cutting Room choose the Done Icon.
The cutting room requires a screen size of at least 640x480 to
operate correctly.
If you lose the cursor, Click both buttons.
If you have to exit fast then press ESC.
ALT-X will exit the program or choose the Exit Button.
The Cutting Room is a program all into itself. It has many
small subtle features that take a while to understand and
use correctly. There is a Help Button in the Cutting Room.
Click Button 1 on it to get help on each Icon. Help on the
three scrolling Icon areas is located in the Upper Icon Bar by
clicking Both Buttons on the individual Icon that you
want help with. If in the Cutting Room you will have to
exit the Cutting Room in order to get this help. It is
recommended that you at least become a little familiar
with the Upper Icons before you use them in the Cutting Room.
Using ACT1 in a script you can manipulate them easier.
The script doesn't care how many frames there are. One frame is
still ACT1 as far as it is concerned. So you can combine
numerous sequences into a movie with special effects if
you master both ACT scripts and the Cutting Room. The
Presentation Button in the Screening Room or Presentation Icon
in the Studio create scripts. Or you can create one with
a word processor providing the file is plain ASCII text.
Play ACT1 animation by loading the ANI file or ACT script
file into a window or by using the stand alone player
called PLAYACT1.EXE. Type PLAYACT1 /h at DOS in the
directory containing PLAYACT1.EXE for help using PLAYACT1.
It is not included with this shareware release but
can be obtained by registration.
The three uppermost Icons in the cutting room are The
Arrows Away from I Icon, The Clear Icon, and the Arrows
towards I Icon. They each have an option that you can
click either ON or OFF. With the Arrows to and away Icons
the toggles determine whether or not you want to omit
colors when the image is shrunk into the Animation
window or Expanded into the large window. In the Off state,
all colors are transferred including the background.
In the On state the Left and Right Colors are omitted.
Click on the Color Bar to change the Right (Fill Color)
and Left (Draw) colors.
If you have not selected the Paint Brushes Icon then
you may select the draw color by clicking on any color
in the large window.
If you select the Paint brushes icon then Button 2 draws
blocks the size determined by Brush Size Number below the
Brushes Icon and the color determined by the Right Color.
Button 1 draws blocks in the Left Color.
When you use this Icon the blocks are automatically transferred
into the animation window at the same time. (The same way as in
the New Button Icon)
Use a brush size of 1 for shading.
When you select another button or Icon the paint brush is
deactivated.
If you want to transfer the entire image in the large window to
the small animation window then use the Arrows towards I Icon.
The Paint Fill Icon is actually a Color Replacer and not a flood
fill tool. Click Button 1 on the lone paintbrush and it is
activated. Click Button 1 and it is deactivated. When active and
Button 1 is pressed it replaces any color it touches with the
Right Color.
Once you have a few frames you can load the Story Board with the
Story Board Icon. The Story board loads the Large window with the
ACT1 frames. The cursor becomes the magnify cursor.
When the magnify cursor is active, you can click Button 1 on one
of the frames to reload the frame into the animation window. When
you Click Button 2 on a frame the image in the animation window
replaces that frame. Once you select another Button or Icon then
the Story Board is deactivated.
Once you have completed your session choose the Done Icon to exit
the Cutting Room, go to the Screening Room, load ACT1.ANI into a
window, (D:\ACT1.ANI if D: is available) and choose the Save
Button, to save ACT1.ANI under another name.
You may load an OLD ACT1 sequence back into the Cutting Room by
using the Load Icon. Select Load ACT1 and enter the name of the
ANI file you want to edit. It is then copied onto ACT1.ANI
leaving the original unchanged. You may now load the Sorry Board
or add another frame.
See CUTTNGRM.DOC for more help.
AniPaint (c)1994 Rick Sobie
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
<<<<<<<<<<<<<<*********** Problem Finder *************>>>>>>>>>>>>>
Is the file protected?
If so enter the DOS command filename.ext ATTRIB -r at DOS
Is a file lost?
If so run CONFIGIT.EXE read docs find lost filename then
enter the DOS command UNDELETE
enter the lost first letter. DO IT NOW
if it doesn't work reload your backup set.
Is your Disk Full?
Click on the little black box beside FILES/DIRECTORY in
the Screening Room. If so then delete files and make space.
Do you have enough memory?
Does the Dos Shell Work?
if not you need more free memory.
Remove all memory resident utilities in AUTOEXEC.BAT
Optimize your system. See your DOS Manual.
Are you having problems with drivers?
If so run CONFIGIT.EXE check which drivers work.
Avoid the 16 color drivers if they are causing problems.
Try disabling mode switching in CONFIGIT
------------------------------------------------------------------
Read ANIMATE.DOC concerning ACT1 animation
Read CUTTINGRM.DOC concerning the Cutting Room.
If ACT1.ANI exists it is added to if it
does not then it is created. If you are having trouble
erase ACT1.ANI on D: if D: is available and C: .
Go to the cutting room and try again.
------------------------------------------------------------------
Read ANIMATE.DOC
There is a possibility that the memory address is incorrect
for your current machine and configuration. If so then
run the program from DOS with a clean Boot. (Not Windows and
no Memres utilities).
ACT2 animation in 320x200 mode uses the standard VGA address.
If you don't have at least a VGA monitor then forget about it
it uses the standard VGA memory adress. ($A000) (See your monitor
or graphics adapter card documentation .)
-------------------------------------------------------------------
If you are having problems with your Draw Configuration File.
Erase DRAWCFG.KEY and it will be replaced by a new copy.
--------------------------------------------------------------------
The Paint Studio cannot operate without BIN4.FLE
If this file is missing or corrupt you will have no Icons.
Replace it from backup or use the DOS Undelete command if you
accidentaly erased it.
--------------------------------------------------------------------
Read STUDIO.DOC on the Clip Count Number.
All clip boards use the Clip Count number.
Clips are kept on D:\CLIPS if D: is available or
C:\ANIPAINT\CLIPS if not.
---------------------------------------------------------------------
Read the first part of this Document.
Read STUDIO.DOC on all Fill tools.
---------------------------------------------------------------------
If the program cannot communicate with the Printer.
The printer is supposed to be connected to LPT1
---------------------------------------------------------------------
The program will abort printing if you touch any key or
it runs out of paper or if the Program receives any
error message from the Printer at all.
Read Printer Q&A and your Printers Manual under Trouble Shooting.
---------------------------------------------------------------------
The Screening Room cannot Operate without a Directory List.
The only thing I can think of that would prevent this is
a lack of Disk Space or Available Memory. See the beginning
of this Document.
====================================================================
Tool Problems
The most common tool problems are cursor problems.
Run CONFIGIT.EXE and adjust the mouse.
If you cannot find the cursor when you start a process try moving
the mouse up, it may be below the screen, too low for your current
resolution.
If you cannot find the cursor at all then click Both Buttons.
If you are not familiar with the way that all Box Cursors
shrink and Grow at the edges then read STUDIO.DOC
If the Fill tools are not working then again read STUDIO.DOC
they are not like normal fill tools in other programs.
If a tool is not working at all then reload your backup set.
======================================================================
AniPaint (c) 1995 by Rick Sobie
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Click on a number then test drive to try it.
This is a Window Demonstration file.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
To Exit a Window
~~~~~~~~~~~~~~~~
1) Move cursor over top of Window.
2) Click any Button.
File Name Area #1
~~~~~~~~~~~~~~
Located top left of window is the File Name
Beside the Name are the Picture dimensions if the
file has a VCX extension.
To Move a Window:
1) Click Button 2 on Name.
2) Move mouse.
3) Click Both Buttons.
To Resize a Window:
1) Click Button 1 on Name.
2) Move Mouse.
3) Click Both Buttons.
To View File Details, Protect or Delete #2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Click on the Upper Right hand corner
light button.
A Window Pops up With File Details and
Buttons to Protect or Delete the File.
See SCREENRM.DOC for more help on protecting.
or See your Dos Manual
This Window is On ( Light is Green or Blue).
Too See a Window in an Off state (Light is Red),
Click on #2 again.
Scrolling Window Contents to the Left #3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Click Button 1 on the right bottom scroll button and
text or graphics is scrolled one line to the left.
If the Window is a Graphic Picture then this scroll
button will cause all the pixels to shift left one
If the picture is zoomed out more than 3 it will
not clear the screen first.
Both Buttons inside the window anywhere clears and
redraws the screen.
Use arrow keys or Click Button 2 and the picture
is scrolled 40 lines and text is scrolled
25 lines (1 page); CTRL+ARROW key does the same.
Load the Primary Bitmap #4
~~~~~~~~~~~~~~~~~~~~~~~~~~
When you are in the Paint Studio and you want
to reposition the file, click here. You may
want to update the file first with F5 (save).
You may then move the picture around the
screen or use the window control buttons.
Once you are finished, click outside the
window and you will return to the Paint
Studio controls. Undo is available under
the upper Edit Button in the Studio.
Click on the Vertical Scroll Bar to load the
Primary VCX also.
See STUDIO.DOC for more information.
The Bottom Scroll Bar #5
~~~~~~~~~~~~~~~~~~~~~
On the window bottom is a bar that houses
the Window Help Line and the Picture
Positioner.
The Window Help Line
~~~~~~~~~~~~~~~~~~~~~
Ongoing instructions can be found on the bottom bar
when help is available.
The Picture Positioner
~~~~~~~~~~~~~~~~~~~~~~~
When the Window contains a Graphic Picture, if
you Click Button 2 the picture is moved Right
an amount proportional to the width of the window.
If you Click Button 1 then the Picture is moved
Left a proportional amount.
1/20 the width of WIndow.
1/20 the Picture Width.
Invaluable when the Image is Zoomed Out!
Scrolling Window Contents to the RIGHT #6
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use arrow keys or Click Button 1 on the
second left bottom scroll button and text
or graphics is scrolled one line to the right.
Click Button 2 and the picture is scrolled 40 lines
or text is scrolled 25 columns to right.
If the Window is a Graphic Picture then this scroll
button will cause all the pixels to shift right one.
If the picture is zoomed out more than 3 it will
not clear the screen first.
Both Buttons inside the window anywhere clears and
redraws the screen.
Scrolling Window Contents UP #7
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use arrow keys or Click Button 1 on the left
bottom scroll button and text or graphics is
scrolled one line up.
Use PGUP key or Click Button 2 and the picture
is scrolled 40 lines or text is scrolled
25 lines up.
If the Window is a Graphic Picture then this scroll
button will cause all the pixels to shift up one.
If the picture is zoomed out more than 3 it will
not clear the screen first.
Both Buttons inside the window anywhere clears and
redraws the screen.
Left Vertical Scroll Bar #8
~~~~~~~~~~~~~~~~~~~~~~~~~~
For Pictures
~~~~~~~~~~~~
To quickly move to an area of a large picture,
click Button 2 on the bar to move the picture down.
Button 1 on the bar to move the picture up.
A place marker is left temporarily.
For Text
~~~~~~~~
To move down a large text file, Click Button 2 on the
left vertical scroll bar.
The file is scrolled to the corresponding length of
the file.
Invaluable for manuevering around large files!
Scrolling Window Contents Down #9
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Use arrow keys or Click Button 1 on the left
bottom scroll button and text or graphics
is scrolled one line down.
Use Pgdn key or Click Button 2 and the picture
is scrolled 40 lines or text is scrolled
25 lines down.
If the Window is a Graphic Picture then this scroll
button will cause all the pixels to shift down one.
If the picture is zoomed out more than 3 it will
not clear the screen first.
Both Buttons inside the window anywhere clears and
redraws the screen.
Full Screen window #10
~~~~~~~~~~~~~~~~~~~
1) Click on the left top corner button. The
window is full screen.
The controls are still there but they are
just outside the screen. You may also use
the PGUP, PGDN and cursor keys to move the
window contents. See STUDIO.DOC
To view text full screen wide, without scroll bars
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1) Use arrow keys to move text to edges.
2) Use Pgdn or Pgup to read.
##################################################
Click on #11 to activate Test Window.
To Exit Any Window Click any Button outside the Window.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
This is a test Window. See STUDIO.DOC for ALT + Key controls.
If you delete this file:
1)Use DOS undelete commmand to restore WINTEST.SHW
or
2)Use the Install option in Configit to unpack Fonts, Palettes,
Docs, Clip Art etc. Caution all existing files are replaced by
originals including palettes.
User Tip
~~~~~~~~~
If you are not using the keyboard, you are only using
half the program. See Keyboard Control in HELP.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
* Text in a window with a choice of fonts.
* Vector Objects wherever you want them.
* Zoomable Animation 100x80 (ACT1)
Send a sensitive note
to someone special.