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