Mastering Animator
Mastering Animator
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Mastering
Animator
MASTERING
ANIMATOR
Mitch Gould
Every effort has been made to supply complete and accurate information.
However, SYBEX assumes no responsibility for its use, nor for any infringement of
the intellectual property rights of third parties which would result from such use .
One of the great things about authorship is the circle of people that it
introduces to you. At Sybex this includes Dianne King, who saw a diamond
of possibility in my original, somewhat muddled proposal, and Barbara
Gordon and Christian Crumlish, who oversaw the scheduling and coordina
tion of the development, editing, and production of this book. In the critical
early stage, freelance editor Mike Edwards provided care and insight in
bringing the Sybex formula for success to the book.
Delia Brown, Thomas Goudie, and Lisa Jaffe went well beyond the call
of duty in design and layout. Dina Quan, the proofreader, also deserves
thanks, as does Stephanie Hollier, the typesetter. But above all, the pilot who
steered this book safely into your hands was my skilled and perceptive edi
tor, David Krassner. Thanks also to my agent, Bill Gladstone at Waterside
Productions, for taking on an unknown quantity.
W hen I began this book, I was the technical documentation depart
ment fo r Brock Control Systems, where I am indebted to Richard Brock, a
visionary; Cary Bradley, an inspiration; and Bud Pass, a sage, for allowing
me to begin this book . These three very different men have in common a
concern fo r preserving the human side of business.
At the same time, I was also the one-man reporting and editing staff for
the newsletter at Atlanta's chapter of the International Television Associa
tion (ITVA), and served on the Atlanta ITVA Executive Committee. Between
my regular job, my volunteer work, and the book, I was occasionally able to
squeeze in such fourth- and fifth-priority tasks as eating and sleeping. ITVA
graciously ignored some of the slipped deadlines for the newsletter, and still
agreed to teach this greenhorn everything he could manage to learn about
video production on such short notice.
The people at Autodesk deserve a very special note of thanks, notably:
Joel Sher, Executive Director of Multimedia Sales and Vendor Relations;
Dennis Phinney, Sales Manager for Autodesk's Multimedia Division; Bob
Bennett, Product Manager fo r the development and promotion of Animator
and 3D Studio; and Gloria Bastidas, my primary contact at Autodesk. They
provided all the assistance I needed, despite their own harried agendas,
while I was still digesting the intricacies of Animator. Grant Blaha, senior
animator/troubleshooter, shared a great deal with me, including his exper
tise in reviewing a portion of this book. The opportunity to work with Auto
desk has been the key privilege and delight of this effort. And needless to
say, on behalf of professional communicators everywhere, I would like to
thank the Yost Group for creating Animator and 3D Studio, particularly Jim
Kent, Tom Hudson,and Gary Yost.
I would like to thank Howell Phelps and Jim Bums at Video Associates
Laboratories for the loan of the Microkey audio card. I am indebted to the inimi
table Emilio Aparicio of Evolution Technologies for many fascinating discus
sions; ditto to Richard Gross of Antex Electronics. Nick Ketter at Crosstown
Audio generously read my chapter on digital audio, and Steve Bress of Entropy
Engineering, another seasoned sage of multimedia, checked my chapter on
video and graciously provided his Video Fonts for Autodesk Animator. Dennis
Hardison of Animation Atlanta assisted me by using his Amiga's genlock and
time-base corrector to transfer an S-VHS animation to 3/4" videotape-at no
charge. At 3M's Optical Recording Division, Tom Kelly and Bob Deems made it
possible for me to regain the use of my eraseable optical drive. T hanks also to
the Mitsubishi Corporation for generously providing a photograph of their
multiscanning monitor.
Closer to home, Cosi and Arno cheerfully posed for the illustrations in
Chapter 10. Christin Whittington provided editorial support during early
development of the book. And Debbie Bowling and Dan Sumner provided a
kind of intangible support that has nothing to do with the words I've writ
ten, and yet without it, there might well be no such book.
T hanks to you all.
CONTENTS AT A GLANCE
Introduction xxi
Index 293
TABLE OF CONTENTS
Introduction xxi
Chapter 4 Mastering
the Drawing and Inking Tools 50
Chapter 5 Exploring
a Quarter of a Million Colors 68
Index 293
INTRODUCTION
ll{
in our time, after a faltering
start, are beginning to use what may be the greatest medium ever
devised for artists-computerized animation. No other medium for
creativity has such a sublime admixture of controlled time, move
ment, drawing, painting, speech, and music.
This book provides you with the hands-on experience you need to create
stunning "desktop presentations" with Autodesk Animator. Using your per
sonal computer, you will be able to bring new life to your message, whether it's
the five-year sales figures for your division or a simulation of sunlight turning
into sugar via the miracle of photosynthesis. Simply stated, Mastering Anima
tor will sharpen your skills as a director, designer, and producer of animated
presentations. The book approaches Autodesk Animator (Animator for short)
from the perspective of today's communications professional, opening the
door to a storehouse of video tools designed for effective presentations. This
book intends to show why Autodesk's advertising for Animator can confidently
predict, "It'll move you."
This book contains many examples chosen for their learning value,
artistic interest, or sheer simplicity. Some of them may interest you because
they can be incorporated into your own business presentations. Others are
stimulating to watch or to work with; perhaps they will provide an offbeat
source of inspiration. These examples will guide you through most of Ani
mator's sophisticated illustration and image-processing tools. Whether your
interest is in special effects, scrolling text, or objects that zoom around the
screen, you're likely to find something new and provocative here.
You will use these tools in meaningful applications, not just for the
sake of using them-a break from the tradition established by the early
books on Animator. Putting the tools and techniques into a meaningful con
text is just one of the things that makes this book different. In fact, there are
two ways this book provides a deeper understanding of Animator: in its
treatment of hardware, and in its treatment of software.
In keeping with the successful Sybex philosophy of software instruc
tion, this book is not meant to render your manuals utterly obsolete, so
xx ii
don't throw your documentation away. Oddly enough, I believe that one of
the stronger features of this book is what it chooses not to cover. It steers
clear of some animation tools that don't meet the typical communication
goals of most readers or that could be potential stumbling blocks for the
newcomer. Consider traditional Hollywood-style eel animation. Most Ani
mator users are not intent on becoming the next Walt Disney or Fritz
Freling, and their employers wouldn't give them the years of development
necessary for that. Accordingly, this book doesn't cover the esoteric eel ani
mation tools in the Trace Menu, which are in general useful only to an expe
rienced animator of hand-drawn eels. On the other hand, this book shows
how you can achieve much of the power of hand-drawn eel animation using
the powerful automated animation tools in the Optics and Tween menus.
Likewise, the Optics chapter doesn't clamor for your attention with a
lengthy analysis of the many minor features of the Optics menus, because
these are easily learned by hands-on use. Reading about them would only
lead to needless confusion and intimidation. I could have consulted books
on mathematics and physics and given you more than you wanted to know
about center of gravity and descriptions of rotation. But your body and its
reflexes )lave their own instincts about these things, as proven by the popu
larity of video arcade games. Since I trust your instinct more than my own
skill as a writer, I will show you to the control panel and get you started;
from there, you (or your animated subjects) will soon be flying.
In a similar spirit, the reader of this book need not endure a paragraph
on every one of Animator's 22 drawing and 26 inking tools. Instead, you
will learn by doing. We will start with the basic geometric figures, add the
image-processing powers of Animator's inking tools, and complete an early
black-and-white TV test pattern. Then, like broadcast TV itself, we will
graduate to color. By the time you're ready to animate, you will be confident
enough to explore on your own the 572 possible drawing/inking tool com
binations, and the use of the Mask tool as well, which you will find to be in
some ways analogous to our discussion of the Grid tool.
This book covers Animator's central role in a growing family of prod
ucts from Autodesk's new Multimedia Division. No discussion of Animator
would be complete without some mention of 3D Studio, Autodesk's new
high-end 3-D animation package. If you enjoy using Animator but some
times feel constrained by its resolution limitations, not to mention its con
finement to "flat" objects such as eels, you will find 3D Studio quite an
exciting development. This book will give you a glimpse into the modeling,
rendering, and animation powers of 3D Studio.
xx iii
written: so you can have the comets without the calamity and flights of
imagination without failure.
As demonstrated by the release of such related software as the Auto
desk Animator Clips and 3D Studio, and the anticipated release of more
broadcast-quality animation software, you will find that totally mastering
the possibilities of Autodesk Animator is an ongoing process, not one that
can be entirely captured between the pages of a book. But as they say in Hol
lywood, a movie of a thousand frames begins with frame one, and Animator
is likely to form the starting point of Autodesk's PC-animation line for many
years to come. Well, then, perhaps this isn't just a book, it's an adventure!
DISCOVERING
AUTODESK
ANIMATOR
CHAPTER
ONE
GETTING
ACQUAINTED
WITH AUTODESK
ANIMATOR
O ver the past six or seven years, quite
a few business-presentation programs for IBM PC-compatible computers
have been developed, and some have enjoyed enormous popularity. But
there has never been anything with the visual impact of Autodesk Animator.
Autodesk Animator (Animator for short) is a full-featured drawing program,
a sophisticated painting program, a graphics-conversion program, and most
of all, a fully equipped, personal animation studio.
Consider how other programs limit you to circles, boxes, and other
simple shapes. Animator allows you to construct complex shapes with its 22
drawing tools, such as the Poly (polygon) drawing tool. Other programs allow
you to fill shapes with solid color or with simple textures. Animator provides
26 inking tools, several of which display quite a bit of native intelligence. These
''inks'' are actually a collection of image-processing programs, some of which
probably first appeared on expensive industrial workstations.
Some presentation programs offer four, eight, or sixteen colors, drawn
from a palette of 64 color choices. Animator allows 256 colors on-screen at
once, drawn from 262, 144 color possibilities. If you've never really seen
the power of Animator's depth and subtlety of color choices, I think you
will be pleasantly surprised.
Finally, many presentation progras allow you to make primitive slide
shows from your graphs, charts, and clip art. Animator offers five types of
animation that were formerly the exclusive domain of professional anima
tion studios, at least until th at
groundbreaking source of computer graphics
known as the Amiga computer came along. Once you have acquired Anima
tor, though, and some of the new solutions for adding sound to your com
puter (mentioned in Chapter 13), you need never sneak another envious
glance at the Amiga.
But don't take my word for any of this; it's easy enough to see for your
self if your PC-compatible computer has a Video Graphics Array display card
(known as a VGA card) and a VGA monitor. That is the primary requirement
for running Animator; Animator will not run on a PC equipped with a CGA,
EGA, or monochrome display adapter. If you have one of these, you must
replace it with a VGA card before running Animator.
Several new products allow you to record your animations on video
tape, such as the Magni Systems VGA Producer card, which converts the sig
nals from your VGA card into the format used by VCRs and television
Getting Acquainted with Autodesk Animator 5
monitors (see Figure 1.1). Likewise, there are a few VGA monitors that will
accept both ordinary VGA signals and television signals, such as the Mitsu
bishi 1381AUM multiscanning monitor (see Figure 1.2).
NOTE
Nothing need prevent you from enj oying this book before pur
chasin g Autodesk Animator and the required VGA card and moni
tor. As a matter of fact, if you read this book before running
Animator, you can save a lot of time that y ou might consume in
random experimentation. This book provides a solid framework
for more directed, productive experimentation, and I hope that it
will even suggest a few ideas to the ran animator.
vete
and yes, you could run it with smaller hard disk, such as a IOMb disk, but
save yourself the frustration of trying to run this large and powerful pro
gram under such cramped conditions. Animator is meant to enjoy, not to
struggle with!
The first step is to get acquainted with the various programs on the
Animator distribution disks, because Animator itself is only one of several. If
you haven't yet installed Animator, this would be a good time. Turn to
Appendix A for assistance and meet me back here. If you have any difficulty
loading the software from the floppy disks or problems in making Animator
run for the first time, there's a bit of troubleshooting advice in Appendix A.
Are you all set? Then let's look at the contents of your hard disk.
You've most likely installed Animator on drive C, in a directory called aa.
(Following standard MS-DOS jargon, we will say that Animator's "path
Getting Acquainted with Autodesk Animator 7
cd c:\aa
Since we want to locate the executable programs (those with the EXE exten
sions) enter the following command:
dir * .exe
NOTE
In this book, to enter a command means to type that command
and press the Return key. (The Return key on your keyboard might
be labelled Enter. They are the same key.) Any time you see an
instruction for entering a command, use of the Return (or Enter)
key is taken for granted. Remember that MS-DOS is not case
sensitive; it accepts either the lower- or upper-case version of
commands and path names.
MS-DOS will display all the files that can be run as programs. They are
as follows:
Animator you already know; what about the others? Player is a play
only version of Animator suitable for distribution on a floppy disk. Since it's
something of a stripped-down version of Animator, there's less clutter in the
menus to confuse a new user. We will actually take a peek at Player in Chap
ter 2 before we ever run Animator itself.
There are two programs for converting pictures and animations. Flimaker
accepts pictures and animations from Autodesk's famous AutoCAD Computer
Aided Design program. The name Flimaker is a tongue-in-cheek misspelling of
the word "filmmaker," with a nod towards Animator'sjlic file format for stor
ing animation. Since Flimaker is limited to converting AutoCAD drawings and
animations, few readers of this book will be interested in using it, and it's cov
ered quite adequately in your Animat. or Reference Manual.
The Converter program, on the other hand, has remarkable versatility.
Converter is actually the quickest way to bring high-quality images into
your animations. These pictures can come from captured video, black-and
white or color scanners, or the graphics screens generated by various MS
DOS application programs. Converter will even accept certain kinds of
pictures and animations from the Amiga, Atari ST, and Macintosh.
That leaves the two UNPACK programs, which are real oddities. W hen
you execute these files, the decompression program inside them restores
their compressed picture, font, and animation files back to their original size
for storage on your hard disk.
Altogether, we can assign your software the following roles in helping
you produce animations:
Producer Animator
Distributor Player
LOCATING
THE DRAWING AND INKING TOOLS
word Fill, while other choices can be found in a row of boxes holding differ
ent colors (see Figure 1.3). To fill a region on the drawing screen with a spe
cific color, you will use the mouse to select the Fill box (which we will call a
button) , then a color box, and then the region on the drawing screen.
The central menu panel is called the Home menu. Note that in our illus
trations, the drawing screen behind the menu panel is often filled with
white to improve its printed appearance, but the usual color for your empty
screen will be black. The text line at the top of the screen is the Home menu
bar. Each word in this line (Animator, Flic, Pie, Cel, Trace, Swap, and Extra)
represents a drop-down menu that contains additional choices.
The drawing screen in Animator is located behind its menus, which
partially obscure it. To have drawing and inking access to the entire screen,
you can make the menus temporarily disappear by clicking the right button
of your mouse.
The Fill function is categorized as a drawing tool. How it behaves
depends a great deal on the kind of "ink" you've selected. If you choose to
fill the area with Opaque ink, then it becomes the same color as the ink in
your imaginary ''brush.'' But if you choose Glass, more interesting effects
are possible. You can create the illusion of objects made of glass after a little
practice with this tool, as you will see later on.
ACTIVITY LOCATION
Even if you're unsure of some of these terms, press on. You will soon
find yourself qu ite comfortable with all of them. I won't hold up your
experimentation by stopping to visit each of these menus now; there's
plenty of time to get to know each one as we need it.
Getting Acquainted with Autodesk Animator 11
USING A MOUSE
TIP
Animator can also use a Summasketch MM1201 digitizing tablet
instead of a mouse. I definitely prefer the Summasketch tablet; to
me, it's a more natural drawing tool, and Summagraphics Corpo
ration has announced an Animator template that fits on the tablet
to guide you in making menu choices. For instructions on using
the MM1201 tablet, see your Animator Reference Manual.
To choose an item, move your cursor onto the item and press/
release the left mouse button quickly enough to make a click. T his
is known as clicking.
To change a selection, move your cursor over the item and click on
the right mouse button. This is known as right-clicking.
To move or resize an object, hold down the left mouse button while
completing the action. This is known as dragging.
are black and grey. W hen selected, a button is filled with white, and the text
turns red to reassure you that Animator has registered your choice. Like
wise, when a menu option is not available for use, its text turns grey. Items
that are currently in a state of change are surrounded by a flickering box
known as a marquee box (the term comes from the glittering lights on the
marquees of old movie theaters). As long as you see the marquee box , you
can continue to modify the item .
NOTE
There's a very good reason for not having colors in the menus.
Since black and grey contain no color, they can be displayed more
clearly on a television set. The process of converting images from
the VGA card into a television signal always results in some degree
of smearing and unevenness (even with the best equipment) wher
ever color is present.
SITUATION APPEARANCE
SUMMARY
We've discussed the strict requirement for a VGA card and the practical
significance of using a fast computer with a hard disk. Those are the minimal
hardware requirements for running the software, except for the additional
requirement of a mouse (or a digitizer table) when you're creating pictures and
animations.
We've loaded Animator, Player, Converter, and Flimaker from the dis
tribution disks and sorted out what's what. W ithout actually running Ani
mator, you've gotten oriented to its Home menu panel, and you know how
to select the drawing and inking tools, how to liberate the drawing screen
from the scene-stealing menus, and how to use the mouse.
In the next chapter, we will zoom in to examine Animator's tools in
greater detail. But let's not mix business with pleasure. It will be the general
policy of this book to keep fun in its proper place-which is top priority. In
keeping with that policy, let's load some animations using Player and see
how delightful animation can be.
CHAPTER
Two
r
.
USING
PLAYER
AND ANIMATOR
Why start things off with a s sign
ments and homework? The best way to get introduced to Autodesk Anima
tor is to let the product itself run the show. When you installed Animator,
you loaded in several animations , and it's hard for me to believe that you
don't want to see them.
In an old-fashioned player piano , you would insert a punched roll of
paper-the " p rog ram -and it would play automatically. Now meet "player
"
USING PLAYER
aaplay
Using Player and Animator 17
This loads Player, and presents the screen shown in Figure 2 .1. This screen is
blank, except for a menu selection bar at the top, containing two selections:
Player and File. Across the bottom you will see a narrow slider control panel
for running the animation and changing its speed.
Let's explore the menu selection bar. You activate the menu items by
entering their initials: p for Player or f for File. Type p-there's no need to
press Return. The Player menu drops down. It reads: About, Quit. The
About option tells you which release you're using, which is convenient
when new versions are released. To see this message, press a; to make it dis
appear, press Return. The Quit option allows you to end your Player session.
If you press q, you'll be asked:
The answers are y for "yes" and n for "no"; they are the only possible
responses. If you see this message, press n.
Figure 2 .1: The initial Player screen. Your screen will be black, but we
found it easier to print this image with a white screen.
18 MASTERING ANIMATOR
CHAPTER TWO
We want to load a file, so first we must locate the file in your directory.
Type f for File, and the File Menu will drop down as in Figure 2.2. The File
menu reads:
FU LOAD.. .
GIFLOAD.. .
SCRIPT LOAD...
The triple-dot notation means that these options lead to new menus. Let's
load a still image, known in Animator as a pie. Pie files have GIF filename exten
sions. Press g for GIF.
NOTE
GIF stands for Graphics Interchange Format and is a trademark of
CompuServe, the inventor of this format.
Now you will see the Load a Picture? menu panel (see Figure 2.3). On
the left is a directory of GIF files; in the middle is a series of buttons that rep
resent all available disk drives. On the right, you will see a form that can be
filled out to select the file. You can do two kinds of things in the Load a Pic
ture? panel: (1) you can fill out the form on the right, or (2) you can scroll
through the file directory on the left and select a file directly by clicking on
its name. You switch between these modes by pressing the Tub key.
There should be a heavy black cursor in the File box. T his cursor indi
cates that the box is ready to accept input. If the cursor is in one of the other
boxes, press Tab until it returns to the File box. If you see a thin vertical line
instead of a heavy cursor, this means you're in the disk-drive entry mode.
Player is waiting for you to choose a disk-drive button or scroll through the
directory.
Before we load anything, let's examine the directory. Press Tab, and the
heavy cursor will become thin. Now you can change drives by typing in the let
ter for that drive (for instance, A, B, or C). Don't change drives if you al
ready see files in the directory box. Instead, scroll through the directory by
pressing the i (down-arrow) key. The down-arrow icon (the kind seen on eleva
tors) will illuminate as you scroll down. Scroll up with the t (up-arrow) key. The
left- and right-arrow keys have no function here. To return to the text-entry
boxes, press Tab.
W hen you see the heavy cursor in the File box, type in the name of any
GIF file that strikes your fancy. You need not type in the GIF extension, but it
won't hurt if you do. Press Return. That loads the picture. To load another
picture, press f for File and start again from the top.
I can't emphasize too strongly the importance of what you've just
learned. The user interface for a file-management menu panel is much the
same, whether you're loading or saving pictures, animations, fonts, text
files, palette settings, or practically anything that Animator loads and saves
as a file .
TIP
In Player, a pie remains somewhat obscured by the menu selection
bar and slider controls. If this is objectionable, you can load the pic
ture into Animator and save it as a single-frame animation. Player will
display such an animation without displaying the menus. Or you can
press the spacebar to temporarily remove the menus.
Now that you know how to use some of the most important parts of
the Animator user interface, let's press on to animation.
1. Type f twice, once for File and again for Flic. You will see the Load
an Animation? panel, just like the Load a Picture? panel. Your direc
tory should contain several FLI files. Type the name of one that
Using Player and Animator 21
sounds good into the Files box; you need not add the FLI extension
(it will already be waiting inside the Wildcard box). Press Return.
T hat loads the flic.
2. You will see the first frame of the flic. (If the flic has an empty first
frame, your screen will still be black.) Let's examine the narrow
slider-control panel at the bottom of the screen, as shown in Fig
ure 2.4.
ACTION KEY
First frame t
Last frame !-
Forward -+
Backward +--
Play >>(Return)
22 MASTERING ANIMATOR
CHAPTER TWO
hands.fli
mrnumo.fli
tigercat.fli
loop6
loaded in by the Animator installation program. If not, you will have to pro
vide the full path name for each flic that must be run.
1. Start your favorite text editor in the accustomed way. Enter the
script listed above . Save the file as scripta.txt, using the "DOS
file" or "ASCII" option of your editor, and being sure to place it
in the same directory as Player (usually: c:\aa).
2. Exit your editor and change to the Player directory by entering
cd c:\aa. Then enter: aaplay scripta.txt.
Player will run your script automatically. You can stop a flic at any
time with the Backspace key. Take a few minutes to experiment
with the keys shown in Table 2.2.
ACTION KEY
Backward one +-
Having reached this point, you have mastered in a very relaxed way
the fundamentals of Animator's user interface for running animations
without drawing a single line or generating a single frame. If you haven't yet
experimented with Animator on your own, this provided you a chance to
explore the power of this new medium right out of the box. This practice
was designed to bring you up to speed with the menu conventions without
even peeking at Animator itself. By all means, let's do that now.
STARTING ANIMATOR
c:\aa\aa
NOTE
These commands accomplish the following: (a) they place you in
the C drive, (b) they specify the aa directory, and (c) they specify
that aa.exe is the program to be executed.
W hen Animator begins, it usually loads many items that were saved as
you last used them, including your most recent:
Animation
Picture
Palette settings
saved any screens, this area will be black. The Horne menu panel is divided
into various sections, which in this book will be called:
Figure 2.5: The initial Animator screen. It's easier for us to print a white
graphics screen, but y ours will usually be black when empty.
CONFIGURING ANIMATOR
If you're starting Animator for the first time, it will tell you that you need
to configure it for your particular setup; Chapter 1 of the Animator Reference
26 MASTERING ANIMATOR
CHAPTER TWO
Manual explains how. If your needs change after you've been working with
Animator, you can reconfigure Animator using the Configure option of the
Extra menu. You will then encounter the Configure menu described in the Ani
mator Reference Manual. You will find it particularly useful if your mouse isn't
working , or if you're using a digitizer tablet instead of a mouse.
UNDOING, CLEARING,
AND RESETTING YOUR WORK
Clear the screen and start Clear option in the Pie menu
over
Your first Animator tutorial will oddly enough be concerned with how
to undo things. If you're not already sitting in front of the Home menu, start
up Animator and we will try out these features.
other details, such as the last color and the last Drawing tool you were using,
are maintained in various files known as default files.
If you have already been using Animator for a while when you read
this, you probably have noticed how your latest flic automatically appears
when you start Animator. But there is an option in the Configure menu
called Save Default.fix that allows you to prevent the last flic from being
automatically loaded. This is particularly handy if your last flic was a large
one and you don't want to spend time loading it every time you start work
ing on another flic.
If you haven't had much experience with Animator, it's easy to forget
that Animator automatically loads your last flic (unless you specifically con
figure it not to do so, as described above). This is even harder to remember if
your flic begins with an entirely black screen. For instance, Autodesk's
Tigercat.fli flic has an initial screen that is black. When this flic is loaded, it
looks the same as if you had used the New option to remove the default flic.
However, if Tigercat.fli is loaded, you will see that tabby cat run across the
screen when you press Return or double-dick on the Play icon (the double
arrow icon that resembles the Play button on a VCR).
Your Draw and Opaque buttons should be highlighted now, and the
Current Color slot-the box on the extreme right of the Home menu
should contain some color other than black. draw something on the screen
by dragging the cursor. Then select undo from the drawing tools. The item
will vanish. Draw it again, and this time draw a second item. Select Undo
again. Notice how only the second item vanishes; now you're stuck with the
first item. Some graphics programs have multiple levels of undo, but Anima
tor will only undo the last change, unless you turn to a more radical way to
undo, known as Restore.
RESTORING A FLIC
Restore will undo all changes made to the current frame since loading.
Why am I suddenly talking about an animation frame when you thought you
were drawing on Animator's drawing screen? Well, remember what I said
earlier: Animator ordinarily keeps a default flic in memory. That blank
screen you've been drawing on is not necessarily just a drawing screen: it
28 MASTERING ANIMATOR
CHAPTER TWO
may well be the first frame of a flic, unless you choose New from your Flic
menu right after starting Animator. To see this for yourself, do the following:
now that you have some drawing on your screen you can't erase, select the
Play icon again . This time, while your current flic runs, your drawing will
flicker on the screen.
TIP
If there is any number besides '' l '' in the frame ID box at the bot
tom center of your Home menu, this is a sure sign that you have a
flic in your workspace.
To get rid of the marked-up flic, choose the Restore option on the Pie
menu. Note that Restore works only if you haven't moved to another frame.
You will use this option often; it allows you to blank the screen. The
screen will be whatever color happens to be in the key slot.
WARNING
Remember, if you have a flic in memory, you've just cleared one of
its frames! If you have a valuable /Uc in memory, make sure
you've saved a copy of it before using Clear.
You can erase the flic currently in memory and start over with a new
flic (consisting of a single frame) using the New option. The current tool
choices and colors will remain unchanged.
RESETTING A NIMATOR
palette, to the way they were when you first loaded it onto your hard disk.
See the Animator Reference Manual for more detail concerning which
items are reset and which are maintained after Reset. A common use of Reset
is to standardize practices from one animation session to another, particu
larly in training and in the development of new techniques.
To stop Animator: press a for Animator and q for Quit. Or if you prefer
to use the mouse , click on the Animator menu and then on its Quit option. If
you have unsaved changes, Animator will tell you so and ask you to verify
that you want to quit. If you have not made changes, it will still ask you to
verify that you want to exit. Indicate y for yes or n for no either with your
mouse or the appropriate key.
TIP
Having trouble getting the menus back? If the menu-selection bar
and Home menu panel are not on the scree n , righ t-c li ck with the
mouse cursor on the drawing screen until they appear.
SUMMARY
In this chapter, you were able to sit back and learn from the Autodesk
animations without lifting an artistic finger. You learned how to locate your
files in a directory and how to load them for viewing. You've learned all the
keyboard and mouse conventions for playing back flies with the Player pro
gram. This knowledge allows you to move freely to any frame of an anima
tion, a skill that will be crucial when you're fine-tuning your own
animations in Animator itself.
Already, you've gotten the jump over anyone plodding through the
Autodesk manuals, because at this stage , you've written your first script.
30 MASTERING ANIMATOR
CHAPTER TWO
That's something that the Animator manual doesn't teach you until the very
end. We will be returning to the subject of scripts later.
You can now not only start and stop Animator, but you're an expert in
how not to do things, and that is not a bad talent. You probably know that
already from your experience with word processors, where it's important
to know how to delete passages, cancel whole editing sessions, or undo mis
takes. If you think of Animator as a word processor for animation, then you
know how to perform analogous tasks for your flies. You know how to use
Undo, Restore, Clear, and Reset, and how to start a new file.
You're aware of the usual presence of a flic, and you know that a flic
can be defaced by drawing and inking if you don't realize that your drawing
screen may in fact be one frame of an animation. Therefore, you're aware
that you should save all flies during various stages of development, to pre
vent accidents.
All of these things are important milestones in your mastery of Anima
tor, even though you haven't made any pictures yet. W ith these basics out of
the way, we're free to do just that in Chapter 3.
CHAPTER
THREE
DRAWING
ON YOUR
IMAGINATION
This chapter will introduce you to
Animator's drawing, ink, and palette tools with an actual project: recreating
a small part of the legendary "Indian Head" test pattern from the 1960s. But
first, we will do a bit of free-form experimentation.
The cluster box, which contains the range of colors in the center of
the Home menu panel, should be filled with a rainbow.
The Drawing Tools menu should contain the following buttons (in
addition to the Home title button) :
Draw
Box
Zoom
Poly
Text
Undo
Spray
Fill
Opaque
Vgrad
Glass
Scrape
Soften
Tile
The Brush Size icon (the small dot beside the Current Color slot)
should be set for the finest brush size.
SELECTING I TEMS
ON THE HOME MENU
TIP
You can use the Clear option of the Pie menu at any time to start
over.
Select Box from the Drawing Tools menu. Your inking tool should be
Opaque. Click on the screen and drag the cursor to another position; then
click on the screen again. You should have a solid rectangle on the screen.
Drawing on Your Imagination 37
MODIFYING TOOLS
There are two controls for tools such as Glass: a Dither button and an
Ink Strength slider bar. The Ink Strength is a numerical setting that controls
how much effect the inking operation will have. Change the strength to
roughly 30 by dragging the numerical slider and then return to the drawing
screen by right-clicking. Make another partially overlapping box. Change
38 MASTERING ANIMATOR
CHAPTER THREE
the strength again to about 8 and try making yet another box. You probably
will not see the effect this time. This is an important thing to know: the ink
ing tools are nonlinear, that is, as you make small changes to the numerical
strength setting, the resulting effect can greatly change its behavior. You
may not be impressed with the effect of Glass now, but with a realistic image
it can perform some wonderful visual tricks. We will explore the Dither
option momentarily, when we pick up the Vgrad tool.
BLENDING EDGES
The default magnification for Zoom is Times 2, but you can click on
Times 4 to increase the magnification; do this now. You will return to the Home
menu. Now select Zoom, and a small marquee box will appear on the screen.
Move the marquee to cover part of the dithered and undithered boxes and click
on your mouse. At Times 4 magnification, you can clearly see the difference, as
in Figure 3 .4. Select Zoom again to return to normal view.
This concludes your first hands-on tutorial with Animator's drawing
tools. When you're ready to go on, we can explore the possibilities of hav
ing more than one canvas to paint on. If possible, it would be nice if you
could leave your work on the screen while you take a break, because we'd
like to have a common point of departure for our next lesson.
can also be used to hold an entire screen, but it is just as often used for stor
ing, moving, stretching, and rotating parts of an image. The Cel buffer is the
heart of Animator's extraordinary eel animation capability. Let's have a
glance at it.
NOTE
The buzzword for keeping something available temporarily is
keeping it "in a buffer."
GETTING A CEL
I'm assuming here that you've just followed the tutorial above. If not,
it would be helpful to try it out first so we have some common basis for more
Drawing on Your Imagination 41
discussion. Choose the Cel menu and select Get. Crosshairs appear on the
screen so that you can select two diagonal corners of the picture to capture
as a eel. Position the marquee box so that you capture a part (but preferably
not all) of the layered boxes you have drawn. Click again and the marquee
disappears, but the eel is now stored in the Cel buffer.
Return to the Cel menu and select Paste. T he eel will reappear within a
marquee. To pick up the eel, click anywhere on the screen. To paste the eel
in its current position, right-click without moving the eel. To copy the eel to
a new position, move it and click. If you want to cancel the operation,
right-click .
What happens next depends a great deal on the ink. If your ink is
Vgrad, the pasted image will be replaced by some odd new colors. If your
ink is Glass, the image will be translucent and may undergo some color
change. You may find it hard even to see a Glass image at low strength. If the
ink is Opaque, the image will be pasted without change. If you like, you can
change tools and paste the same eel again and again to see the effect.
You've just seen how your choice of ink affects a paste operation. Fur
thermore, the state of the Clear Key Color button (the Kbutton in the lower
right-hand corner of the Home menu) has a very important effect on the
behavior of the pasted eel . If the K button is highlighted, any part of the eel
containing the current key color will be effectively transparent.
As you use Animator, there will be countless times when you will want
to cut an object from one picture and paste it seamfessly into another. In
order to do this, the following must be true: (a) the object must be com
pletely surrounded by a solid-color background, (b) the Clear Key button
must be highlighted, and (c) the key color must be the same color as the
object's background.
Remember that the Key Color slot is the box to the left of the seven
boxes that make up the Mini-Palette . To change the key color, right-click on
the Key Color slot, and it will be framed in red. T hen click on any part of the
screen that has the color that you want to use as the key color.
Here's a typical example of your preparations for using the key color. If
the desired object is-as is usually the case-surrounded by a busy back
ground, you must choose some otherwise unused color as the key color and
completely outline the object with it before cutting it out. Otherwise, some
of the background will be transferred along with the object during the paste
operation.
42 MASTERING ANIMATOR
CHAPTER THREE
You've just used the Cel function to capture part of an image. You can
also use the Ce! buffer to capture the whole screen with the Clip option on
the Cel menu. One obvious use for a eel is to form the basis of a eel anima
tion, but using Clip is also a convenient way to store a' 'frozen'' copy of your
picture at some point during development, safe from undo-able changes,
while you experiment with additions, repainting, and special effects on a
spare copy.
Using the Cel buffer simply as a screen buffer has the following draw
back: there is only one Cel buffer, and once you've committed it to clip the
screen, you can't use it for any other cutting and pasting operations, includ
ing the kinds of automated cutting and pasting that occur during animation.
For this reason, Animator provides another buffer to hold a copy of the
screen, the Swap screen. But there are other uses for the Swap screen. The
second picture need not be a version of your current masterpiece; it can just
as easily be a completely different picture, such as a complex image that can
serve as a source for eels to be pasted into your new image.
Furthermore, it's possible to combine the contents of the main and
Swap screens with an advanced image-processing tool called Scrape. In this
exercise, you will learn how to have your artistic cake and eat it, too. Let's
examine the possibilities of having two graphics screens that interact via the
Scrape and Tile inking tools.
I'm assuming here that you've been following the tutorials so far. If
not, it would be helpful to try them out before continuing so that we have a
common point of departure.
First of all, note that the Swap menu provides the following options.
1. Choose the Swap menu from the Animator menu bar. At this point ,
Clip will be the only Swap option you can select; the others will be
greyed-out. Select Clip, and the present screen will be copied into
the Swap buffer. Go to the Pie Menu and select Clear; your drawing
screen will be erased.
2. Select the Scrape ink and draw a new box in the same place you put
the original boxes. The new screen will be "scraped" away in your
box, and the old image will show through.
3. Now we're going to capture part of the image and turn it into a eel
that will be suitable for copying and pasting into a still image or an
animation. Go to the Cel menu and select Get. The cursor will form
a crosshair. Move the cursor to the image you have revealed by
scraping and click on one corner, then move the cursor to the oppo
site corner and click again. This grabs the image as a eel.
4. Clear the screen again and select the Tile ink. You should have Box
and Tile activated now. Click on the screen to remove the Home
menu panel and create a box that covers the whole screen. The
screen will be covered, or tiled, by the repeating pattern of your
eel as in Figure 3. 5.
5. Now try something else. Right-click to get the menus back and
choose Draw. Clear the screen and start drawing. You will find your
brush scraping through the blank screen to reveal the tile pattern
underneath.
of your Home menu. Begin by resetting your drawing screen. Choose the
Reset option of the Flic menu. Answer Y when asked whether you really
want to reset all.
Change the current color to white by choosing white from the Mini
Palette . Use the Fill tool to fill the screen with white. Pick out a medium grey
from the center of the cluster box.
Bring the cursor to the small dot to the left of the C urrent Color slot.
This is the Brush Size indicator. Right-click on it to change the brush size.
The Set Brush Size dialog box appears as in Figure 3.6. Drag the black slider
until it goes from size 1 to size 4. Then return to the drawing screen by right
clicking on the picture.
Drawing on Your Imagination 45
Right-click on the Poly or Spray icon. The Drawing Tools menu panel
appears, with your choice highlighted. Choose Circle from the scrolling
directory to replace your original choice. Be sure to turn off the Fill switch.
Then return to the drawing screen.
Put your cursor at the center of the screen and click, dragging the cur
sor until the circle is just cut off at top and bottom, so it resembles Fig
ure 3.7.
Don't worry if your circle is not centered on the perfect pixel, but you
can choose Undo if you're not happy with the placement.
1. Change the brush size again, moving the slider down to size 2, and
return to the drawing screen.
46 MASTERING ANIMATOR
CHAPTER THREE
2. Choose the Extra menu, and select the Grid option. The Grid Snap
Control menu appears, where you should select Use (an asterisk
will appear); then select Create. The cursor will form the intersec
tion of a horizontal and vertical line. Go to about ten o'clock on the
circle and click, then drag until you touch the circle again at about
five o'clock, as in Figure 3.8. Try to make a square, but it's okay if
your shape is more rectangular. Click again, and the Grid Snap Con
trol menu reappears. Choose Paste. Choose the Exit menu, and
when the Home menu panel appears, change the brush size to 3.
4. Turn off the grid by selecting the Grid option of the Extra menu.
Click on Use. The asterisk beside the Use option will disappear,
meaning that the Grid will no longer restrict your drawing and
inking.
Drawing on Your Imagination 47
Figure 3.9: This is our stopping point for the test pattern project.
48 MASTERING ANIMATOR
CHAPTER THREE
At this point you should save your drawing, because we will build on it
as we progress through the book.
Choose the Pie menu's Files option, and then the Save button. You will
see the Save a Picture? menu panel. The heavy black cursor in the File box
indicates that it is ready for you to provide a name. If the box is not empty,
press Esc to clear it. Then type in TESTl and press Return. When the file has
been saved, the Files menu will reappear. Banish it with a right-click on the
drawing screen. Now you're ready to continue drawing or quit Animator.
SUMMARY
you're sure to enjoy the more advanced graphics workshop coming up next.
You will meet the Indian chief who greeted millions of American TV viewers
every morning before television stations signed on, and you will use Anima
tor's most interesting tools to develop a broadcast-quality title. See you in
Chapter 4. Be sure to bring TESTl.PIC!
CHAPTER
FOUR
MASTERING
THE DRAWING
AND INKING
TOOLS
. . .
.
. .
. . '
' . . :
..
. .*'.
.
. '
'. .
.. .
I n the last chapter, you used some
simple geometric shapes to build part of a broadcaster's test pattern. We will
continue with this project, although I don't intend to have you put in all the
work that I invested when I first copied this pattern. The idea here is to
introduce tools, not open up an art academy.
We're going to create a simplified profile of the Indian chief for which
the "Indian Head" test pattern is known. In this exercise, you will cut the
Indian chief's profile from a work screen and paste it to the TEST I screen
you developed in Chapter 3.
No doubt you recall our discussion of the key color in that chapter.
W hen you create a solid background composed of the key color, we
call this a key matte. T he term key matte harkens back to the earliest special
effects in cinema; it allows you to cut out an image having a single-color
background and paste it over another image, treating the background color
as transparent. The term matte refers to the solid background, while the key
is the particular color chosen to be treated as transparent.
Our work today will begin with copying the chiefs image from these
pages to the Animator screen. If you don't have an electronic page scanner, you
can use Michaelangelo's trick of manually transferring the image to a grid. After
this cut-and-paste session, you will use the special effects created by the Spark
and Emboss inks on an Animator font to generate a professional looking title
screen.
To create an image of the chief, you can copy the drawing from this
book with the help of a grid; see the progressive examples in Figure 4 .1.
\
:
I
r-----
!
.,
Figure 4.1: To obtain the Indian head, start with drawing number 1.
Mini-Palette. The Key Color slot is the box to the left of the Mini
Palette, as shown in Figure 4.2.
3. Go to the Extra menu and select the Grid option. Click on the Use and
Create options. The cursor will turn into a horizontal/vertical crossbar.
Draw a rectangle that is roughly 1 inch square near the center of your
screen by clicking at one corner, and then again at the next . This will
create a grid. Now choose the Paste option to fill the screen with your
grey grid and right-dick on the drawing screen to banish the Grid Snap
Control menu.
4. Select the Grid option again and turn off the grid-snap feature by
clicking on Use. For your current color, choose black. Select the
54 MASTERING ANIMATOR
CHAPTER FOUR
Box tool and use Brush Size 1; make a box three squares wide and
four squares tall. Using Line and Poly, trace in the chief's features,
following steps 1, 2, and 3, as shown in Figure 4.1. Fill in the out
lines with the Fill tool.
5. Capture your portrait of the chief as a eel, using the Get option of
the Cel menu, and save it with the Files option, using the filename
CHIEF.CEL.
1. Clear the primary screen buffer by choosing Pie, then Clear. Make
sure the screen is still filled with white and that the Key Color slot
contains white. Right-click on a drawing tool to go to the Drawing
Tools menu, and get the Star tool. Select Filled but not 2-color.
Move the Inner Radius Ratio slider bar until it reads 7 5 and set the
number of Points to 24. Right-click on the picture to exit the Draw
ing Tools menu.
2. Set the current color to black and draw a large star in the middle of
the screen. Set the current color to white and draw another star
slightly off-center to the right inside the black star. T hen make a
smaller black star still further to the right, as in Figure 4.3.
Mastering the Drawing and Inking Tools 55
3. Finally, make another off-center star in white. Then, using the Box
tool, make filled white boxes to erase almost half of the right side of
the starburst, as shown in Figure 4.4.
STRETCHING A CEL
....
' '
Figure 4.4: The finished head-dress
and vertically, but you also can flip the object upside down or make a
mirror-image copy.
1. Check to make sure that the Key Color is white and that the Clear
Key button is highlighted. Then load the chief using the Cel Files
option. The image will appear briefly and then disappear; that's
normal. Exit the Files menu by right-clicking on the screen.
2. Choose the Stretch option from the Cel menu. The chief appears as a
partially transparent overlay in a flickering box. Resize him horizon
tally by clicking to the right of the marquee and dragging. Then resize
him vertically by clicking below the eel. You can move and resize him
as much as you like, since he won't be permanently pasted in until you
right-click on him-see Figure 4.5. Note that if you click above the eel,
Mastering the Drawing and Inking Tools 57
it will be flipped upside down, and if you click to the left of the eel, it
will be reversed. You will find a wealth of creative uses for such
flipped and reversed images when you need to produce symmetrical
objects such as flower vases or kitchen tables, and reflected images,
such as on the surface of a lake.
NOTE
Do you want to move the eel? Then choose the Cel menu's Move
option. Click anywhere on the screen to pick up the eel. Move to
another position. Click again to paste the eel. If you wish to cancel
the Move operation, right-click your mouse instead of clicking on the
final position.
1. Load the T ESTl.GIF picture. Set the key color to white and high
light the Clear Key button. The eel CHIEF2 should still be in the Cel
buffer; if not, load it using the Cel menu. Choose Files, then Load,
to load the eel from disk.
2. Select Stretch from the Cel menu and use it to position and resize
the Indian at the top center of the test pattern, as shown in Fig
ure 4.6.
3. Using the Unzag ink and the (filled) Box tool, enclose the chief with
an anti-aliasing operation to remove the "jaggies" and give a much
more natural television appearance. Save your picture as TEST2.
NOTE
The state of the Dither option won't greatly affect the result of
using Unzag in this example.
This ends our drawing tutorial with the Indian Head Test Pattern. Artis
tically speaking, though, we have a long way to go before the image can be
Mastering the Drawing and Inking Tools 59
BUILDING A TITLE
One of several tools we haven't mentioned yet is the Text tool. The fol
lowing example shows how to use this tool effectively. Bef ore opening the
60 MASTERING ANIMATOR
CHAPTER FOUR
text toolkit, reset Animator. Choose Opaque with a bright orange and use
Fill to flood the screen. T hen choose a pale blue ink.
2. Use the Text tool to draw a large box in the center of your screen,
and type the words
LIQUID
ASSETS
Figure 4.8: The Fonts option on the Text menu panel provides a scrolling
directory of fonts.
NOTE
Lowercase is not available for this font. If you try to type in lower
case, boxes will appear, rather than characters.
If the words scroll upwards out of the box, bring them back in by
typing on your arrow-cursor keys. Then right-click to accept. You
should now have blue letters on an orange screen.
3. Still using Opaque ink, select Get from the Cel menu. Draw a tight
box around the text, and when you have the eel, use the Stretch
option of the Cel menu to stretch the image vertically and horizon
tally until it almost fills the screen, as shown in Figure 4.9. We will
use this image when we continue with the next topic-embossing
text.
62 MASTERING ANIMATOR
CHAPTER FOUR
Figure 4.9: Stretch the eel until it almost fills the screen.
1. Make certain that the F button (Filled) is on. Use the Box tool and
Emboss ink (at 50 percent strength, the default value) to emboss
your text. Emboss usually works by adding a dark edge to the right
and bottom sides of a shape and a bright edge to the left and top
sides. In this case, because we chose highly saturated colors, you
won't see an effect, but edges have been added.
TIP
If Emboss doesn't appear on your Home menu panel, right-dick
on any ink and replace it by choosing Emboss from the scrolling
directory in the Ink Types panel.
2. I'd like to show you more clearly the effect of the Emboss ink with
out ruining the effect we're after. In order to do that, we will save
our work in the Swap screen. That way, we can experiment with
the present screen, making all the changes we want, safe in the
knowledge that we can recover with the Trade option. This is a
valuable trick that will greatly increase your productivity. Choose
Clip from the Swap menu to save a snapshot of the screen.
3. Apply Box and Emboss repeatedly to the image, and you may be
able to detect a subtle layering effect. To recover, choose Trade
from the Swap menu. This replaces the present picture with the
64 MASTERING ANIMATOR
CHAPTER FOUR
contents of the Swap buffer. Then, for good measure, choose Clip
again to over-write the experimental image with another copy of
the present image.
4. Apply Box and Spark ink to the image. It will undergo a radical
transformation. For one thing, the embossed edges will suddenly
become apparent. But more striking, the colors inside the box will
have been replaced by new colors, and at the diagonal boundaries,
multicolored patches will appear. To my mind, the total effect is
reminescent of glass, plastic, or even liquid. You can enhance the
effect by applying Emboss once again.
5. Using Fill and Opaque, flood the background with pale blue, includ
ing the open spaces within letters that don't properly fill. This com
pletes the essential title. If you like, you can continue to the next
step: adding a background gradient.
You rarely see a title screen from an old black-and-white movie that
wasn't enhanced and glamorized with a smoothly shaded gradient of light
and dark values; often, the titles were shot against the glossy furrows of
draped satin. You can add further interest to the picture created above by
applying Animator's default black-and-white gradient. (We will introduce
color gradients in the next chapter.)
1. You should begin by selecting the cluster box containing the black
and-white gradient. T here are actually two default cluster boxes: a
black-and-white cluster box and a rainbow cluster box. If the cur
rent cluster box is the rainbow cluster, you must right-click on the
box to change it. Then, select the A button in the Palette menu
panel. We will discuss the Palette menu in more detail in the next
chapter.
2. The bright side of the gradient is on the right, but we want it on the
left. Choose Reverse from the Cluster menu. Return home by right
clicking on the drawing screen. Use Fill plus Hgrad ink to fill the
background. If the gaps in some of the letters don't fill, you can fill
them by hand using Fill plus Opaque. (Hgrad would fill them with a
miniature version of the whole gradient). The next topic exp lains
how to fill various spaces with the proper color.
Mastering the Drawing and Inking Tools 65
SUMMARY
T he drawing of the Indian chief, though crude, took a little more per
serverance than most of our examples, but it did demonstrate a low-tech
way to transfer images from the external world into Animator, using a grid
for guidelines. T his is an artist's trick that has been around since the Italian
Renaissance.
The chief taught you one of the fundamentals of special effects for film
and video: the use of a key matte. You also learned about stretching, reposi
tioning, and flipping eels, a technique you will use practically every time
you use Animator to make stills or animations.
66 MASTERING ANIMATOR
CHAPTER FOUR
TIP
W hat are these controlled conditions? Well, I have found that
Spark can be used effectively on large, extremely simple shapes
that contain few colors.
T he Emboss tool is one of the few tools in Animator that directly pro
duces 3-D effects. Using Emboss, we were able to throw our lettering into
relief. Emboss can do in an instant what an accomplished sign-painter would
need hours to do. I predict that this is a tool you will use again and again.
You also witnessed the power of a composite image formed by pasting
a eel over your background using Glass ink. As I pointed out, the visual
sophistication of this effect can easily compensate for a simple background,
and in f act, may work best in that setting.
You've combined Animator's simplest drawing and inking tools with
some of its most elegant, but you've by no means covered them all. T hat's
fine, because I have no intention of depriving you of the joy of discovering
the others on your own (you can rely on the Autodesk manuals to guide
you). In f act, we scarcely mentioned two of the most fruitful tools of all:
namely, the Bright and Dark inks. At low strength (roughly eight to twelve
percent), these inks are the easiest way to render highlights and shadows
that I've ever seen. In one of my first animation assignments, in fact, I used
Bright and Dark on a friendly pig. The curves and hollows of his fa ce practi
cally rendered themselves in seconds with the use of these inks.
In this chapter, we have borrowed from the accumulated knowledge
of artists from the time of Leonardo to the modern masters of high definition
television (yes, there are already masters of this new medium, and they use
the key matte technique). Yet, you've scarcely touched the Palette tools.
Animator's "color-crunching" sophistication has made possible the most
interesting visual effects you've seen so far. Are you ready to take control of
262,144 colors? If so, then turn to Chapter 5.
CHAPTER
FIVE
EXPLORING
A QUARTER
OF A MILLION
COLORS
At the end of his long career, the great
physicist Isaac Newton modestly summed up his contributions to science by
saying, '' ...I have been like a small boy playing by the seashore, diverting
myself in now and then finding a smoother pebble or a prettier shell than
ordinary, whilst the great ocean of truth lay all undiscovered before me." At
this point, having not experimented much with Animator's color-handling
tools, you may feel a bit deprived, too. In this cha pter, you will learn how to
make color gradients (called ramps), and we will have our first crack at ani
mation, using the Color Cycling feature. T he animation you develop here
will simulate the classic Hollywood ending sequence of riding off into the
sunset.
To get started, initialize your screen with Reset and look at the multicol
ored stripe known as the cluster box in the middle of your Home menu panel;
think of it as the gateway to Animator's slumbering color-crunching powers.
Move your cursor to the cluster box and right-click. T he Palette menu panel
will appear, with a narrow menu selection bar across the top of the screen, as in
Figure 5.1.
I won't go into all the options of the four menus, since some are rather
specialized and all are described in your manual, but let's hit the highlights.
When Cycl e Draw is active, certain tool s will use the range o f colors in
the cluster box instead of using the current color. To see this, reset Animator,
Exploring a Quarter of a Million Colors 71
select Cycle Draw, and select the B cluster box. Draw on the screen with the
Spraytool. The result is a stream of brilliant confetti. Then choose brush size
7 and the Gel tool. As you draw, Gel will dot the screen with translucent gels
of various colors that could easily be turned into balloons using the Jumble,
Bright, and Dark inks.
TIP
Here's a suggestion: try using these effects as the basis of an invita
tion to a party, sale, or celebration.
REMAPPING COLORS
color values. Even though both the default matrix and the new matrix might
contain some green colors, the colors occupy different locations in the two
matrixes. Fortunately, Animator solves the problem with a dialog box that asks:
Ordinarily, your answer will be Y for yes. This color fitting (or remapping)
technique allows Animator to find the closest match to any given color in
the current palette, although it will fail if you need green and the new pal
ette has no green at all. If that is the case and you want to cancel your choice,
do so with the Restore option of the Palette menu.
Let's get comfortable with the Cluster menu, shown in Figure 5.4,
because it will be a crossroads for heavy traffic throughout the rest of this
book. Time and again, you will use the Cluster options to profoundly affect
the use of color in your next drawing or painting operation. Using Cluster
functions, you can allocate cluster slots for a new color gradient, reverse the
left-right direction of a color gradient, or extract the colors found along a
line in your image.
Keep in mind that a cluster is simply a representation of some portion
of the 256-Color Matrix. Color slots in the Matrix being used by the current
cluster box are highlighted.
NOTE
In practice, you can use a cluster box in two ways: as a broader
palette than the Mini-Palette from which to choose a current
color, or as a source of related colors to be applied automatically
by Cycle Draw and the various gradient inks. The advantage of a
cluster is that it allows you to maintain an extensive color gamut
from which you can shade objects manually or automatically.
GETTING A CLUSTER
The principle command is Get Cluster, which allows you to select the
beginning and ending from the 256 Color-Matrix slots. The prompt line for
Exploring a Quarter of a Million Colors 75
the Start color is shown in Figure 5.5; a similar prompt appears for the Stop
color. These colors, along with all those intervening, are loaded into the cur
rent cluster box. They can either be used as is or changed by a subsequent
operation, such as establishing a new color ramp .
Figure 5.5: .The prompt line for the Get Cluster command
CAPTURING
AND CHANGING IMAGE COLORS
The Find Ramp command finds all of the colors in the 256-Color
Matrix that lie in the range of colors between your chosen start and end
Exploring a Quarter of a Million Colors 77
colors. W hen you are using the default palette, this command usually pro
vides only a handful of colors. (Compare this with a similar command in the
Value menu called Ramp, which creates the colors that best match the given
ramp.)
Near Colors captures a range of colors related to the given color within
a specific numeric threshold . You will often find the best setting for a thresh
old to be a number between 10 and 20. For instance, for grey-green, a setting
of 15 collected nine greys, four greens, and one blue from Animator's
default Matrix. Using 20 collected all kinds of colors, while 10 collected
only one grey.
ARRANGING COLORS
If you're old enough, you may remember the color-by-number cult of the
1960s, when reproductions of such masterpieces as 1be Last Supper were
offered as do-it-yourself kits. Well, all kitsch aside, Animator has something in
78 MASTERING ANIMATOR
CHAPTER FIVE
common with that: it too colors by the number. The assignment is strictly arbi
trary, since you can toss electric-blue and apricot-yellow into any slots you
want to. This applies both to the Matrix itself and to your clusters (since a clus
ter is simply a portion of the Matrix). The Arrange menu allows you to sort col
ors in a cluster by Luminance, Spectrum, or Gradient schemes. This menu also
allows you to swap the contents of the A and B cluster boxes. The Cycle option
is the headquarters for color cycling animation.
I have found the Ramp, Tint, and Negative commands to be the most
useful options in the Value menu. The Ramp command can make a color gra
dient that is as coarse as burlap or as smooth as satin . The Tint command can
Exploring a Quarter of a Million Colors 79
be used to fade a flic gradually into any imaginable color. The Negative
option can throw an image into its photographic negative. We will use all of
these options in this chapter, but first, several others deserve mention.
The Squeeze command provides a dialog box that specifies how many
colors may appear in the current picture, and can be used to eliminate
unused colors from the Palette. Obviously, if you reduce the number of
shades, you risk marring your picture, but you may be surprised to find how
tolerant pictures are to color reduction. It depends a great deal on the pic
ture. The model's face in PORTRAIT.GIF with its myriad flesh tone shadings
is more sensitive than others. On the other hand, the astronaut picture,
WALK.GIF, can go down to as few as sixteen colors without unpleasant
results.
CUTTING, PASTING,
AND BLENDING VALUES
The Cut, Paste, and Blend commands allow you to clip the colors in
the palette or cluster, save them in the color buffer, and then transfer them
back to the palette or cluster. The Blend option tints each color slot in your
cluster or 256-Color Matrix with the corresponding color slot in the color
buffer.
Now that I have described the color tools, let's try using them.
80 MASTERING ANIMATOR
CHAPTER FIVE
You can make coarsely dithered color ramps with either the Find Ramp
option on the Cluster menu or the Ramp option on the Value menu. If you
want elegant, smoothly shaded ramps of color, it's best to create them from
scratch with the Ramp option of the Value menu. First, here's an example of
a bold, Impressionistic sunset. We will be using both the A and B cluster
boxes. The A box will hold a spectrum of scarlet to black that will form a
haze around the sun , and the B box will hold a palette of scarlet to yellow for
the sun itself.
1. Go to the Palette menu panel and select the A cluster box by click
ing on the A button. From the Cluster menu, choose Get Cluster.
You will see a message bar across the top of the screen prompting
you for the Start color. For now, it doesn't matter much which
color in the 256-Color Matrix you choose; pick any one. The mes
sage bar tells you to pick another color as the Stop color; pick
another color box. The cluster box will then fill up with the colors
located between the Start and Stop colors in the 256-Color Matrix.
2. Choose the Find Ramp option on the Cluster menu. For the Start
color, choose scarlet, and for the Stop color, choose black. This
should load about six shades of red into the A cluster box.
3. Choose Circle and turn on Filled, then right-click on the Rgrad but
ton to reach its options box; highlight Dither and click on Center.
Move the cursor to the top of the screen and extend your radius
down to the center of the screen. This sets up a radial color gradi
ent in the top half of the screen, but you will not see it yet.
4. Using any ink c ol or from the Mini-Palette, click on the top center
with the Circle tool and Rgrad ink and extend the radius down to
the center of the screen again. That will create a circular halo for
our sunset-see Figure 5.7.
5. Now choose the Oval tool and V grad ink and hasten back to the
Palette menu for the next exercise.
we could actually re-use the same cluster box for this simple
application.
6. Select the B button on the Palette menu panel. Choose the Find
Ramp option of the Cluster menu, and this time choose scarlet for
the Start color and yellow for the Stop color. This should load about
four shades into your cluster box. Return to the drawing screen and
move your cursor to the top one-third of the screen to make an
oval. You can set the oval's approximate height with a circle and
click to accept it. Then stretch the circle into an oval. W hen you
click, the shaded sun will be filled in over the lower part of the red
haze.But the bottomCO-top shading will be yellow to red, because I
deliberately had you choose your Start and Stop colors in the
wrong order. This allows me to show you how to reverse the ramp.
7. Undo the oval and return to the Palette menu. Select Reverse from
the Cluster menu, making sure that the Cluster button, not the All
button, is highlighted. The ordering of colors in the cluster box will
be reversed. Return to the drawing screen and make another oval;
this time, it will be shaded from red to yellow towards the top.
8. Using a filled black box and Opaque ink, erase part of the scarlet
base of the sun, as if it were cut off by the horizon, as in Figure 5.8.
10. Finally, save your image as a eel by doing a Get from the Cel menu.
Since this is the background for an animation we are going to
develop, go to the Files menu and save it as SUNBKG.CEL.
TIP
Among the countless other interesting color combinations for gra
dients, check out lime-green with red-violet; brown or yellow
orange with blue; and lime-green with scarlet.
In this exercise, we will use a palette function that can change your
image instantly. Let's say that you found the black-and-white test pattern
developed in Chapter 4 too plain. If you tint it with a hint of purple, you will
find it not only more appealing, but also more suggestive of vintage
television.
TINTING A PICTURE
To tint your picture, do the following:
1. Load TEST2. GIF, the Indian Head test pattern you developed in
Chapter 4. Go to the Palette menu panel and turn off the Fit button.
As explained in the Animator Tutorial Manual, Fit allows you to
re-order colors in your 256-Color Matrix without inadvertantly
altering the colors in your picture. However, tint won't work if Fit
is on, and we don't need to worry about the best fit for new colors,
so turn Fit off . Also make sure that Time (T) is off.
2. Go to the Cluster menu and choose Line Cluster. This allows you to
capture screen colors (in this case, black, white, and a few greys) in
the cluster box. Click on the screen above the chief and draw a
diagonal line that captures all the greys you've used. They will
show up in the current cluster. Go to the Value menu and choose
Tint. A message line prompts you to choose a color. Choose a
medium purple.
MODIFYING
COLORS WITH SLIDER BARS
HUE ID NUMBER
Red 0
Orange 21
Yellow 42
Green 85
Cyan 1 28
Blue 170
Violet 191
Magenta 235
Exploring a Quarter of a Million Colors 85
TIP
This test pattern m ight prove useful to you in adjusting the
chroma signal from a VGA-to-video encoder when recording your
animations on a VCR.
The RGB and HLS color controls take the form of slider bars in the Pal
ette menu panel, as shown in Figure 5.9.
Before beginning this tutorial, I suggest that you restore all major set
tings with Flic/Reset. We're about the divide the screen into six vertical bars.
1. After choosing the Box tool and Opaque ink, go to the Extra menu
and choose Grid. Now create a grid by moving to the upper-left
corner of the screen and clicking; then slide the cursor to the right,
watching the coordinates in the display bar at the top of the screen.
The first two coordinates will be zero and zero. Watch the second
pair of coordinates, which appear in parentheses. Click when they
reach 53 and 199. The screen will then be divided horizontally into
six bars. Choose Use from the Grid Snap menu. Note that when the
Use option is activated, it's marked with an asterisk. Return to the
drawing screen.
2. It is now time to create the pure RGB and CMY colors. Go to the
Palette menu panel and click on the first color slot in the Mini
Palette. Make sure the RGB button is on. Then click on the RGB
sliders and select the values shown in Table 5.1. Make the Key
Color slot black.
3. This step should be fun. Using Box and Opaque, with Grid active,
select yellow from your Mini-Palette and click the cursor on the
upper-left comer of the screen, then drag it towards the bottom of
the screen. The outline of the color bar appears as if by magic;
63 63 0 Yellow
0 63 0 Green
0 63 63 Cyan
63 0 63 Magenta
63 0 0 Red
0 0 63 Blue
63 63 63 W hite
Exploring a Quarter of a Million Colors 87
click, and it will be filled with yellow. Repeat this action from left
to right with green, cyan, magenta, red, and blue. Go to the Grid
Snap Control menu and turn off Use. Finally, save your color test
pattern as BARS.GIP.
Color cycling is one of Animator's five types of animation, and the first
we will tackle in this book. We are going to make the simple but effective
animation mentioned previously, a "riding off into the sunset" flic. You cre
ated the background for it at the beginning of this chapter, when you made
the shaded sun in SUNBKG.CEL.
The first step in color cycling is to get a cluster of colors suitable for the
cycle. If you're happy with the default cluster, that step is taken care of,
otherwise, you will have to fill the cluster box with your own colors. In this
exercise, we're going to use a very coarse and limited ramp composed of
exactly four colors. Begin, as usual, by resetting Animator.
1. Using the Line tool, Opaque ink, and some color from the Mini
Palette, draw five horizontal lines in the middle of the screen, and
then draw pairs of converging lines for the shoulders of the road
and its centerline, as in Figure 5.10. Be sure that all segments
formed by these lines are closed, because we want neither the
shoulder of the road nor its centerline to be filled by the Fill action
in the next step.
TIP
You can often close a broken line by applying Close ink.
2. Using Fill and Opaque, fill the screen with the current color, so that
only the shoulder and centerline segments remain. If you flood a
segment, choose Undo and repair the hole in that segment, then try
88 MASTERING ANIMATOR
CHAPTER FIVE
again. The key color should now be the same as the current color.
Save the image as ROADl.GIF.
TIP
If you have any trouble generating this ramp, you can get any four
slots into your cluster and manually adjust their colors to the values
needed. From left to right, the four colors should have the fol lowing
HLS values: (170,198,238); (170,156,122); (170,132,49); and
(170,84,73).
Exploring a Quarter of a Million Colors 89
4. Fill in the shoulder and centerline segments with the f our shades in
a cyclic fashion. Start at the nearest segment of the left shoulder and
begin with the pale blue, then use the darker blue for the next seg
ment.Run through all four colors and start over again if you have
more than four segments.At the right shoulder, begin with the sec
ond palest blue and render the segments different shades as before.
At the centerline, begin with the third shade.
5. If your background is not black, select black and fill the entire back
ground with it. That sets the scene.The colors will jump from seg
ment to segment when the animation plays, giving the illusion of
bright patches slipping under your wheels. Let us now proceed to
animate.
1. We will discuss the parts of this menu panel in detail in Part II, but
for now, f ocus on the upper-right corner of the panel. You will see
a box containing the number 1 next to the Insert button. That box
90 MASTERING ANIMATOR
CHAPTER FIVE
The answer is 32. Click on the slider and drag it until it reads 3 2,
then click on OK.
2. The Frames menu returns, and the number 1 has been replaced by
the number 32. The Time Select button is highlighted. Right-click
on the screen to banish this menu, and you will return to the Home
menu. Right-click on the cluster box and go to the Palette menu
panel. From the Arrange menu, choose Cycle.
3. The Time Select menu panel appears. The highlighted buttons are
Complete and To All, which we want active. Two of the most
important buttons on this panel are Preview, which allows you to
preview the flic without creating an actual flic in memory, and Ren
der, which makes an actual flic. Choose Preview to see what the flic
will look like. The segments will cycle through their colors .
Exploring a Quarter of a Million Colors 91
4. Now Render the flic, and when all 32 frames have been calculated, the
Palette menu panel will return. Exit the Palette menu and play the file
with the > > button as many times as you like.You may find it odd
that the roadway seems to be going away from you, not towards you,
as expected. This may be due to the ordering of colors we've chosen ,
but it's of no consequence. Let's fix that now. Right-click on the draw
ing screen to return Home, and choose the Backwards option of the
Flic menu.
5. The Save Flic Backwards? menu panel appears, prompting you for a
directory name and a filename. If you've set up a Flies directory, use
that.Name your flic ROAD.FU and save it.The flic will play back
wards once, and you will be returned to Home. Select New from
the Flic menu to erase the original version and load ROAD.FU back
into memory. Play your flic. If all is well, it should look great. Stop
the flic with a right-click or a keypress and go to the Home menu.
We can make this flic much more interesting if we provide it with a proper
background. Don't forget the sunset you made and saved as SUNBKG.CEL ear
lier in this chapter. Let's paste it into all the frames of your new flic.
2. Now, using the Paste option of the Cel menu, paste the eel without
moving it by immediately right-clicking when it appears.The eel
will reappear just above, perhaps partially overlapping the road.
The Time Select menu panel returns, with Complete and To All
highlighted-again, this is just what we want. Click on Render, and
when all the frames are pasted, play your animation. Save your
animation as SUNSET.FU.
92 MASTERING ANIMATOR
CHAPTER FIVE
MAKING SMOOTH
COLOR GRADIENTS
I had originally planned to end this chapter at this point, but as a bonus
for the diligent student, I've come up with my own alternative to Animator's
normal color cycling that I hope you will find intriguing. To demonstrate it,
I will throw in some tips concerning smooth color gradients. T his method
also provides a demonstration of the Negative palette tool.
As I mentioned before, smooth color gradients are created using the
Ramp option of the Value menu. Here's how.
1. Reset the program, and choose New from the Flic menu to create a
new flic. Using the Get Cluster command in your Cluster menu,
allocate 64 color slots for your gradient-the equivalent of two
whole rows in the Matrix (and, incidentally, one-fourth of your
entire palette). Sixty-four seems to be a good size for a cluster that
must support a smooth color gradient; it provides plenty of inter
mediate color steps either for a light-dark transition of one hue, or,
as will be the case for us, a gradient between two hues. Choose
Ramp from the Value menu. You will be prompted for a Start color,
and the Current Color slot will flicker with the colors as your
mouse passes over them. Click on white. Then you will be
prompted for the Stop color. Choose violet. Animator will churn
for a moment, and then the current cluster box will contain a gradi
ent that goes smoothly from white from violet. That's all you need
to know about making smooth color ramps.
2. Choose a golden brown from the middle of your Matrix as the current
color; we will use it for some text. Return to the drawing screen and
choose V grad ink. Using brush size 1, make an unfilled box in the left
hand one-third of the screen, as in Figure 5.12. The box is elegantly
shaded from white at the top to violet at the bottom.
3. Click on Opaque ink. Right-click on the Text button, and you will
see its options box, which will be discussed in full in Chapter 7. For
now, simply click on the Fonts option, and you will see a scrolling
directory. Double-click on Early14, and Animator will load the
Exploring a Quarter of a Million Colors 93
Early14 font. Click on the drawing screen, and draw a text box in
the lower half of the screen but outside of the Vgrad box. Then type
in Electrifying.
4. Now allocate the frames. Right-click on the grey Frame ID box, and
this will take you to the Frames menu. Right-click on Insert, and
insert 56 frames. Go to the last frame by dragging the frame slider
bar to 57. Right-click on the drawing screen until the Home menu
reappears. The Frame ID box reads 57.
5. Now draw the lightning bolt: selecting Draw, pick up white from
your cluster box, and move your cursor inside the Vgrad box. Draw
a slightly ragged diagonal line from the upper-right of the Vgrad
box to the left-hand side. Give your lightning bolt one vertical
branch. Choose Fill and Lgrad and fill the spaces inside the Vgrad
box. You will get a splendid result that captures the aura of energy
around a lightning bolt.
6. Go to the Frames menu again and insert three frames. Click on the
..... icon to move to frame 58. Go to the Palette menu and turn off
Fit. Verify that Cluster is selected. From the Value menu, choose
This gives you a fabulous animation, but you can add an extra visual
kick with the Negative tool if you like. Read on.
I frequently use the Negative tool on one frame in a flic to generate an.
explosive optical effect. I have found that it works better than simply insert
ing a frame composed of some arbitrary solid color, probably because the
computer can convert all the palette values to their negatives much more
quickly than it can repaint the entire screen with one color. I'm assuming
here that you've just completed the lightning flic developed above. Here's
how to give it a final flash.
In the Frames menu, go to frame 60 and insert five frames. Move to frame
61 and render it negative (this restores the white/violet gradient). Go to frames
62 and 63 and clear them to black. Don't alter frame 64. Move to frame 65 and
click on All. This allows your changes to affect the entire 256-Color Matrix.
Choose Negative, and wham!-the screen goes white and the text turns blue.
The lightning in this frame is purple and white. Now play the flic again, and you
can practically hear the crack of the thunder.
SUMMARY
created smoothly and coarsely shaded color ramps.We covered the marvel
ous effects that can result from the Tint and Negative color tools , and I intro
duced you to the Hue/Luminance/Saturation color space. As far as I'm
concerned, you might as well click on the HLS button and leave it on perma
nently, because I don't expect that you will want to go back to the rather
artificial RGB way of specifying color.
You've also had a brush with animation in the form of color cycling,
and you have even mastered some essential Hollywood trickery, such as
superimposure of images (the sun over the road). But we didn't slow down
to explain the whats and whys of time and frames. That's coming up in the
next chapter. We even went beyond standard color cycling with a custom
ized alternative, using negative images for a startling effect.
All in all, you haven't yet encountered much that couldn't be found in
a modern high-end paint program costing about ten times as much as Anima
tor. But of course, this is no mere paint program-this is Animator. Let us
now travel into another dimension entirely, a dimension not only of depth
and perspective, but one of rhythm, duration, and evolution. Submitted for
your approval: a f ourth dimension ... the dimension of time.
PRODUCING
ANIMATIONS
CHAPTER
SIX
BRINGING
IT TO LIFE
I n Part I, we experimented with Ani
mator much as we would with any paint program, and a lot of what we did was
fairly straightforward. But now you've entered the twilight zone between old
fashioned still-life rendering and live-action video. You may experience a few
moments of disorientation, particularly once you try optical effects in the chap
ter on opticals, but nothing as extreme as the feelings of actor Robert Hoskins in
the recent movie Who Framed Roger Rabbit? when he drove into Toon Town,
a cartoon universe where the laws of physics and common sense did not apply.
Yes, the Animator Trace and Frames menus can be a little strange. How
many of us know the meaning of the terms "unblue," "Venetian," and "flip
five?" I thought you might appreciate a less technical, more historical intro
duction to Animator's way of doing animation. After all, precious few com
puter owners have ever ventured into an animation studio where these
terms might be overheard.
In this book's introduction, I saw no need to explicitly identify Mickey
Mouse as the sorcerer's apprentice in Fantasia or Wile E. Coyote as the self
:!escribed inventor-genius in the Roadrunner series. I was confident that
you would recognize these allusions, because you belong to a generation
that was practically raised on eel animation. After seeing Peter Pan, a whole
nation of children dreamed of flying, and practically everyone has seen Bugs
Bunny outwit Daffy Duck and Elmer Fudd.
Given this history, you can understand the appeal of animation, but you
probably never expected to assemble your own animation studio. Loading Ani
mator onto your hard disk changes all that; by doing so, you bring in a whole
studio of creative talent. If you're not already convinced of this, let's examine
the nature of the animator's art as it was practiced between the years 1910 and
1989 B.A. (Before Animator), to find out what kind of resources it demanded.
UNDERSTANDING ANIMATION
hand-drawn moving images on a screen," and "A.D. 900: While the origins
of the Chinese shadow show are obscure, some date the use of silhouetted
objects in the eleventh century. The shadow show used brightly painted
paper-thin figures which glowed through a screen or glass." But for now,
we're interested in eel-based film animation, because we want to under
stand Animator's use of eels, frames, and opticals.
NOTE
To cover a professional animator's requirements, we would need
to explore all of Animator's options, but some of the more special
ized tools are beyond the scope of this book. One goal of this book
is to help you decide which parts of Animator not to worry about
as you get great results with the essentials.
Most authorities trace the dawn of eel animation to the times (if not
always the person) of Winsor Mccay, whose early animated film Gertie the
Dinosaur is still well-loved. Mccay, following the only models he knew
(live-action film and the earlier handpainted zoetrope toys), drew the whole
scene anew on each "page" of his animation. In other words, he redrew
both the static background and the moving characters in the foreground.
Soon, however, John Bray, (who, like McCay, supported his animation habit
with a day job as a newspaper cartoonist), devised a way to reduce anima
tion to a more manageable, though still tedious job. He painted the charac
ters on clear panes of celluloid ("eels") that overlaid the static background,
which meant no more unnecessary redrawing. Thus the word eel on your
screen has a history of over 70 years.
An animated feature begins with intensive planning. The story is the
main concern, and it gets mapped out on a storyboard. Then a script is writ
ten. The first actual production phase takes place, not in an animation stu
dio, but on a sound stage. The producer records a soundtrack and finalizes
all the major audio cues to the action. Professional animators usually rely on
the soundtrack to provide timing for the action, not vice versa. Next, pre
cise time measurements are taken of music, sound effects, and dialogue.
These measurements are then transferred to bar sheets, which are quite sim
ilar to symphonic scores. They serve as the common reference for all spoken
phrases, mouth movements, stage directions, music, camera pans and
zooms, and background cues. Finally, the director goes over the bar sheets
with the animators. It is not until this stage that any real animation work can
begin.
102 MASTERING ANIMATOR
CHAPTER SIX
animated film for your next training session, this ought to explain it very
plainly. The time, expense, and talent requirements necessary to produce
traditional eel animation for film are simply enormous.
But the desktop video revolution has changed all that. Look over the
list again. If I had the room to provide job descriptions here , they would
indicate a lot of low-paid, noncreative staffers doing the difficult, mundane
dirtywork associated with film in general and painted-eel animation in par
ticular. The video part of desktop video frees you from the expense and has
sle of film processing, and the desktop computer, thanks to Animator, can
handle the precise but mindless tasks of tweening and painting.
In the last chapter, we walked through the essentials of animation
without explanation. You might have been curious to find out how to get the
results we were looking for, but if we had dropped our introduction to ani
mation at that point, you would have had to figure out how to generate
frames and work with the Time Select menu before using titles, opticals, or
any other type of animation.
Therefore, we're going to take a second look at the use of frames and
Time Select functions, with an easy and satisfying tweening project: a flic
that shows one of our talented assistants (we will call her "Liz") as seen
through an expanding iris. We will conquer the concepts as we come to
them in the course of creating a bona fide animation.
GENERATING FRAMES
FOR YOUR PRODUCTION
Mark a segment in the animation for quick access during your work
(you might think of this as a video bookmark)
For the sake of convenience, the Frames menu panel also duplicates
functions performed in other Animator menus: the Current Frame button,
the Flic Control icons, and the play-speed slider bar. Finally, the Time Select
button links you to its menu panel, as you will soon see.
To generate the frames for this flic, use the Total Frames box, the small
box beside the Insert icon. T his box allows you to create new frames, add
Bringing It to Life 105
.
.... ...
.
CHAPTER SIX
The heavy cursor in the entry box indicates that Animator is awaiting
your entry. Type in 3 2 or you can click on the slider bar and drag it until the
number 32 appears inside. Then click on the OK button. Now that you've
loaded the film, settle back in your director's chair for a lesson on tweening.
Let's review what we've done so far. We've cleared out any resident
flic and made a new one with 32 frames (so far, they're all empty). Our
model Liz is still cooling her heels in the Swap buffer, having been loaded in
at an early stage. Now we're going to create a sequence in which a photogra
pher's iris opens to reveal our model peering back at us. To do that, we will
employ the tweening tool.
As mentioned previously, tweening refers to the generation of a series
of intermediate shapes between a start and an end shape (which can occupy
different locations on the screen). W hen enough of these shapes are dis
played in rapid succession, there is the illusion of a smoothly evolving shape
(which is the meaning of the fancy term polymorphism).
Like virtually every other feature of Animator graphics, tweening
relies on mathematical calculations to get the job done. A tweenable shape is
what is commonly called a vector shape. It is stored and manipulated as a
series of points, and Animator connects these points with line segments
(vectors) when it transfers them to the screen. The points are moved to their
new positions in each successive frame, and the lines are redrawn. As a final
step, closed shapes can also be filled in as solids. The lines can be straight, as
in the case of Poly, Rpoly, and Star, or they can be curved, as in Oval, Petal,
Spiral, and Spline. These shapes are all tweenable; Circle and Box are not.
Use tweening whenever you want to:
1. Using Scrape ink, choose the Rpoly drawing tool to generate a regu
lar polygon. The default shape is a hexagon, which is exactly what
we want. The Filled option should be on and the 2-Color option
off. Click on the center of the screen and drag to create a small hex
agon. Before clicking to freeze it, rotate it clockwise by about five
sixths of a turn. The small iris in the black screen will reveal the
center of Liz's face. Now clear the screen.
2. Select Poly, and choose the Tween option. You will see the Tween
ing Options menu shown in Figure 6.3. Select the Set Start Position
option. The hexagon will be surrounded by highlighted points. To
accept that shape, right-click, otherwise, you can try changing the
shape with the following sequence: click near one of the points,
move the cursor to a new position and click again. The point on
your tweenable shape will then move to that new position. If you
want to try this, go ahead. Right-click to cancel this change when
you're done; then right-click again to accept the original hexagon
and return to the drawing screen.
3. Starting at the center, make a large hexagon that extends to the edge
of the screen, rotating it counter-clockwise about five-sixths of a
108 MASTERING ANIMATOR
CHAPTER SIX
turn (we want to make this rotation in the opposite direction from
the first rotation, simply to add additional spin). The final Scrape
hexagon will reveal most of the photograph. Clear the screen and
select Poly. Choose Tween and select Set End Position. Then select
Do Tween. The Time Select panel will appear, as in Figure 6.4. Let's
take a quick time-out from the tutorial while we take a closer look
at it. We will continue with the tutorial in the section called Pacing
by Frame Edits.
.
..... ...
.
UND ERSTANDING
THE TIME S ELECT FUNCTIONS
The Time Select panel could just as well be marked Director's Menu. Its
three main choices are action buttons marked Preview, Render, and Cancel,
which let you preview the result of your latest operation, render an actual
flic, or cancel the time-related function.
The Preview option displays the application of ink over time so that
you can check out the effect. It runs considerably slower than the actual flic,
but it does no permanent harm to an existing flic if you change your mind
about adding tweening to your current animation. You can cancel a preview
by holding down the right mouse button and then clicking on the left but
ton. This will return you to the Time Select panel and restore the flic to its
original state.
The Render option creates the actual flic. It, too, can be cancelled by
holding down the right mouse button.
The Cancel option ends the use of the Time Select functions and
returns you to the previous menu; you can also right-click on the drawing
screen to cancel.
In addition to these action buttons, there are buttons marked To
Frame, To Segment, and To All that determine whether the operation will
affect a frame, a segment, or the entire flic. They are mutually exclusive and
the F, S, and A buttons indicate your choice. The central six buttons are for
choreography: Still, Ping-Pong, Reverse, In Slow, Out Slow, and Complete.
They supply high-level direction over the nature of the motion.
PACING BY CHOREOGRAPHY
T here are also three buttons marked *2, *3, and *5. As in BASIC pro
gramming, the asterisk is a symbol for multiplication. W hen you click on
these buttons, each frame is given one, two, or four copies. The copying
process can apply to a frame, a segment, or all of the frames, depending on
which of the F, S, A buttons is highlighted. T he multiplication process causes
the flic to run more slowly. You can increase the playback rate with the
playback-speed slider bar. Multiplying frames does not make a flic run more
smoothly, though, since it maintains the same relative proportion of transi
tion times from one position to the next. Something that appears jerky in
twenty frames will often appear equally jerky in forty frames.
. . .And now, back to our regularly scheduled tutorial. Returning to our
tweening exercise, you should still be in the T ime Select menu. To create the
animation, choose In Slow: this lends a more natural pace to the unfolding
of our iris. T he Complete and To All buttons should be highlighted; note also
that Scrape appears in the current ink button. Select Preview and watch the
iris expand. T hen select Render. At this point, you can play the flic from
almost any of Animator's major menus. Save your flic as IRIS.FU; you can
use it later in your demo presentation.
Here's another suggestion: starting with Reset, follow all the instruc
tions above, except this time, turn off Complete and select Ping-Pong. You
will now see the iris both expand and contract. This is a visual motif that you
can use for changing scenes, the classic "iris-in/iris-out" of silent movie
days.
We're not done with the IRIS.FU flic yet. As with our lightning flic of
Chapter 5, I have just the kicker to complete its visual appeal: a photogra
pher's flash, which can be added to the end of the sequence. IRIS.FU cur
rently has 32 frames, but the Frames panel makes it easy to add more.
1. Use the.+ icon to jump to the last frame, and go to the Frames menu.
Right-click on Insert. Animator asks:
Enter 8. This brings the total number of frames to 40. Play the flic
and note the pause at the end, where eight static images have been
added.
2. Now we will define a short segment in which Liz will display a very
negative outlook. First click on Time Select to highlight it. This will
112 MASTERING ANIMATOR
CHAPTER SIX
WARNING
It's easy to delete frames in Animator, but in my experience, this
occasionally destroys a perfectly good segment. If you want to
remove frames from your flic, please save a working copy of the
flic first!
3. You can also mark the start of this segment with video's answer to
the bookmark. You will find that such marks are convenient in both
short and long flies. To place the mark, drag the currentframe
slider - the slider at the top of the menu panel-until it reads 39.
Then right-click on the A mark button. Play the flic and use your
spacebar to stop it at random. Then click on the A mark button, and
you're back at frame 39.
4. Go to the Palette menu and turn off Fit. Click on the All button (to
ensure that all colors, not just the current cluster, are affected). This
is absolutely necessary if you want to radically alter the coloration
of a flic. From the Value menu, choose Negative. The Time Select
menu panel appears. Choose Render and then play the flic. When
the iris opens fully, the image will flare as a brilliant negative, simu
lating a flashbulb. Save this flic as FLASH.FU.
At this point, I can't imagine a reader who wou ldn't exclaim, "This is
really neat!" This is precisely what Autodesk is referring to with their slo
gan, "It'll really move you."
TRANSFORMING SHAPES
Stric tly speaking, the photography animation w e just develo ped is not an
example of polymorphism, since the beginning and ending shapes are both
Bringing It to Life 1 13
NOTE
Humans are metaphorical animals. Each thing we encounter is
always subject to comparison and contrast with related objects,
and such relationships are mirrored in polymorphic tweening.
1. Reset Animator and create a blue gradient using one of your existing
cluster boxes. Enter the Palette panel and select the Ramp command
of the Value menu. For your start color, choose a blue-green, and for
your end color, choose periwinkle. Exit to the drawing screen and
choose brush size 5. Using the default font called System, and any
Opaque blue ink, create the title
Using the Get and Stretch commands, capture this title as a eel and
stretch it until it extends across the width of the screen. Clear the
screen after the Get command, or a duplicate of the fax message
will remain after the Stretch operation. Using blue ink and Draw,
add a dot to each /, and use black ink to make holes inside each E
and A character. This will significantly improve legibility. Using
Emboss ink at 100-percent strength and a filled Box tool, emboss
the title.
WARNING
You should realize that after you create an animation, it is risky to
alter individual frames manually; this sometimes "breaks" the
flic. If this happens, Animator reports, "file corrupted," and that's
all, folks! Use Animator's tools in conjunction with Time Select to
make changes to frames. Avoid doing it manually.
3. Select Tween from the Poly options menu and choose Set Start Posi
tion on the Tweening Options menu. T he outline of the telephone
will appear. Right-click until you return to the drawing screen. On
the right half of the screen , draw an unfilled box with the propor
tions of a sheet of paper, then undo it (we don't want this ''page'' to
appear on frame 2). As usual , however, this undone shape is still
retained for the purposes of tweening. Return to the Tween menu
and choose Set End Position. T he outline of the "page" will appear.
Right-click , and you will see the Tweening Options menu again.
Select Do Tween.
4. The Time Select menu appears. The Complete and To All buttons
should be highlighted. Select Preview to see the effect, then Render
Bringing It to Life 115
to actually do the tween; play the flic to see the result. Go to frame
1 and fill the phone with Vgrad ink. Use black Opaque ink (brush
size 5) and the Circle tool to make a rotary dial on the phone. The
Clear Key (K) button must be off. Insert 30 copies of this stationary
frame to let the audience get used to the phone before it tweens. Go
to the last frame and fill the fax page with Vgrad ink. Then insert 30
frames there, too, to pause at the final image. This completes the
flic. Save your flic as FAX.FU.
SUMMARY
SEVEN
GENERATING
TITLES
A ND CREDITS
TI
I can't predict all the things that you
will do with Animator, but one thing is certain: your productions will require
some sort of text, titles, credits, or labels. Animator provides a wealth of
resources for this, including
Since text and titling is such a big part of Animator, this is going to be a
big chapter. So, find a comfortable chair and settle back-you're in for some
surprises here.
GETTING ACQUAINTED
WITH ANIMATOR FONTS
You will find a number of additional fonts on the bonus disk. Some rep
resentative fonts are shown in Figure 7.1.
The fonts shown in Figure 7 . 1 are only a few of many. In most cases,
the largest font size available is pictured, because the larger the font, the bet
ter its appearance. Appendix C contains a complete list of the fonts on the
bonus disk, as well as a description of the fonts available from Entropy
Engineering .
Generating Titles and Credits 119
Since your VGA card and the animation software place few limitations
on your ability to freely mix text and graphics, the urge to cram too much
Generating Titles and Credits 121
text onto a slide is strong. But I encourage you to keep your text:
Short
Sweet
Simple
What does' 'sweet'' mean in this context? Simply that words should be
chosen for their power to reinforce the core, not the details, of your mes
sage. As for the appearance of the text itself, only a few of Animator's fonts
give professional results. Avoid those with a crude "computerish" or ama
teurish look about them. By extension, you should always use the largest
. font size you can. For static titles, you can increase color contrast with a tiny
embossed edge. This contrasting edge improves visibility. You will find this
technique frequently used on the cover of your favorite magazines.
JUSTIFYING TEXT
visual hooks for the eye to navigate through stretches of text. Therefore, you
will frequently see ragged-right margins in technical documentation. As far as
this book is concerned, Fill Line is not an option: the extraordinary ratio of
character size to column size in Animator renders it hopelessly impractical.
Keep in mind the following legibility concerns:
Again, the fill line option, which justifies both the left and right
margins, looks amateurish and is hard to read. My advice is to never
use this option. Text that is left-justified should be your usual
choice, but right-justified text can be used for special applications,
especially labelling charts. Centering is the obvious choice for
screen titles, but is unacceptable for blocks of text.
symbols, and people, as well as others that are bizarre and occasion
ally unrecognizable. You will be amused to see what happens when
you type on your keyboard after loading this font.
Did you recognize all of these fonts? Some of them are not included in
the Animator package itself, but are released in the bonus package. If you're
a registered user, Autodesk has probably already sent you these bonus disks.
Clearly, Animator's font list is subject to extension as Autodesk or third par
ties (such as Entropy Engineering) release more font packages.
Now, about kerning. Kerning is an adjustment of the spacing between
letters, and Animator doesn't always handle this properly. If you type ''Rip
ple" using the Ripple font, for instance, the two p's will be a bit too close,
and if you type ''West'' using the West font, thew and e will be too far apart.
There is no way to change the spacing between letters using the keyboard,
but if you are concerned about the appearance of your text, and kerning in
If you are having spacing problems, work with your text one word
at a time, using the Get option of the Cel menu to cut and paste the
characters. You can also create a grid or place horizontal lines
across the screen to guide you when aligning characters vertically.
Don't be concerned about kerning for scrolling text and titles. You
can't change the kerning in such situations , and you really don't
have to: spacing errors aren't noticeable in moving text.
I hope this advice helps you to use text effectively, but remember, these
rules are just guidelines. T hey can be broken, as long as you know and
understand them before you flaunt them.
Having gotten the "what" issues out of the way, let's now turn to the
"how" questions of text and titles.
Generating Titles and Credits 125
Before you begin, reset Animator and make sure your current ink is a
bright Opaque color. You probably recall using the Text tool from our exper
iments in Chapter 4. Let's pick it up again by right-clicking on the Text icon
in the Drawing Tools panel. T he menu panel shown in Figure 7. 3 appears.
As you can see, the Text tool contains one option for choosing the font,
and four options for handling blocks of text, called Reuse, Edit, Load, and
Save.
CHANGING FONTS
The default font is System, and its name will appear in the large display
box on the right side of the menu panel. We want to use Early14, though. To
change the font, click on the Font icon. The Select A Font panel appears,
with the fonts listed in a scrolling directory display on the left-hand side, as
shown in Figure 7. 4. The layout of this menu p anel is quite similar to other
126 MASTERING ANIMATOR
CHAPTER SEVEN
Figure 7.4: The Select A Font panel, with its scrolling directory of fonts
GLANCING AT MACROS
(However, the tools, images, fonts, and colors to which it applies these oper
ations may vary from session to session.)
Here's a for-instance. You could create a macro to load in a text file and
font and display the text on the screen. This macro could use the plus-button
method to get two more text files and two more fonts, thereby adding titles
and emphasis to a block of text.
NOTE
You will have to copy the desired font files to files with new
names, such as DOZEOI.FNT, DOZE02.FNT, and DOZE03.FNT
for a presentation on bulldozers. To ensure that the macro runs
properly, type DOZEO 1.FNT in the File box when loading the
initial file and then use the plus button to load subsequent files.
As you can see from this example , macros aren't difficult to use, but for
most of us they are a solution looking for a problem. To justify the time it
takes to plan and implement them, you need to have an application that
demands a lot of repetitive operations. The Animator Reference Manual
contains two excellent examples of macros. The first uses a macro to draw
the same object multiple times with a brush of varying size, which can be
used to create a neon sign effect. The second uses a macro to apply increas
ing levels of the Pixellate effect to an image, thereby creating a flic. These
two examples suggest that a macro can provide a good way to create a
simple flic by varying the application of a special effect over time.
The moment of glory for macros will probably come when people
begin to generate animations of 3-D objects using various CAD or modeling
programs outside of Animator. If such an animation is stored as a lon g series
of numbered GIF files, Animator can be put into macro mode and left run
ning unattended while rendering them into a flic.
TIP
I encourage you to explore the subject of macros on your own.
Start by trying out the simple and impressive examples in your ref
erence manual.
T he best way to explore the fonts is to try them out on the whole
alphabet, both upper- and lowercase. T his is particularly helpful for the
Symbol and Map fonts , since they are comprised entirely of icons, making it
hard to remember which keys generate which symbols. T he Reuse option of
the Text menu allows you to switch fonts on the same text easily.
Let's try some simple experiments with the Text tools.
I. If you've followed the discussion so far, you will have loaded the
Early! 4 font. Right-click on the drawing screen and draw a Text
box over the whole screen. Toggle your Caps Lock key and type the
uppercase alphabet, then release Caps Lock and type the lowercase
alphabet. If you change your mind about the font or the text, you
can end the session by using the Backspace key to erase all text in
the box, then right-clicking. But for now, instead of backspacing
over the text, right-click to accept the text on the screen. After
viewing the text, use Undo to erase the text from the screen, or you
will see a duplicate of it in the next step.
2. Right-click on the Text tool and choose another font. Select the
Reuse option, and you will see the same text in the new font. Con
tinue this process with all fonts that look interesting to you.
3. Choose the Edit option of the Text menu. T his places the text box
against a blank background, and the text changes color. You can
resize the box by clicking on the screen, and you can edit the text
from the keyboard. You may want to add other characters to your
text now: for instance, the numbers 0-9 and their shifted counter
parts, brackets, and so on. Save your text as KEYBD.TXT using
the Save option of the Font Selection menu.
logo for General Picture. The success of this image, like many in this book,
depends on attention to detail, so I will provide complete details.
Begin by resetting Animator. From the Font Selection menu, choose
Edge26 (available on the Animator bonus disks). Using Opaque yellow-green
ink and the Text tool, write the words
GENERAL
PICTURE
in the top half of your screen, beginning your text block (x, y) coordinates at
roughly (30,40). Then draw an unfilled box around these words, as shown
in Figure 7.5.
Now create a color ramp, using the tools in the Palette menu panel. The
first step is to click on the HLS button, so that you can use Hue/Luminance/
Saturation sliders to set the beginning and ending colors. Right-click on one of
the default colors in your Mini-Palette, and it will be highlighted with a red
130 MASTERING ANIMATOR
CHAPTER SEVEN
Hue: 74
Luminance: 108
Saturation: 113
Hue: 85
Luminance: 36
Saturation: 170
T hese two colors will be the beginning and ending points of your color
ramp. From the Cluster menu, choose Get Cluster and fill the cluster with
the contents of two entire rows in the 256-Color Matrix. As you will recall
from Chapter 5, this is done by clicking on the first box of the first row and
the last box in the second row. T hen choose Ramp from the Value menu. For
your starting color, choose the pale green you just created, and for the end
ing color, choose the dark one. Return to the Home menu and choose Fill
and Lgrad Ink. Fill the box, and the result is the curious and wonderful effect
that resembles beams of light falling on deeply embossed lettering shown in
Figure 7.6.
Now you have mastered the essentials of working with text in various
fonts. I cannot stress too much how important these skills are in designing a
powerful presentation, since text will be an important part of any stationary
images you display. If your needs were limited to static text on static back
grounds, though, you could turn to a number of other business presentation
programs. What you are going to do next is to combine text with move
ment, which is Animator's forte.
DIRECTING SCROLLING
TEXT FROM THE TITLING MENU
Before we make a flic wit h scrolling text, you may want to get
acquainted with the Titling menu. To reach the Titling functions, choose the
Generating Titles and Credits 131
Animator menu from the main menu selection bar and select the T itling
option. You will see the menu panel shown in Figure 7. 7.
T his menu panel allows you to manage text in much the same way that
the Text tool menu does, the chief difference being that in Titling you can
not save the text to a disk file of your choice. So if you're working on a para
graph's worth of text, use the Text tool instead of the T itling tool to create
and save it.
TIP
Question: What if you're working on more than one paragraph of
text? Answer: In all likelihood, you should be printing it on paper
as a handout, not subjecting a live audience to it in the visual
presentation.
132 MASTERING ANIMATOR
CHAPTER SEVEN
OPTION SIGNIFICANCE
New Text Allows you to define a new text box and enter new
text-any text in the temporary buffer is over-written
Load Text Allows you to load text saved with the Text tool
Place Window The text color remains the current color and the
background is visible-useful for repositioning and
resizing the window or editing the text
TIP
You can transfer the contents of the text buffer to the current
frame without going through the T ime Select panel by choosing
the Reuse option in the Text menu panel.
Generating Titles and Credits 133
frames in your flic, by hook or crook, until it agrees with the number given in
Frame Count. Otherwise, you risk unsightly glitches in the movement of text
on the screen.
To sum up, the default choice for scrolling is: Scroll Up, By Pixel, Left (left
justified). Consider this the premium choice, and only change it if you have a
specific effect in mind.
NOTE
The following exercise requires plenty of hard-disk space and
about an hour's worth of rendering time!
2. From the T itling Panel, load the Early IO font. Choose the New Text
option, and when the position cursor appears, create a box with
substantial top and bottom margins and narrow side margins, as in
Figure 7.8. Now type in the following message:
As our hero drives off into the sunset, we at General Picture bid
you farewell. Just remember that somewhere late into the night,
we'll be at work on another production for your viewing pleasure.
number will probably be about 200. Exit the Titling function and go
to the Frames menu. Insert the required number of frames; for
instance, to insert 200 frames, insert 100 frames (the maximum for
a single insertion request) twice. Define a segment of the flic for the
scrolling operation as follows: turn on the S (segment) button.
Adjust the segment slider bar so that the start number is 32 and the
end number is 232 (or whatever number brings you to the end of
your flic and satisifes the Frame Count requirement). Right-click on
the B segment button to highlight it.
5. Add a middle portion to the flic where the text remains stationary, to
give the audience time to read the text before it begins scrolling. Go to
the first frame of the scrolling segment (frame 30, 32, or whatever)
and insert 30 frames. Now play the flic again, and save it as BYE.FU.
SUMMARY
Now that you understand how titling works in an actual example, you
will be better able to see what's involved in putting together a working presen
tation. Consider how the work you've done up to this point is building continu
ously towards our goal of a "demo reel" composed of several short flies. For
instance, you began this flic by creating a picture called ROAD.GIF. You used
simple Line and Fill tools to create the shapes. You used some of Animator's
most powerful palette tools to colorize it with color gradients known as ramps.
You created a background eel containing a sunset, much as a traditional eel ani
mator would, and combined it with the road in the foreground.
You replicated this still image as a flic, and then added some appropriate
text over it, with a satisfying sense of timing. T he flic begins, the text appears,
and then it starts scrolling. You can join this titling flic to the flic of the speeding
road to get some impressive results. After that, the ROADBY E flic will become
part of a bigger presentation. This process is a good example of precisely how
you will produce your own movies.
In this chapter, you've gotten acquainted with Animator's large library
of fonts, and we've had a serious look at using them to your best advantage.
You now know how to create and edit text, how to use it in conjuction with
stunning special effects, such as Lgrad, and how to direct a scrolling flic.
This means you're ready for the most challenging part of Animator: its
digital-optical effects. And that, needless to say, is the subject of our next
chapter.
CHAPTER
EIGHT
INCORPORATING
OPTICALS
In this chapter, we will tackle features
that present some of the greatest challenges to the animator, whether novice
or experienced: optical effects. Optical animations usually involve a two
dimensional element such as a eel or a polygon that appears to be tumbling,
spinning, and careening through simulated three-dimensional space. These
sorts of images were originally developed for film , using photographic
double-exposures, and were therefore called "optical" tricks. With the
advent of video, computer graphics were harnessed to give the same result,
and the terminology of film simply carried over. The most popular sources
of digital optical effects have been products from Ampex's Digital Optical
division, known to the video trade as ADO. Autodesk Animator brings you
much of the power of these digital optical techniques at a small fraction of
the cost. The optical tools are found in the Optics panel shown in Figure 8.1,
which you reach by selecting the Optics option of the Animator menu.
CHOOSING A N ELEMENT
You know that the Optics tools can zoom objects, but might not know
which objects. This is governed by the Element menu of the Optics panel,
shown in Figure 8.2. The most popular candidate for optical effects is proba
bly the eel. Using the Optics functions to flip, twirl, and glide an object can
instantly produce an animation that a traditional eel-animation studio
would need weeks to complete. In order to use this tool on a eel, you must
first ca pture a eel from the screen or load it from disk.
Another candidate for optical effects is the flic. Using Animator to pro
duce a full-featured flic, and then tumbling and gliding that flic using Optics, is
perhaps the most impressive example of Animator's ready-to-run animation
capabilities. P arti cul arly when choosing one of the ready-to-run optical
142 MASTERING ANIMATOR
CHAPTER EIGHT
movements (such as Spin Small), you will feel like the executive producer, who
conceives an idea for a show and then directs the studio staff to handle the
details. Using Optics on a flic leads to an effect commonly used on television
advertising, in which numerous full-motion movies run on tilted or turning
cards as they zoom across the screen. The current flic is the default choice for
an optical element; if you forget to specify an element, Animator applies optics
to the current flic.
The other optical elements are simple polygons and spline shapes. In
themselves, they are not very interesting, but they can be quite effective if
combined with an exotic ink such as Jumble, Dark, or Glow. The final ele
ment choice is Outline, which draws a box around a flic or a eel, allowing
you to animate that outline (in the current ink color and brush size).
As far as the animator is concerned, opticals take some getting used to,
because: (a) people, unlike bats and birds, live most of their lives on the flat
surface of the Earth, and have neither a natural language nor a full concep
tion of true three-dimensional movement, and (b) the computer screen is a
two-dimensional output, and the mouse is a two-dimensional input. Anima
tor does not support true three-dimensional display: that would require rare
and expensive stereoscopic equipment, as Autodesk has demonstrated with
its experimental "Virtual Reality" projects. Likewise, Animator doesn't sup
port three-dimensional input, since this would require a data glove whose
position in space was fully tracked, or a three-dimensional digitizer such as
the product made by Polhemus.
Since there is no direct way to accept 3-D input and display 3-D out
put, then some compromises must be made. Animator simulates 3-D output
by transforming 2-D objects, such as eels, according to the laws of perspec
tive. Optical animations adhere to these laws, which include the following:
In one sense, you already understand the essence of 3-D space because it
is built into your reflexes; the concept of up-down, right-left, and forward
backward is quite natural. In Animator, these three fundamental directions of
movement are given names borrowed from geometry: X, Y, and Z. The left
right direction is called X, the up-down direction is called Y, and the forward
backward direction is called Z. Animator's conventions are derived not only
144 MASTERING ANIMATOR
CHAPTER EIGHT
from the practices you learned in high school geometry, but also from the real
ity of computer screens. In a geometry book, a movement in the same direction
as the Y axis goes up the page, but on a computer screen, a movement along the
Y axis has traditionally been defined as one that moves down the screen from
the top margin. This is because the computer image itself is scanned from top to
bottom. The X distance is simply the distance from the left margin of the
screen. The direction called Z is a simulated axis for movements that takes the
object deeper "behind" the screen or closer "in front" of the screen, towards
the viewer. Objects moving towards you are given negative numbers to specify
their location. These numbers can be entered by adjusting the X,Y, and Z slider
bars to the right or the left, as dipicted in Figure 8.4. Note that the slider bars are
flanked by icons that remind you of the direction for the movement.
orientation, and path. You will see an example of the Continue Move option
in the UFO and fax sequences of this chapter.
The second way to describe 3-D motion is to enlist the help of an ordi
nary two-dimensional mouse. This can reduce your reliance on graph paper,
rulers, or guesswork, as seen in Figure 8. 5. The mouse allows you to interac
tively change the tilt, location, and path of an element without typing in any
numbers. The ope drawback is that the mouse can adjust only one 2-D cross
section, or "slie," at a time, like the cross-sectional view in a blueprint.
CHAPTER EIGHT
Finally (method number three), you can dispense with all your detailed
planning and choose one of the preset motions already choreographed by
Animator's creators. This is often the easiest way to get results, but it may
not lead to quite the effect you had in mind. The Presets menu is accessed by
selecting Presets from the Optics menu selection bar shown in Figure 8.6.
MOVEMENT SIGNIFICANCE
Spin Spins the element around the Z axis one full turn
Twirl Spins the element around the X axis one full turn
Whirl Spins the element around the Y axis one full turn
Spin Small Spins the element around the Z axis one full turn,
while moving it "behind" the screen 500 units
(same as Spin plus Pull Back)
TIP
If you basically like these preset movements but want something
fancier, it's possible to modify them by adjusting the Optics panel
settings after selecting one of them.
Other options in this menu are not really movements; rather, they are
management options such as Clear All, which initializes the settings to an
empty state, and Files, which allows you to load and save optical-effects set
tings, as you will see.
You may be wondering, if optical effects are awkward to use, why
bother? The answer will be clear the first time you try one . Visually and crea
tively speaking, they are every bit worth the effort. Besides, as mentioned
above, much of the awkwardness comes from the lack of a natural language
to describe 3-D motions and the lack of a 3-D input device. By contrast,
many fascinating optical sequences are fairly straightforward from the view
er's standpoint, once the motion has been set up. This means that optical
effects are easier for you to learn by experimenting than by reading lengthy
written descriptions. Since a detailed analysis of all the ramifications of the
Optics options would be needlessly confusing, I've banished it from this
chapter. (Most of the gory details can be found in the Animator Reference
Manual.) I think you will discover these possibilities for yourself, once I've
shown you the way with an overview.
148 MASTERING ANIMATOR
CHAPTER EIGHT
DESIGNING
DIFFERENT TYPES OF MOTION
For a solid object, all imaginable types of movement are the result of
some combination of spinning and displacement in space, technically called
rotation and translation. In addition, the Optics panel allows you to change
the apparent size of the object, although this is not, strictly speaking, a valid
category of ob;ect movement through space. Accordingly, the Optics panel
allows you to make the following kinds of directions for your cast:
Spin
With the Spin command, you can:
Size
With the Size command, you can:
Move
With the Move command, you can:
Path
For Path, you can:
The motion Presets plus the movements just mentioned form the
essence of your optical effects. Note that the Optics panel also has a slot for
the current color, the current ink, and the Time, Filled, Mask, and Clear Key
buttons. Since the optical effect will be pasted to the screen using the cur
rent ink, you must always make sure that you're using the right ink before
you render the effect. You will want to use Opaque ink for any ordinary pur
pose, and occasionally, Glass ink for a double-exposure look. Remember
that if you want to paste an element to the screen with the Clear Key
method, the K button must be highlighted and the Key Color slot in the
Home panel must be set to the key color used in the element.
WARNING
It is highly unlikely that you would want to use strange inks such
as Spark or Vgrad, since any details in the element will be wiped
out when drawn to the screen with these inks.
USINGA CEL
FOR YOUR OPTICAL EFFECT
T he first step in making the star is to make its diffraction halo. In Close
Encounters, the UFO lights were red, but ours will be green.
1. Reset Animator, and go to the Palette panel. Select the HLS color
scheme and get a cluster of any six colors. Redefine the far-left
color as green, using HLS values 74 ,108,113; for the far-right
color, use 74 ,38,255. Use the Ramp option of the Value menu to
make this cluster a ramp of six green shades. These shades will form
the green glow.
2. Select the Rgrad ink and right-click to view its options. Using the
Center option, make a circle the size of a dime. Use Circle, filled,
with Rgrad ink to make a large circle holding many concentric
shaded circles. We want to isolate one of these circles for the halo
and erase all the others. Use Opaque ink and a filled circle to erase
all the inner circles except one slightly smaller than a tennis ball;
then erase the others using an unfilled circle with a wide brush,
such as brush size 7. T he result will look like the corona of a solar
eclipse, as illustrated in Figure 8. 7. Use the Clip option of the Swap
menu to save this image.
Incorporating Opticals 151
3. In this step, we will make a pattern for the four-pointed body of the
star. Clear the screen and choose the brightest green from your Mini
Palette, which was loaded with the default colors in Step 1. Use the
Star (filled) tool, with the number of points set to four and the inner/
outer radius ratio at 33 percent (the default value), as in Figure 8.8.
This is a temporary shape that we will modify with the Spline tool, so
Undo it to clear the screen. It will be retained in memory as the subject
of our Spline tool. Choose the Spline tool. Set both the Tension and
Continuity to 10. Choose Tween and the Set Start Position option,
then confirm the resulting shape with Do Tween. You will go to the
T ime Select panel, where the Total Frames box should read '' 1 . ' Select
'
Complete and To All, then select Render. T he star shape will have four
small holes; fill them with the Fill tool.
4. Get the star shape as a eel, then Trade it with the halo in the Swap
screen. With the K button lit and Opaque ink selected, use the Cel
menu's Stretch option to paste the star-shaped eel inside the halo
with the proper proportions.
152 MASTERING ANIMATOR
CHAPTER EIGHT
5. Now try touching up the star with the Bright and Dark inks. Add
some shading inside the body of the star with Bright ink at 30 per
cent. Overlay it with a circular highlight , using brush size 1 and
Bright ink. Highlight the center further with Bright ink. Use the
Line drawing tool to make cross-hair rays. These should extend out
as far as the halo. Add longer highlight rays using brush size 1. Save
this image, as shown in Figure 8.9, as GRNSTAR.GIF.
6. Finally, we will clone the star and make a UFO composed of two
stars. Use Clip to save your star as a eel; clear the screen and use
Paste and Opaque ink to move the eel to the lower right of the
screen. Use Paste again to add a twin star with an intersecting halo
to the upper left. Using Draw and the brighter greens in your Mini
Palette, blend the overlapping coronas together smoothly, as in
Figure 8.10. Since Animator seems to remember where a eel was
when it was captured, you should reposition the UFO to the center
of the screen. Do this by using the Get option, then clearing the
screen and pasting the UFO to the center of the screen. Save the
UFO eel as UFO.GIF and clip it into the buffer.
Incorporating Opticals 15 3
Now that you have a starry eel, you can use it as an optical element. As
in any flic, the first step in opticals is to allot the frames. Then we will spec
ify the motion in a two-part sequence. In the following exercise, you will
introduce your element.
1. Choose Reset and New from the Flic menu and insert 44 frames.
Your eel will still be in the buffer; check it by clicking on the Move
option of the Cel menu, then right-click on the screen to cancel the
Move. Define frames 10 to 29 as Segment Band activate the S (seg
ment) button. The initial empty frames will provide a pause before
the UFO enters. Choose Optics from the Animator menu. This will
take you to the Optics panel. Select the Clear All option of the Pre
sets menu to make sure that there are no optics files in memory.
Then choose the Cel option of the Element menu. This is very
important and easy to f orget. The default element is a flic; to ani
mate a eel, you must make that choice explicitly.
2. Click on Spin and create the spin for the object by using the default
increments of one degree(" 11360" on your Turns panel). Do not
change the Center or Axis settings. Go to the Z-axis slider bar,
which is flanked by diagonal arrow icons. (These diagonal arrows
represent the Z axis, which points away from you, into the screen.)
Set the slider bar to - 1000, which specifies a clockwise movement
of 1000 degrees, just shy of three full turns. Click on Wireframe to
see the effect.
3. Click on Size, and move the Reduce bar to 20. Since the Size is the
ratio of reduce to enlarge, 20 over 100 gives a 20-percent reduc
tion. Click on Wireframe, and you will see the element shrink as it
spins, much as if you had used Spin Small.
4. Click on Move, and move the X slider to 106 and the Y slider to
- 63(that is, minus 63). Do not change Z. Click on Wireframe, and
the element will tumble into the upper right-hand corner. This
looks pretty neat, but it's just the opposite of the desired motion,
which calls f or the UFO to enter stage right and zoom towards us.
Don't worry, this is easily fixed in the Time Select panel. Without
making any Path settings, we have completely defined the move
ment. Now let's render the flic. Highlight the K button to use a clear
key background, and select Use.
Incorporating Opticals 155
5. The Use option takes you to the Time Select panel. The S (segment)
and K buttons should be on, as well as the Complete and To Seg
ment buttons. Now highlight the In Slow button, which will let the
UFO build up speed when it first appears, and the Reverse button,
which will allow the UFO to wind up at the center of the screen
precisely where we want it. Select Preview, and the UFO will
flicker onto the screen frame by frame. When done, Animator waits
at the last frame of the preview for you to press Enter. Pressing
Enter clears the screen and restores the Time Select panel. To render
the segment, select Render. Then play the segment.
TIP
Note how we've arranged for the object to end up at the center of
the screen, regardless of the complexity of the motion or the avail
able time for the motion. This is a trick with many uses: define a
movement from the center of the screen and then render
backwards.
6. Save your optical path, using the Files option of the Presets menu.
Name it ENTER.OPT. Save your flic as UFO.FU.
the Z slider bar to - 325. This brings the element close to the
viewer. Select Wireframe, and you will see the element shrink.
That's because you still have Reverse on , but we will fix that
momentarily. Select Use.
3. Now, in the Time Select menu, turn off Reverse but leave Com
plete, To Segment, and In Slow on. Choose Preview and watch the
UFO fill the screen, then choose Render. Play the completed flic.
Save your second optics file as APPROACH.OPT from the Files
selection of the Preset menu in the Optics panel.
1. Insert two copies of frame 44, the last frame showing the UFO. In
frame 46, use the filled Circle tool to cover both stars entirely with
Opaque white ink. Play the flic, and you will see a flash at the end.
Adjust Segment C to extend from frame 30 through frame 46. Go to
the Palette menu. Choose some unused color slot in the 256 Color
Matrix to mix up an electric-green for tinting. Give this new color
the following HLS values: 85,169,255. Activate the T button and
the All button on the Palette panel . This will apply the tint to all
colors , not just the current cluster. Be sure to turn off Fit, or Anima
tor won't allow you to tint the picture.
2. From the Value menu, choose Tint. When prompted for the tint
source color, click on your new electric-green slot. When you see
the dialog box that asks
you should select 95 percent and click on OK. You will go to the
Time Select Menu panel, where the To Segment button will be high
lighted. Select Preview, and you will then see some indication of
the final result. Finally, choose Render. This time, the film will roll
frame by frame, but you will not see the tinting as it takes place.
Rest assured, though, that if you've turned off Fit, each frame is
indeed being tinted. Play the flic and you will see that this is so. As
the UFO approaches, the screen is filled with a bright, green glare.
Incorporating Opticals 157
You just had a close encounter with opticals created from scratch, but a
prime application for optical effects is to enhance an animation developed
by some other means-tweening, for instance. Consider the fax animation
of Chapter 6 illustrating the concept ''receive your contract via fax.'' In that
exercise, you transformed your telephone into a faxed document.
But if you stop to think about it, every fax that comes out somewhere had
to go in somewhere else. Let's return to the fax flic and complete the picture.
This time, we will have the document turn into the phone, and the phone will
print out a fax output. Trust me, this will be worth it.
The first step is to load FAX.FU and use the Backwards command to save
it as FAXBACK.FLI. After saving the flic backwards, don't forget to load it
from the Flic menu, in order to replace FAX.FU as the resident flic. When you
play FAXBACK.FLI, you will see the fascinating effect of a very simple rectangle
being transformed into a more highly structured object.
You should have 30 frames at the end of your flic in which the phone is
stationary. Let's print out a fax in this segment, using opticals. The output
will appear underneath the phone and zoom up to the viewer.
1. First, turn off the K button, because we will be using black text and
we don't want it to be treated as a clear key. Go to frame 1, which
holds an image of the document. Using the System font and black
158 MASTERING ANIMATOR
CHAPTER EIGHT
tings with Wireframe, and if they don't look right for your drawing,
adjust them further, either manually, or by using Mouse Control.
Highlight the F (Frame) button, and render the document under
neath the phone in the current frame, as shown in Figure 8.11.
3. Now that the fax has the proper initial position, let's make it zoom
forward. Move to the next frame and define a new segment, Segment
C, that starts on this frame and runs to the end of the flic. Click on S
for Segment. Click on Continue Move. Adjust the slider bars as fol
lows. Using 11360 turns, set X to -14. For the Spin Center, choose
232 for X, 120 for Y, and 0 for Z. For Size, choose Enlarge Both by
a factor of nine. For Move, choose 163 for X, 94 for Y, and - 19
for Z. Render this segment, and the fax will zip out from under the
telephone and zoom smoothly up to the screen, showing off the label
CONTRACT before it vanishes, as in Figure 8.12.
Now when you play the flic, the document will tween into a phone,
and the fax will then glide up towards you from underneath the phone. I
think you will agree this is an effective use of both tweening and opticals.
160 MASTERING ANIMATOR
CHAPTER EIGHT
SUMMARY
NINE
EDITING FLICS
AND ADDING
SPECIAL EFFECTS
This chapter describes animation on a
level beyond the "flic" stage. You've been learning the art of the successful
presentation-beautiful frames, arresting segments, and riveting flies-but
it's neither practical nor convenient to build a presentation from one contin
uous flic. This chapter is your introduction to an alternative (it is also a peek
at one of the most exciting developments in the field of affordable computer
graphics since the introduction of Autodesk Animator).
TIP
Prepare now for the eventuality of "problems" with your hard
disk. You should consider system management utilities such as PC
Tools Deluxe a necessity, because they can help recover lost data
from defective sectors on hard or floppy disks. Remember, you
have to outsmart your computer, or it will outsmart you!
Editing Flies and Adding Special Effects 165
NOTE
Scripts can be used only by the Autodesk Player program, not by
Animator itself, but this should not cause problems.
This chapter shows how to link flies using scripts, but before we
embark on that topic, you need to know about the other ways to link flies in
an even more intimate fashion: joining and compositing. These two meth
ods allow you to combine two flies into a single flic. When you switch from
one flic to the next with a clean cut or a transition, this is known as ajoin.
When you merge the images of two flies, this is called a composite.
Since the transitions provided by the Join function often give rise to
special effects, this chapter is a good place to discuss other sources of special
effects for your flies, but let's begin with a look at the Join and Composite
functions.
To join two flies, load one of them (we will call this one' 'Flic A'') using
the Files option of the Flic menu, and then load the other (' 'Flic B") with the
Join command. When you choose the Join option of the Flic menu, you will
see the menu box shown in Figure 9 .1. Here you have the option of joining
Flic B so it either precedes or follows Flic A. Note that if you change your
mind, you can cancel the Join command. After you choose, another menu
appears, allowing you to specify whether you wish to cut cleanly from flic
to flic or to use a transition effect, as shown in Figure 9.2.
The Transition Type menu provides the following choices:
OPTION EFFECT
Fade Out The last frame of the original flic fades to black, and
the first frame of the next flic lightens from black.
166 MASTERING ANIMATOR
CHAPTER NINE
OPTION EFFECT
Wipe The first frame in the second flic is drawn over the last
frame of the original flic, like a curtain.
Dissolve Pixels from the last frame of the original flic are
replaced at random by pixels from the first frame of
the next flic.
Circle Wipe The first frame of the second flic is displayed over the
last frame of the original flic as if viewed through an
expanding iris.
TIP
If you want to composite two flies, try squeezing the total colors
in each Hie to fewer than 100 before using Composite.
To experiment with Join, let's make two simple flies. Reset Animator and
load the TEST3.GIF test pattern developed in Chapter 5. Go to the Frames
menu and use the Insert button to add about twenty copies of this frame. Now
you have a file that we will call Flic B, even though it contains an unchanging
image, rather than action. Save the file as CHIEF.FU using the Files option of
the Flic menu. Reset Animator again and load the BARS.GIF picture developed
in Chapter 5. In the Frames menu, use the Insert button to add about twenty
copies of this frame, thereby creating a new flic we will call Flic A. Then select
the Join option of the Flic menu. The Join Flic? dialog box appears, prompting
you to choose whether to join Flic B to the end of Flic A (choice 1) or to the start
of Flic A (choice 2). Choose 1.
After you select the To End option, another dialog box appears, allow
ing you to choose a clean cut (choice 1) or a transition effect (choice 2).
Choose 2, for transition, and then choose Dissolve from the final menu (the
Transition Type menu). The Dissolve effect uses a houndstooth intermedi
ate pattern that resembles a television screen beset with interference
between two broadcasts. A dialog box will appear, prompting you to choose
the number of frames over which the transition will occur. Click on OK to
use the default value, and the result will be a flic composed of the color bars
fading into the black-and-white pattern. You can save this new flic as
2TPAT. FLI.
THE STRUCTURE
OF A TYPIC AL PRESENTATION
Sequence 1
Transition 1-2
Sequence 2
. . . etc.
BODY
Sequence 4
Transition 4-5
Sequence 5
Transition 5-6
. .. etc.
CONCLUSION
Sequence 9
Transition 9-10
Sequence 10
. . . etc.
can use a script to play the sequence seamlessly. The following is a simple
example:
1. Flic A
2. Flic A to B
3. Flic B
In addition to the transition effects just described, you can also use an ele
gant white fade-out/fade-in effect that can be imposed by an Animator script.
For educational purposes, we will be somewhat loose in tailoring the content of
our presentation to fit the requirements for an introduction, body, and conclu
sion, because the aim here is to construct a showcase for your efforts so far, not
to drive home a particular point. Here's a suggestion for a "demo reel" based on
the pies and flies you've created while working your way through Mastering
Autodesk Animator. Note that this outline specifies both the flies and the transi
tions that might occur in a transitional flic.
INTRODUCTION
Dissolve
Cut
Circle Wipe
BODY
Circle wipe
Fax sequence
Lightning sequence
Cut
UFO sequence
Editing Flies and Adding Special Effects 171
BODY
Circle wipe
Road sequence
Cut
CONCLUSION
Cut
TIP
Keep in mind that in addition to using a lot of scenes in this short
presentation, we're using several rather flashy transitional effects
that would be out of place in most professional video applica
tions, notably our circle wipes and venetians. These might be
found in an advertisement or a music video, where the intent is to
generate a visually arresting display, but they should be used with
discretion in corporate communications. Even when one of these
rather hackneyed effects is appropriate, you should still strive for
consistency. In serious applications , you should not use a circle
wipe for one transition and a venetian the next. A film director's
preferred choice for transitions between scenes is a clean cut, fol
lowed by smooth cross-fades, with dissolves probably a distant
third.
WRITING SCRIPTS
to play them in. A script contains instructions for the following aspects of a
presentation:
Location
ACTION SYMBOL
Speed, etc.
ACTION SYMBOL
Transitions
ACTION SYMBOL
End Action
ACTION SYMBOL
ACTION SYMBOL
Security
ACTION SYMBOL
As you can see from this list, the only strict requirement for writing a
script is that you list the names of the flies in the appropriate order; every
thing else is optional and has simply been provided to give you more control
over the playback if you need it. The absolute or full pathname (which
includes the name of the disk drive) is needed only if Player and the flic are
not in the same subdirectory. The Speed setting specifies a relative delay
between frames, zero being the smallest possible delay. Any pause is given in
seconds, so that the number 14400 corresponds to four hours. The Loop
command replays the list of flies given above it anywhere up to 999 times.
The default transition between flies is a simple cut, but you can specify
either a fade-in or a fade-out to white, or both, with the words fadein and
fadeout. You can also replace one of these words with the word cut.
Here is a typical script file:
Moddulec:\flics\bars.fli -p2
c:\flics\bar2tpat.fli
c:\flics\testpat.fli -13
c:\flics\tp2name.fli
c:\flics\nameiris.fli
In this example, the color bars flic is shown, with a pause of two sec
onds before running a Dissolve transition flic. Then the Indian Head test pat
tern follows, running for three times its original length by means of looping.
In the tp2name flic, the title of the demo reel is brought in by a Dissolve
174 MASTERING ANIMATOR
CHAPTER NINE
between a frame without the title and a frame with the title, followed by
another transitional flic in which the title frame is replaced with the first
frame of the iris flic via a Circle Wipe. If this script were named leader, you
could run it by issuing the following command:
aaplay leader
The Effects option of the Flies menu, shown in Figure 9.3, allows you to
apply the following special effects over a frame, a segment, or an entire flic:
Shrink the flic to half size, and play it in the up per-left corner (this
miniature flic could be moved to the center of the screen with the
Optics Move command)
The Shrink option uses pixel averaging to reduce flies, and can pro
duce an effective miniature TV-news graphic if the parent flic does not con
tain small lettering. In particular, Shrink is a good way to take titles rendered
in a large font such as Post 42 and reduce them in size.
TIP
I have used Shrink to produce small glittering titles that seem to be
carved from gold. Starting from a Swap screen composed of wavy
gradients between yellow and purple-brown, I applied titles using
Scrape ink, followed by application of Emboss and Bright inks.
The Crop option can be used to isolate a key portion of a flic for special
emphasis, either before or after the flic itself is displayed. Use this method to
zoom in on an area for closer inspection.
176 MASTERING ANIMATOR
CHAPTER NINE
The Grays Only option can send your presentation back to the 1950s
or earlier; it can also be used to preview an image that will be exported for
desktop publishing.
Motion trails can be highly effective in suggesting motion blur or
speed. They can even be used in more specialized applications to extrude a
flat shape into a 3-D object. Your reference manual explains how to use the
Transparent, Zero Clear, and Key Color Clear options.
These functions are all quite easy to use. Simply load your flic and
choose one of these options from the Effects menu. If the Time button is off,
the effect will be applied only to the current frame. To apply the effect to a
segment or to the whole flic, activate the Time button and the appropriate F,
S, or A button.
USING
AUTODESK'S OTHER SOFTWARE
an animator's version of the clip art used in desktop publishing. The first
two offerings in the ImageCels series are: Volume I, which contains textures
of man-made objects, such as stucco, tile, and fabric; and Volume II, which
contains natural textures, such as metals, marble, water, and sky. These tex
tures are saved as carefully designed eels that can be used to fill shapes
such as the wall of room-using Tile ink and the Fill tool. These eels have
been edge-matched to guarantee that they will fill an area without showing
seams when using Tile ink, as shown in Figure 9.5.
Besides textures, there are scanned-in objects saved as Animator eels.
Volume I contains doors, boats, and cars. Volume II contains trees, shrubs,
and people, as seen in Figure 9.6. Using eel or optical animation, y ou can
scoot these cells around to produce interesting and quirky flies, but more
importantly, they can be repositioned and resized at will to provide a client
with some before-and-after concept in real estate, landscaping, or construc
tion. They can also be popped into a business presentation element such as a
pie chart to illustrate an idea metaphorically.
178 MASTERING ANIMATOR
CHAPTER NINE
MODULE SIGNIFICANCE
MODULE SIGNIFICANCE
This may seem like a lot of software and a lot of steps, and you might won
der why there are so many. A 3-D animation program automates the process of
drawing and shading 3-D scenes so that you are free to design the animation on
a higher level. For instance, when Stanley Kubrick makes a film, he doesn't
bother to sketch and paint every frame by hand; he assembles his cast, his back
grounds, and his camera angles, and gives general directions. He's obviously got
better things to do than figure out how to create the illusion of a camera moving
through a room-something the Disney crew must surely agonize over for days
on end.
Without 3-D software, it's up to you to create the illusion of 3-D
objects in 3-D space. To make a telephone tumble across the screen, you
have to redraw the phone as seen from a different angle on practically every
frame of your flic. With 3-D software, however, you create an initial mathe
matical model of the telephone, and the software automatically calculates
its appearance, including shading from light sources and the effects of per
spective , while it executes any motion you specify. Now I imagine you
understand why 3-D software is so powerful, complex, and expensive-not
to mention impressive.
The Renderer software module takes over at the end of 3D Studio's
assembly line and provides a choice of three graphics file formats for output:
TIFF, GIF, and Targa. For specialized applications, you can export a still
frame to a desktop publishing program via a full-color or greyscale Tag
Image File Format (TIFF) file.
The common way to show 30 Studio animations is to produce an Ani
mator flic for real-time recording. The advantage of this method is that you
can combine your 3-D animation with the obvious price/performance
advantages of Autodesk Animator. With Animator, you can start with an
ordinary VGA card, add an NTSC encoder such as the Jovian Logic VIN, and
pla y the animation in real time for direct recording by an inexpensive VCR.
This method lets you add Animator's considerable 2-D animation talents to
your 3-D movie.
182 MASTERING ANIMATOR
CHAPTER NINE
SUMMARY
In this chapter, you've seen why scripts are so important, and you've
learned how to write them. We've covered the various ways to move from
one flic to another, either with a simple cut; a fade-out/fade-in using white,
available from your script; a fade-out/fade-in using black, available from the
Join menu; or more exotic transitions such as Dissolve, Venetian, and Circle
Wipe.
We've analyzed the logical and practical structure of a presentation,
and you've learned about the role of specially designed transitional flies in
seamless presentations. We've covered special effects such as Shrin k, Crop,
and Trails, and you've encountered the extraordinary sophistication that
comes from combining Animator with other Autodes k products, such as
AutoCAD Release 11, ImageCels, the animation libraries in Autodesk Clips,
and perhaps best of all, 3D Studio.
Editing Flies and Adding Special Effects 185
This brings you to the state of the art in producing flies. But never for
get, our real goal is not to produce flies, but to say something valuable with
this new medium. Let's push on to the next chapter!
PERFECTING
PRESENTATIONS
CHAPTER
TEN
DESIGNING
EFFECTIVE
PRESENTATIONS
The market for computer-generated
animation is hungry for new products and technology. Nick Arnett, a widely
published writer on multimedia, predicted before the 1 989 release of Auto
desk Animator that the product could sell as many as 50,000 copies in 1990,
perhaps as many as 100,000. Animator's po pularity can be traced, in part, to
two facts; many people are already heavily engaged in presenrntions, and
they want to use a medium that is more dynamic that a slide show.
Consider author Robin Raskin's assertion that "Businesses, schools,
and other concerns make an estimated 16 to 30 million presentations every
day.'' You can find Raskin's report in the F ebruary 1989 issue of PC Comput
ing. William Coggshall, the president of Desktop Presentations, Inc.,
believes that the worldwide market for hardware, software, and accessories
for desktop presentations will grow to $7.1 billion by 19 92, up from $2.4
billion in 1987. T his is a compound annual growth rate of 24 percent. Argu
ments such as these justify this kind of speculation:
expect the same from everyone. The same is true when audiences accustomed
to slide shows are shown an Animator flic for the first time.
The "big five" presentation packages in 1988 were, in order of popular
ity: Software Publishing Corporation's Harvard Graphics, Lotus's Freelance
Plus, Ashton-Tate's Chart-Master, Hewlett-Packard's Graphics Gallery II, and
Microsoft's Chart. Harvard Graphics was far and away the most popular, and it
is generally agreed that its overall performance is the best of the lot. Esthetically
speaking, though, it's darned hard to get excited about its production values
once you've seen Animator pictures. As the 1990s dawned, none of these pro
grams had been upgraded to support animation. They are usually used for
slides, handouts, or graphics for deskto p publishin g, but you can continue to
work with these packages and import their images into Animator, using the
methods described in the chapter on capturing and printing graphics.
This chapter will show you how to inject high octane into an Animator
presentation and should be especially helpful to readers who can paint won
derful pictures but want more experience in technical communication. It
begins with an analysis of winning presentations and discusses how to use
your time effectively through planning and organization. For starters you
will learn some reliable techniques for developing your themes. Consider
this chapter your crash course in power-presentation techniques.
UNDERSTANDING
THE PRESENTER'S ART
BALANCING
COMPLETENESS AND CONCISENESS
BALANCING
PRECISION AND SIMPLICITY
The most effective presentations are simple ones. But you should avoid
oversimplifying your ideas at the expense of precision. Simplify the issues
enough to avoid needless qualifications, trivia, or confusing complications.
Designing Effective Presentations 193
Remember that all facts do not carry the same weight, and there are always
some aspects of your topic that can be safely glossed over. If you are careful not
to simplify too much, then you won't discard valuable information.
The issue of keeping things simple leads to the following advice on "stat
ing the obvious." A willingness to state the obvious is a distinguishing character
istic of the professional communicator. In the first place, it is unfair to assume
that all listeners have the same level of familiarity with the topic. What is obvi
ous to some won't be obvious to all. Moreover, it helps to begin with statements
of well-known or generally accepted facts, particularly when discussing a con
troversial topic. The main reason for this is that, without a familiar starting
point, you have no solid foundation on which to construct the ideas that will
lead the audience from their present state of knowledge. (You will see what I
mean throughout this chapter.) Finally, one of the main reasons that people
neglect to begin with the obvious is a terror of boring the audience. Never let
this fear stand in the way of beginning properly! Audiences are not bored by
being told what they already know, as long as you move efficiently from that
point to the heart of your presentation.
BALANCING
CONSISTENCY AND NOVELTY
Consistency is always an invaluable and impressive feature. Don't
worry that there will be no surprises if you always use the same terminology,
fonts, and screen layouts. (For example, if you call an agency a "planning
commission" at one point, don't call it an "advisory authority" somewhere
else. Once you've chosen your terms, consider them cast in stone.) Novelty
and freshness assert themselves best in the secure environment of a well
structured presentation.
yourself skating on thin ice when you try to exceed that. A skilled profes
sional can work wonders in that amount of time, while the unprepared will
utterly squander it. Therefore, you should spend plenty of time planning
and organizing your presentation.
What are the hot buttons for your audience? Results, evidence,
issues, votes, profits, growth, news? In other words, what is going
to grab their attention?
What is the expected length of the piece? (How long will they sit
still for your spiel?)
TIP
Once again, don't be terrified of boring your audience by telling
them something they already know (that is, something you've
already said). Redundancy is reassuring, and helps in memorizing
the take-home message. Also, people understand messages in dif
ferent ways; restating your key points guarantees that more of the
audience will understand them.
If you approach your piece knowing that it will usually have an intro
duction, body, and conclusion, it should be easy to get started organizing.
The actual place to begin, however, is with the body. As a rule of thumb,
develop your introduction last.
A title
An optional purpose
An agenda
DEVELOPING A THEME
After you've properly oriented the audience, then you can begin to
develop your arguments. Often you will be asked to speak on the solution to a
problem. In this case, you will begin by brainstorming around your own title,
such as How we Can Improve Computer Literacy. Just remember that such a
presentation would invariably involve presenting a vivid picture of the current
problem with communication before suggesting ways to improve it. Again,
state the obvious.
As is so often the case, the simplest way is the best way. You might
organize your presentation around a simple train of thought, such as: "Our
company's use of software is growing. More software means more training.
Outside training is costly. SYBEXBooks deliver good instruction. We should
use SybexBooks for in-house training.''
Another effective way to organize such a presentation would be to
present both sides of an argument and let the audience decide: "We Should
Rely on Sybex Books-Five Reasons. We Should Not Rely on SYBEX
Books-Five Reasons." T his approach can often win over an audience by
virtue of its unusual fairness and completeness.
TIP
Psychological research has shown that the mind most easily
groups things such as words and concepts in groups of about
seven. With regard to layout, it may help if you think of text as
another kind of graphic element.
OPTIMIZING LAYOUT
Left-justified text
You may also wish to experiment with running heads h ea ders, or foot
,
ers, as found on the pages of this book. If you have enough room for this, it
can sometimes lend an added sense of cohesiveness and elegance.
TIP
Remember: clear space is not wasted space! Don't try to crowd
too much into your screen.
WARNING
Faulty parallelism is most jarring when exposed by the stark skele
ton of a bulleted list.
Finally, it might be helpful to set aside the left side of your screen for
your left-justified text and keep your principal focus for gr aphics on the
Designing Effective Presentations 201
right. Or you could develop a layout with graphics in the top of the screen
and text on the bottom.
For ideas on illustration, you can turn to half the chapters of this book ,
but of course, business presentations have their own graphic language, com
posed of bar charts for general comparisons, pie charts for percentage
shares, plots of statistical trends, organizational flowcharts, and territorial
maps. If you plan to use these features frequently, you should invest in soft
ware designed specifically to generate them. You will find advice in many
references on using this kind of quantitative data effectively. Here are just a
few reminders:
Use lighter and brighter colors for emphasis on just a few note
worthy elements
The thickest and brightest lines in a chart should outline the data;
frame borders rank next; and grid lines, if any, or other details
should be finer and fainter
Label vertical axes with a horizontal title at the top; don't try to
string the text along vertically, forcing the audience to put a crick in
their necks
Grid marks and tic marks (the short place-marking stubs on horizontal
and vertical axes) should be avoided. It is especially important not to "float"
your data without reference to the ground- see Figure 1O.5. In other
words, don't distort data by restricting your vertical axes to the values
between, for example, 60 and 70. That makes changes look disproportion
ately large. For the sake of honesty, you should indicate the zero value as
well, to show how far above zero all the values really are as in Figure 10.6. A
good solution to showing a graph that is unwieldy is to ''tear out the mid
dle." You can then make the remaining high and low values look as if they
were raggedly pasted back together.
202 MASTERING ANIMATOR
CHAPTER TEN
You can draw some broad references, too. Rely on simple common sense to
help you avoid the possibilities of copyright infringement, not to mention
giving the impression that you're not creative enough to come up with your
own ideas!
Simple statistics can provide journalistic clout and prove to the audi
ence that you've done your homework-check out the first paragraphs of
this chapter as an example. Just be sure to give your viewers hard numbers,
not sophisticated statistical inferences. I wouldn't throw chi-squares and
non-parametric tests at an audience unless they were a group of card
carrying epidemiologists or actuaries.
The use of testimony is a time-honored convention for clinching a sale,
but it can backfire if the person being quoted is not recognized and
respected by the audience. In such cases, it acts as a red flag for distraction
and skepticism.
204 MASTERING ANIMATOR
CHAPTER TEN
If you fall into these traps, brilliant animation can't save your presenta
tions. The moral of this story is: practice makes perfect.
SUMMARY
Well, class, that just about does it for Speech 101. I assure you that I
learned something, too. I think that little of what we have discussed here is
intuitive; it must be learned and re-learned before each new show.
In this chapter, you've seen why finely polishing your presentations is
so important, and we've covered the attributes of good communication.
You know how to use the scant time you will have for the best effect: we've
covered planning, organization, and the fundamental structure of a typical
presentation. You now know how to develop your theme, use printed
words effectively, and design winning layouts. This chapter draws upon a
large body of tradition for effective use of business graphics, and will
encourage you to sharpen your reliance on vivid detail. Finally, it stresses
the need to practice any oral presentation.
You are now close to attaining mastery over Autodesk Animator, but a
few fascinating topics remain. One of the burning mysteries for any anima
tor is how to get those flies onto videotape. You can launch into that topic
whenever you're ready; it begins on the next page.
CHAPTER
ELEVEN
RECORDING
YOUR ANIMATIONS
ON VIDEOTAPE
A survey commissioned by Autodesk
revealed that practically all Animator users are interested in videotaping
their animations; so in this chapter, we will discuss how you can record your
presentations. In order to do this, you must have a VGA card specifically
designed for video recording or you must purchase an external converter
box, such as the Jovian Logic VIN. In this chapter, we will compare a VCR's
input requirements with the output from a VGA graphics card to help you
understand compatibility requirements. Then we will discuss the numerous
pitfalls of video recording , and I will prepare you for the disappointment
you can expect if you try to record animations with an inexpensive VHS
videocassette recorder. Then I will show you the alternatives to VHS as a
tape format. But the proper way to begin is by putting video communica
tions into a modern context.
Video has a relatively long-lived and honored role in corporate com
munications, having largely displaced its predecessor, the filmstrip. But
video was once the domain solely of big business, the only sector rich
enough to afford it. It has taken many years for it to filter into general use.
Over the past few years, the consumer market for video has made some
striking changes in the growth, as well as the conduct, of corporate video.
UNDERSTANDING
THE POWER OF VIDEO
A sales engineer recently told Industry Week that his company used to
distribute sales information by brochures, ''but video is a new medium
one with real sales power. You know, we can go out and we can tell people
all day long, and we can show them brochures, but when it comes right
down to it, to visually go through the operation is pure gold.' ' His com
pany's first video cost $34,000 and had a running length of thirteen min
utes . He mailed that tape to a prospect on the basis of a routine sales lead,
and harvested more than four million dollars worth of business, "all from a
company that had never seen or heard of us before.'' Not bad for a little tape!
Recording Your Animations on Videotape 209
Figure 11.1. Its analog signal provides a continuous brightness response, in con
trast to the jarring jumps in EGA brightness. A video camera is thus exquisitely
sensitive to the fine shadings of the natural world. Animator's VGA graphics,
strictly speaking, employ a cross between a digital representation and an analog
one. The picture is stored in digital memory but is converted to an analog signal
not much different in some respects from the analog RGB signals used inside
your camcorder and television set. VGA supports 64 levels of brightness in each
of the red, green, and blue primaries, leading to 262, 144 possible colors. This
quantity represents about two-thirds of all shades of color that can be distin
guished under ideal laboratory conditions.
Let's not simply gloss over the differences between VGA output and
VCR input by sweeping them under the rug as "different in some respects."
T he three principal differences are in the speed of the scanning, the interlac
ing of the scan lines, and color encoding. Before I explain them, let's return
to Television 101, couched somewhat in the familiar terminology of the per
sonal computer.
of sixty frames per second. "When you see the two pictures side-by-side
sixty-frame progressive compared with thirty-frame interlaced-it's like
night and day. You wouldn't believe how much it is shimmering until you
see one that isn't," MIT scientist Andy Lippman told Brand.
Although HDTV broadcasts are not expected for several more years,
some manufacturers today market Improved Definition Television (IDTV)
sets that de-interlace broadcast television signals. They use computer meth
ods to reconstruct the missing information between the interlaced lines. In
this way, they can offer a sixty-frame progressive picture at broadcast TV
resolution (which is equivalent to 330 x 483 pixels). Note that the VGA sig
nal, too, is sixty- frame progressive, as shown in Figure 11.2.
NOTE
T he conversion of analog RGB to a television signal is known as
encoding. Another bit of jargon to know is the popular acronym,
NTSC, which stands for "National Television Standards Commit
tee." All American videotape recorders are designed around a
video signal that meets this standard for timing, interlacing, and
color encoding.
ENCODING COLOR
You may have already noticed the stark contrast between the fifteen
pin output jack of a VGA card and the single-pin input jack of your VCR.
Clearly, analog RGB transmits a great deal of information in a separated form
that must be mixed together for videotape recording. Analog RGB color sig
nals must be encoded to meet the color broadcast standard. Long ago, the
designers of broadcast TV faced the problem of condensing signals from stu
dio cameras into one signal that could be pulled from an antenna on your
roof, and NTSC video, whether for good or ill, was their so l ution .
214 MASTERING ANIMATOR
CHAPTER ELEVEN
ENSURING GOOD
VIDEOTAPE RECORDING
of color vision. These sacrifices are typical of those made to prevent the
color information from requiring significant new portions of the 1930s
style broadcast channels. I mention this because we are currently seeing a
debate over sacrifices that would have to be made to proposals for high
definition television (HDTV) to make them fit into today's broadcasting
channels.
To repeat, NTSC is an ingenious kludge. It can smear and blur the unnatu
rally strong colors of computer graphics, particularly the reds at the end of the
rainbow. Black, white and grey lack color and will be unchanged, and green is
usually okay, but the other colors can be subjected to varying degrees of bleed
ing or discoloration. There are two solutions to this problem: reduce the satura
tion of problem colors or buy a more expensive VGA-to-video product that
handles color more competently. Even the best products, however, will be
unable to render a perfectly sharp and solid image of a screen composed of vio
lent color contrasts.
Still other problems arise because of conflicts between chroma and
luminance signals. An NTSC broadcast mixes the chroma and luminance sig
nals together so that they can be received together on a single antenna, and
this is called a composite signal. Unfortunately, the two signals overlap
somewhat, and in the process of separating them, color TV invariably dis
cards some of the luminance detail that a black-and-white TV set would
show.
So here you have an abbreviated catalog of the possible picture quality
problems of NTSC color encoding:
and you will see even there faint traces of the imperfections of the graphics
to-video conversion process, such as crawling edges.
But wait, there's much, much more. I haven't discussed how you can
avoid the pitfalls of videotape recording, editing, and duplicating. Let's look
at some of them now.
I script and record continuously without stopping, you should be just fine.
But it's very unlikely that you will want to produce only one copy of your
I
production. You might want to distribute several copies of your tape, per
haps a hundred. It's when you begin to edit or duplicate videotape that sync
problems often show up.
The usual answer to sync problems is a time-base corrector (TBC). This
device stores a scan line or two in memory and puts out a corrected version
if the timing of the horizontal or vertical sync pulses goes awry. This gets all
218 MASTERING ANIMATOR
CHAPTER ELEVEN
your sync pulses "back in sync." Some high-end TBCs can acquire an entire
frame and swap in correct frames for defective ones. T he T BC is an essential
part of any professional video studio, because it can rectify common prob
lems with unevenness in videotape speed during recording and playback.
You are not likely to want to buy a TBC, because they're expensive; if you
need this kind of assistance, you should contact your local video post
production studio.
Another related term you will often hear is genlock. Without it, you
can't harmoniously combine video images from two sourct:s. Let's say that
you want to fade from an animated title sequence into a live-action shot (a
fade-in). Or suppose you want to superimpose animation over a live back
ground (:in overlay). Or even more likely, let's say that you want to switch
smoothly from a live actor to an animation (video switching). All of these
techniques require that the two video sources use the same sync timing,
which is possible only if you have a genlock.
If you have a genlock, you will select some reliable master video signal
that will serve as a timing reference for all incoming signals (the so-called
house black). Feed that to the genlock. The genlock will then lock the
chroma and sync pulses of other incoming video signals to that ''beat.'' T his
prevents rolling, smearing, and discoloration, when switching between two
video signals or doing video overlays with a key matte.
In my own experience, a flic of a winking pig produced on Super VHS
for a colleague couldn't be edited on U-Matic tape. It looked great on Super
VHS but jittered and jumped when viewed through the U-Matic deck's out
put. Derek H ardison of Animation Atlanta solved my problem by running
my S-VHS sequence through his Amiga's SuperGen genlock. T his stripped
away the sync pulses and replaced them with one more acceptable to the
U-Matic tape deck. In this situation, a genlock was able to serve as a time
base corrector.
the VGA Producer to your VGA card usually requires that the VGA card's
video RAM-DAC chip be removed and replaced by a cable. (However, the
Metheus Premier VGA was designed for use with the Magni card and does
not require removal of the chip.) Other distinguishing features of the Magni
Systems card are its video switching, fading, and overlay features, which
stem from its genlock capability, and its S-VHS output. The Magni Systems
solution, shown in Figure 11.4, is a relatively expensive one, but it's more
flexible and powerful than most competing products. However, manufac
turers are making better products all the time. Two companies to know in
this regard are Vision Technologies and Truevision, which both offer
feature-packed VGA-to-video cards. And you should also be on the lookout
for any new VGA-to-video cards that tap an important breakthrough from
Edsun Laboratories in Waltham, MA: the Continuous Edge Graphics (CEG)
chip. Some people say that this chip, which can blend the VGA's palette of
256 colors into more than 700,000 shades, will signal a quantum leap in the
appearance of VGA graphics.
The Jovian Logic VIN box is noteworthy because it is a small external
box that attaches to the VGA output port of practically any computer,
You may not have a video monitor in your office, if your employer is
concerned about people watching Days of Our Lives when they should be
bringing in revenue. And you may not need one, if you're restricting your
Recording Your Animations on Videotape 221
TYPICAL
HORIZONTAL
MEDIUM RESOLUTION
NOTE
In case you're curious, your author purchased a prosumer S-VHS
VCR, the Mitsubishi HS-USO. It would take more room than I have
allotted to describe all the useful features on a deck like this one,
but the most notable are the features that facilitate professional
level editing, which include: high-resolution digital frame cap
ture; variable forward and reverse slow-motion, controlled by a
jog-shuttle dial; high-speed addr ess / in d ex search.
TIP
If you're serious about animation, get an S-VHS or Hi-8 VCR that
has a flying erase head to make clean edits, and a jog-shuttle dial to
provide fine control over your position on the tape. Some sort of
addressing and indexing method to locate video segments is also
extremely valuable.
TIP
Kevin Krell of Computer Support Associates has informed me that
the NEC PC-VCR cannot do insert edits, the kind of editing used
for single-frame animation. And Gary Yost, the director of devel
opment for Autodesk's 30 Studio , has advised professional anima
tors to avoid videotape altogether when recording animations
one frame at a time. In a note on CompuServe, he strongly recom
mended renting or purchasing a videodisc recorder, concluding:
"As far as I can see, for someone who is putting together a video
production facility, there's NO OTHER SANE CHOICE."
226 MASTERING ANIMATOR
CHAPTER ELEVEN
USING ELECTRONIC
STILL PHOTOGRAPHY
At first, it looks and acts like a 35mm film camera: you hold it to your
eye, check the light level and autofocus, and snap the flash. But after that,
the similarity ends. There's no film roll to mail to a developing lab. Rather,
you connect the camera to your television set and play back the images,
which are stored in analog form on a 2" floppy disk. There's your picture;
call it what you will-electronic still photography (ESP) or still video. A
solution in search of a problem. The fax equivalent for multimedia comput
ing. It's been called all of these things in the press.
Still video is like fax in some ways. Like fax, it was once affordable
only for wealthy corporations, but now, you can buy a Canon Xapshot or
Sony Mavica still video camera from the same department store that sells
home fax machines. The Xapshot will snap three pictures per second, and
the Mavica can snap nine pictures per second, allowing you to capture a
coarse time-elapse sequence. This can be loaded one frame at a time into
your computer's frame grabber card, if you have one, and eventually
imported into Autodesk Animator.
Note that these cameras are not digital video products, since the 2" floppy
disks, like videotape, record the analog video signal directly. According to
Panasonic, which is marketing its high-quality still video equipment to busi
nesses rather than to consumers, the obvious advantages of still video are:
User-friendly
Still video and camcorders allow you to import realistic images into
Animator presentations, but in themselves, they aren't enough. Once you
have an analog signal that can be viewed on a television monitor, you must
still tranlate it into a digital form your computer can store and manipulate.
T hat's what a frame grabber is for: it digitizes the video signal. T he better
frame grabbers will accept either a composite NTSC signal from an ordinary
camcorder or the raw, analog RGB signal provided by high-resolution cam
eras designed specifically for the Targa, such as JVC's analog RGB cameras.
T he standard by which all frame grabbers are judged is the popular
Targa 16 card from Truevision, which plugs into an IBM AT bus and captures
the image at 16 bits per pixel, providing a palette of 32,768 colors. Many
companies now have products that are comparable to this. All Targa-like
frame grabbers store images in a Targa-compatible format-for instance, the
Vision Technologies Vision 16 and the Matrox Illuminator cards. T he picture
quality in an original Targa file ranges from excellent to astonishing, but
after being crunched down to an Animator-ready GIF file by Autodesk Con
verter, images become somewhat grainy.
Most users should have a dealer install and configure these devices. It is
quite possible for "fights" to break out between your frame grabber and
your computer's existing expansion cards, and judging from the Vision 16,
the documentation can be quite poorly organized, incomplete, and abys
mally vague in helping resolve such subtle and complex problems. With the
exception of the original Targa, these cards usually come with paint pro
grams that often include the actual frame-grabber software. T he latest tech
nology in frame grabbers is found in the Targa+ series, which incorporates
genlocking, overlay, and numerous other extremely impressive and profes
sional features-see Figure 11.8.
Other kinds of frame grabbers generally trade performance for cost.
T he Jovian Logic VIA card is less expensive than the Targa clones, and cap
tures single fields at a resolution of 320 x 200 pixels. Like VGA, it can dis
play 256 colors. I BM has entered this ma rket with its Audio Visual
Connector (AVC) line. Digital Vision sells an inexpensive product called
Recording Your Animations on Videotape 229
Computer Eyes that can provide satisfactory results under certain circum
stances. With these products , however, you will spend considerable time
trying to achieve good results within their limitations, and you may not
always be able to get the effect you want.
SUMMARY
which is a severe problem for VHS videotape. You are also aware of some of
the terminology for the equipment that post-production houses use to fix
video problems, such as time-base correctors and genlocks.
In this chapter, we've covered VGA-to-video products, video monitors
and projectors, VCRs, still video, and frame grabbers. T his is easily the most
complete guide to video in any reference on Autodesk Animator to date, and
I hope it will guide you in making wise decisions about equipment pur
chases and the distribution of your animations. For answers to your inevita
ble, numerous, and doubtless complex questions, your best bet would be to
join a group such as the National Computer Graphics Association (NCGA),
the Association f or Multi-Image (AMI), or the International Television Asso
ciation (ITVA), which is composed of corporate video professionals. In the
next chapter, you will learn how to get your illustrations out of your com
puter and onto paper.
CHAPTER
TWELVE
CAPTURING
AND PRINTING
GRAPHICS
When it comes to drawing, often you
will hear someone remark, "But I can't even draw a straight line." The
proper answer to that refrain is that a lack of skill in drawing and rendering
never stopped some of the most accomplished photographers and video
graphers from creating some very illuminating and moving photographs,
motion pictures, and videos. These were people who pursued their visions
in spite of conventional artistic constraints; their insight was to pass much
of the work of producing the picture to their servant, the camera.
Animator gives you precisely the same freedom. You can produce stun
ning animated presentations without ever drawing a single straight line.
Capture the images you need from other sources: videotaped sequences,
still-video equipment, scanned-in images, or graphics screens captured with
other software. Import them into Animator using the Converter program.
Then, bring them to life with the magic of animation. In this chapter, we will
discuss the issues of screen capture using commerical and shareware pro
grams and also look at a sample session with Converter. But first, the answer
to the inevitable question: how can you print a picture developed in
Animator?
Bef o re, after, or during a presentation, you may want to provide the
audience with a literal''take-home message'': a striking graphic printout. Or
perhaps you will need to provide special clients with attractive, full-color
storyboards bef o re committing to a major animation project. Perhaps you
need a promotional poster for an upcoming presentation. If you're willing
to work around certain limitations of image quality, color fidelity, and pic
ture resolution, it's feasible to get your visions down on paper. In this chap
ter, we will look at the requisite hardware and software. Since Animator
does not provide a printer-output facility, and since the most common
printers are not suitable for high-resolution, full-color images, I thought
some readers might benefit from a little friendly guidance.
Capturing and Printing Graphics 235
Printers , like 1960s-era television sets, are divided into two camps: black
and-white or color. Before you encountered Animator, you almost certainly
already had plenty of contact with graphics on your company's black-and
white ink-jet or laser printer. Experience with color printing is less common.
Improvements in output quality and reliability, not to mention lower price tags,
have only recently allowed color printers to make any significant penetration
into the marketplace . By the year 2000, though, black-and-white printers will
probably be as rare as black-and-white TV sets are now .
shades of black to boost the contrast. If you use a magnifying glass to exam
ine an example of four-color printing, such as a cereal box, you will see how
the palette of colors is created. The relative size of cyan, magenta, yellow,
and black speckles is varied; the process is called dithering (an Animator
term you've already encountered). If the dither pattern is a square two pix
els tall by two pixels wide, you can generate 125 colors.
NOTE
Cyan is blue-green, and magenta is purple-red.
For the curious, here's how to make 125 colors using three primaries .
The print head can vary the saturation of one dithered patch by leaving no
ink or by printing ink in any of the four pixels. Thus you can have five con
centrations each of cyan, magenta, and yellow. Since you can mix the three
components, this leads to 5 x 5 x 5, or 125 colors. By adding black dither
ing, you can make even more colors.
The thermal transfer printers take a "hot-headed" approach. They
apply a heated head to a ribbon containing a waxy, crayon-like pigment. The
melted wax droplets adhere to the paper. The chief disadvantage of this
method is that it requires multiple passes over the paper to lay down the
component colors. This introduces the serious problem of keeping the page
exactly registered through each pass. Because of the need for high precision,
most good thermal printers are fairly expensive. But with that price, you get
vivid colors and a broad palette. Panasonic, Hitachi, Mitsubishi, Sharp,
Sony, Kodak, and Canon all offer thermal transfer printers that make prints
of captured video images, but most of these aren't computer-compatible
and don't allow you to print text.
The ink-jet printer is the only type of printer that can print color in a
single pass. This has profound implications on the simplicity of design and
cost-effectiveness of this technology. The ink-jet's head contains nozzles
with cyan, magenta, yellow, and black reservoirs; it mixes colors before
depositing them on the paper. The drawback to the ink-jet is the cost of spe
cially designed paper and the ink cartridges themselves. These printers need
specially formulated paper to absorb and spread just the right amount of
deposited ink, and the ink cartridges are available only from the printer's
manufacturer.
Because of its relatively low price (about $1000), the HP Paint]et, pic
tured in Figure 12 .1, has become the most popular color printer. This
printer can print 330 colors at 90 dots per inch (dpi), which is not nearly so
238 MASTERING.ANIMATOR
CHAPTER TWELVE
coarse-looking as you might expect, given your experience with 300 dpi
laser printers. That's because of the favorable tradeoff between shading abil
ity and resolution. The total resolution across a whole page is 1440 dots
(compare to Animator's 320 pixels), and the total number of dots along a
ream of paper is limited only by the fact that sooner or later, the ink runs out.
editors wrote, "it may be the best bargain in a top-quality color printer."
They also mentioned that this is one of the few color printers that can be
used for printing ordinary text. This is a real advantage for multi-media
applications such as presentations. One drawback of ink-jet prints, how
ever, is that the colors are somewhat washed-out when compared to thermal
prints.
Experts on winning presentation strategies tell us that hand-outs are a
good way to ensure that your audience retains your message. You will find
many uses for instant color hardcopies of Animator images, both on paper
and on overhead-projector transparencies, once you purchase a color
printer. (For instance, printing color labels for your own videotape cas
settes.) But don't go into it without considering the significant operating
costs. Also, be aware that the quality of the output depends not only on the
color possibilities in the printer, but on what the color-printing software can
coax from it. That important topic is coming up next.
EXCHANGING IMAGES
WITH OTHER SOFTWARE
IMPORTS EXPORTS
APPLICATION EXAMPLES GIF? PCX?
Animator Yes No
Raster- or Corel Draw No Yes
vector-based
illustration
Computer-aided AutoCAD No No
design
Desktop publishing PageMaker No No
240 MASTERING ANIMATOR
CHAPTER TWELVE
IMPORTS EXPORTS
APPLICATION EXAMPLES GIF? PCX?
VenturaPublisher No No
Word5.0 No No
WordPerfect 5.0 No No
Sources: Personal Computing, Feb. 1990, p. 125 and pp. 140-144; the
Pizzaz Plus manual.
t Imports flies
WARNING
The technical term for lurking in the background is "Terminate
and Stay Resident," usually shortened to TSR. You should be
aware that TSRs could cause Animator to lock up and therefore
should be used with caution.
SOFTWARE SUPPLIER
TIP
Before purchasing screen-capture software, make sure that it sup
ports the VGA-graphics mode of your graphics software; in the
case of Animator, this is the 320 x 200 pixel-resolution mode with
256 colors.
USING SOFTWARE
FOR COLOR PRINTERS
W ith Pizazz Plus, you will not have any problem getting an Animator
image to an HP PaintJet in full color, although you may want to adjust the
height of the image. Printing is almost as simple as pressing the P key. You
might, however, be dismayed to find some unpredictability in the color ren
dition. Blue may become purple and pale green may become kelly-green,
while at the same time, other colors in the same image may print out very
well (fortunately, the colors that reproduce well include flesh tones and
earth tones). My advice is not to spend too many hours fiddling with the
Capturing and Printing Graphics 243
TIP
PGIF is often used at Autodesk. You can find it by typing GO
GRAPHICS once in CompuServe, then using the Graphics File
Finder to locate it. Try using "paintjet" as the keyword for your
search.
If you should download PGIF, you may have difficulty making it work as
documented. T he command line format to actually print the picture file
mypic.gif is:
You can also use PGIF to convert a GIF file into one containing com
mands for the PaintJet , and then use the DOS COPY command, with its
binary option, to send that file (let's suppose it's named "output") to the
printer, as follows:
Oddly, PGIF has problems with inconsistent color fidelity just as Pizazz
Plus does , but the image quality is just as good, and the price is unbeatable
(free). T he PGIF program is one of many printer programs in CompuServe's
Graphics Support Forum. If you have another type of color printer, perhaps
you can find support for it there.
IMPORTING
HIGH-RESOLUTION VGA IMAGES
Are you interested in animating a bar graph, a pie chart, or some other
image developed with special software? Then check out Laurence and
244 MASTERING ANIMATOR
CHAPTER TWELVE
NOTE
Under the shareware concept, software that you download and
actually use should be paid for by registering with the authors.
That way, these programmers can continue to supply software
solutions at low prices.
IMPORTING PHOTOGRAPHS
Color photos
Color slides
Here again, as you have already seen many times, there is a clear dis
tinction between the established, low-cost world of black-and-white and
the emerging frontier of color. Your least expensive alternative is one of the
ubiquitous hand-held black-and-white scanners. For less than $200, you can
Capturing and Printing Graphics 245
give your corporate media lab the capacity to import some interesting
though rough black-and-white pictures in PCX format. These pictures are
also a breeze to tint a la Andy Warhol, and can theref ore be the starting point
for as much color as you want. But as usual, the tradeoff is between low cap
ital cost and greater labor cost!
The solutions to scanning color photos and color slides are two very
different animals. To scan a color photo, use a flatbed scanner such as the
ScanMaster II from Howtek (priced at about $8000) or the JX-100 from
Sharp (about $1000). To scan a color slide, use a slide scanner such as the
Barneyscan slide scanner ($8700) from Barneyscan or the ScanMaster/35
($8000) from Howtek . Flatbed scanners provide the most flexibility. They
allow you to place thick books on the glass surface, as you would on a
photocopier.
Are these solutions appropriate for a small animation production
house? Usually the answer is "no," since they take an overkill approach.
During scanning, these devices collect far more picture detail than Animator
can use. They can hog the following resources: time (a scan at 200 dpi can
take more than 30 minutes), RAM memory, and disk space-not to mention
money. For a fraction of the cost of the ScanMaster II, you can buy a frame
grabber and mount a Super-VHS camera on a copy stand. For the occasional
color scan, it makes sense to find a service bureau that can make them f or
you. On the other hand, if you expect to be working with color photos fairly
often, the relatively low cost of the SharpJX-100 is worth knowing about.
Here is a listing of the resources I mentioned above:
PRODUCT CONTACT
Barneyscan Barneyscan
1198 10th Street
Berkeley, CA 94710
(415) 521-3388
ScanMaster II Howtek, Inc.
ScanMaster/35 21 Park Anenue
Hudson, NH 03055
(603) 882-5200
Sharp Scanners Sharp Electronics Corporation
Sharp Plaza
Mahwah, NJ 07430
(201) 529-8200
246 MASTERING ANIMATOR
CHAPTER TWELVE
USING CONVERTER
Now we've covered all the angles of Animator file exchange except for
one: how to actually convert foreign picture-file formats into a 256-color
GIF format suitable for Animator. You might divide the uses of Converter
into two camps: the easy and common uses, and the advanced and uncom
mon uses. The advanced and uncommon features will have to wait for
another book . They include:
Choose the Pie menu, and the options shown in Figure 12.3 appear.
The Pie menu contains options for loading Targa, Amiga, ST, Macin
tosh, PCX, and GIF files. It also has an option for saving the converted file as
a GIF file.
Other important setting controls are found in the Converter main
menu: notably, Scale and Move as shown in Figure 12.4.
Here is a general plan for loading and converting a picture.
I. Select the option that loads your file type . T he image will appear,
but it may be different from the original image in one or more of
Capturing and Printing Graphics 247
TIP
Do not choose the Correct Aspect Ratio option unless the picture
is distorted, since Converter will ordinarily arrange for the proper
setting. If y ou are working with high-resolution images, such as a
640 x 480 16-color PCX format, the Correct Aspect Ratio function
may fail for lack of memory.
6. If necessary, select the Move option to scroll to the area you want to
save. To move the image, click on the screen to pick it up and drag
it, then click again to fix it. You can move it again as many times as
you want. Right-click to finalize the position.
7. Save the image by selecting the Save option on the Pie menu.
SUMMARY
This chapter explored ways to get pictures into and out of Animator,
beginning with a broad overview of the pros and cons of both black-and-white
250 MASTERING ANIMATOR
CHAPTER TWELVE
and color printers. It stressed that color printing introduces a new host of
issues, difficulties, and expenses, as well as rewards. Then it explained how to
capture screens from practically any DOS application and translate that graph
ics data into the GIF format used by Animator. The same techinques, of course,
can be used to export Animator pictures to other graphics applications.
We've covered photographic scanners and slide-scan transfers, and
also touched on the main uses for the Converter program. We didn't discuss
translating animations from different machines, such as the Macintosh,
because these features are not widely used, and someone with plenty of
graphics experience on another computer will find these options fairly easy.
In the final chapter, we will see history repeat itself as Animator leaves
the "silent" studio and heads for stardom among the "talkies." At that
point, you will be prepared to use Animator as the cornerstone for a versa
tile multimedia workstation that delivers images, voice, music, and data to
your audience.
CHAPTER
THIRTEEN
ORCHESTRATING
YOUR
PRESENTATIONS
A great soundtrack can turn a good
presentation into an unforgettable event. A simple experiment with your
VCR and a rented videotape will bear this out. Play one of the classic anima
tions from the golden age of theatrical shorts, shortly before or after World
War II (for instance, Bugs Bunny), with your eyes closed or the picture
turned off. I can hardly think of a better way to become firmly impressed
with the expressive richness of a powerful audio track. You will find that
audio frequently conveys at least half of the action and atmosphere of an
animation. Moreover, animation studios of those days often hammered out a
comprehensive draft of the soundtrack before rendering any of the actual
animation. The sounds, music, and voices usually provided the energy and
rhythm that inspired the animators, and of course, they always provided the
timing for the lip synching of speaking characters. Therefore, while audio
comes last in this book, ideally it should be foremost in your mind.
To cover the field of audio soundtracks in depth, we'd need a complete
book, as we have found with several other topics already, and indeed, there
are books on this subject available from a good film and video bookstore
such as Alan Gordon Enterprises in Hollywood. Fortunately, I think we've
got enough room here for a sound introduction. In this chapter, we will look
at several hardware and software solutions for digitizing audio and linking it
to a flic. Some of these products aim to do more than just provide sound for
Autodesk Animator, and they will take us beyond Animator into that explod
ing but still nebulous field known as multimedia. This seems a fitting way to
for us to conclude.
But first, let's talk about audio for video.
In the simplest case, the audio track for your presentation is your own
voice, providing live narration while animation plays in the background. To
go beyond this, you must turn to either a live performance of music (almost
unheard-of in corporate settings) or a recorded soundtrack composed of
music, voice, and sound effects.
Orchestrating Your Presentations 255
W hat are your alternatives for recording music, sound, and voice?
One alternative not listed here is to use excerpts from Ricardo Muti
conducting a symphony by Camille Saint-Saens, the evocative digital scores
of Vangelis, or the plaintive sounds of Emmylou Harris, since you would
never be able to pay these mass-market artists and their record labels for the
use of their brilliant achievements. Sure, you would probably get away with
it, but video professionals object strongly to such unethical practices, and
the legal penalties, if you were caught, could be substantial.
If you're able to hire professionals to whip up a fully custom sound
track, then you may safely skip much of the following discussion, but hiring
outside help is usually an expensive proposition. T he assumption behind
this book is that if money were no object, you'd be using a Silicon Graphics
Personal Iris workstation and software from Wavefront or T homson Digital
Images rather than a 3 8 6 machine with Autodesk Animator. But if you can
'
Get samples of the composer's work, meet with him or her person
ally, and come to a clear understanding about the finished product
before having the composer submit a written bid
Play samples of the musical effects you are after for the composer,
and be sure to listen to drafts of the music long before the score is
completed
production studio for one year, and needle-drop fees, in which music is paid
for each time an excerpt is inserted into your soundtrack.) You can get some
excellent music for your money through buy-out, provided that you're able
to find something suitable. The drawback is that you must wade through
many cliche-ridden tracks to find something that doesn't sound like elevator
music on an adrenaline high.
Vendors of production music are happy to send you a demo CD or tape
free of charge, even to the point of providing a toll-free number, but on the
other hand, evaluating their short excerpts for potential suitability to your
project is an art in itself. To keep informed about new sources for produc
tion music (and free demos), you should scan new issues of a magazines like
Audio Visual Communications. Below arc some contacts to hel p get you
started. I should mention that the Chappell Library, available from First
Com/Music House, provided the most impressive demo I've heard, and
Audio Action runs second.
NOTE
The music from some of the companies listed below is not avail
able on a buy-out basis.
TIP
You can often pick up CDs of sound effects at large record stores.
one channel, so often your music, narrative, and effects must be completely
mixed and ready to go before they can be recorded on your hard disk. But a
few programs, such as AASound from Evolution Technologies, allow you to
take two previously recorded sound files and mix them together. You could
theoretically continue this process indefinitely, adding layer after layer of
instruments.
Most digital audio products accept the same stereo jacks used in per
sonal stereo equipment and headphones, but few of them actually retain the
double channels of stereo sound. Most Animator-ready digital-audio cards
combine the two channels into a single (monaural) channel for recording
and playback. The chief advantage of this is that it slashes by half the elec
tronic parts used to process the analog input and output signals, the com
puter's workload, and, above all, the disk space needed to store the signal.
Audiophiles unused to the realities of video production may shudder
at the thought of deliberately destroying stereo separation, but it's really not
that bad. The truth is, stereo is a recent exception to the longstanding rule of
monaural sound on broadcast television, and you know that people watch
broadcast TV for hours on end without jumping up and screaming, "I can't
stand it! It's not stereo!" Even in big-budget video productions, a great deal
of money is spent to ensure good audio production values even when it is
understood that the final product will be shown with monaural sound.
Stereo, however, can add a dimension of spaciousness and directionality to
the sound, allowing the sound to follow an object from one side of the
screen to another-which can be quite impressive.
Once sound is brought into your audio card for digitization, three fac
tors besides the stereo/mono issue place limitations on the eventual sound
quality: signal-to-noise ratio (S/N), sampling rate, and word size.
S/N is a measure of audio noise in the recording device itself. The
lower the signal-to-noise ratio, the more fine details of the sound are
obscured by electronic noise such as hums, static, and hissing. You can com
bat the effects of a poor SIN ratio by cranking up the input loudness and
playing the file back at a lower volume, but this method will only work up to
the device's limit on input loudness. S/N is measured in a unit called the dec
ibel (dB), and a ratio higher than 50dB is acceptable. The popular Antex
VPC625 audio card shown in Figure 13.1 has an S/N of 55dB, which is excel
lent, considering that the SIN for a phonograph cartridge is typically 58dB.
Orchestrating Your Presentations 259
NOTE
Unfortunately, this design is usually too expensive for the "low
end" digital-audio cards offered for use with Animator.
Your sound quality will also depend on the sampling rate. Human hearing
can detect sounds made up of frequencies between 20 and 20,000 hertz ( Hz)
ranging from just beyond the deepest murmur of distant thunder to the whine
260 MASTERING ANIMATOR
CHAPTER THIRTEEN
of a jet engine. All audible sounds are composed of a number of frequencies fall
ing somewhere in this range. In order to accurately reproduce all the constitu
ent frequencies , the sampling rate must be at least twice the rate of the highest
component frequency-so to reproduce a pennywhistle with a lOKHz compo
nent, you must sample the incoming signal at a rate of at least 20KHz. Other
wise, you risk introducing a false sound called an alias frequency into the
recording. This aliasing effect makes the sound seem ''jagged'' to the ear just as
spatial aliasing in Animator makes edges look jagged to the eye, and for analo
gous reasons. The only way to have more pleasing, "anti-aliased" sound is to
run it through a filter that cuts out the high frequencies before they can be digi
tized. All audio cards do this, at the expense of cutting off some of the high fre
quency response.
Fortunately, the need for anti-aliasing does not mean that your audio
card must sample at the high rates of sampling used in a CD player (44KHz).
That's overkill. For casual purposes , a maximum sampling rate of 16KHz to
32KHz will yield fine results (corresponding to a high-frequency cut-off of
8KHz to 16KHz). Just remember that there is a price to be paid for your sam
pling rate: the higher the rate, the more disk space your file will require. At a
12KHz sampling rate, fifteen minutes of monaural audio requires about 5Mb
of disk space (using the compression technology described below).
TIP
You can cut back on storage requirements by digitizing speech at a
lower sampling rate than music.
Finally, the quality of sound is limited by the word size of your digital
samples. An 8-bit sample is only accurate within one part in 256, while the
16-bit sample found on a compact disc recording is good to within one part
in 65,536. The sample accuracy of a compact disc, like its rate, is excessive:
that is to say, it would be practically impossible for an observer to distin
guish between sound files played back at 15-bit resolution and 16-bit resolu
tion. Conversely, the AASound card from Evolution Technologies and the
Sound Blaster from Brown-Waugh use 8-bit sampling, which is too coarse
for accurate reproduction. But the MicroKey card from Video Associates
Labs (VAL), shown in Figure 13.2, uses 12-bit, accurate to one part in 4096,
which seems to be optimal. Other products from Micro-Base and Genesis
Development based on the Antex VPC625 card sample at 10 bits, which
yields an accuracy of one part in 1024.
Orchestrating Your Presentations 261
Your sound files must be played back from a hard disk or a RA M disk,
because a floppy disk is not fast enough. But since hard-disk space is always
at a premium, no matter how big the disk, you should have some way to
archive sound files on backup tapes or floppies. One way to stretch your
available disk space is to use data compression. T he MicroKey and Antex
cards both save their files using Adaptive Differential Pulse Code Modula
tion, which is not as forbidding as it may sound. Pulse Code Modulation is a
regrettable misnomer that simply means the sound is digitally sampled. The
"adaptive differential" part means that what is stored is not the actual value
of a sample, but the difference between two consecutive samples, encoded
so that small changes are stored with greater accuracy than large ones.
your edits by listening to the playback. This method is not as exact as the vis
ual method, but seems less threatening to the novice than the scientific
appearance of a waveform on the screen. The user interface of the AASound
editor is a perfect extension of the Autodesk Animator interface. With the
exception of a few improvements, it looks as if it were designed by the Yost
Group , Animator's producers. The A ASound program smoothly integrates
with Animator a nd Pl ayer and both products work quite ni cel y with other
,
events is preserved, even when the speed of the flic is changed, due to a
faster machine or the discretion of the viewer. In Orchestrator, the audio,
video, and trigger are edited in a three-column format like that used by
movie directors.
You will hear your sound through amplified speakers attached to your
PC, or you will record it on the audio track of your videotape. In a sophisti
cated environment, a bank of musical instruments controlled by MIDI might
be also involved. At a video post-p roduction studio, you ma y even encoun
ter the SMPTE (Society for Motion Picture and Television Engineers) stan
dard used by video professionals to synchronize audio and video tracks. T he
SMPTE signal can often be recorded on an unused audio track. Here are the
addresses of several audio-for-Animator manufacturers:
Antex Electronics
16100 S. Figueroa Street
Gardena, CA 90248
(213) 523-3092
Evolution Technologies
3601 S. Longfellow Circle
Hollywood, FL 33201
(305) 983-0161
Media Vision
47221 Fremont Blvd.
Fremont, CA 94538
(415) 770-8600
Micro-Base Corporation
562 Congress Park Drive
Dayton, OH 45459
(513) 434-7072
Orchestrating Your Presentations 265
Willow Peripherals
190 Willow Avenue
Bronx, NY 10454
=I lconAuthor - comlink.iw
!::!elp
L_
.. ..
IconAuthor and Ask*ME 2000 not only work with ordinary VGA cards
and Autodesk Animator, but they also support VGA overlay on live or
recorded video, which opens the door on extraordinary applications.
Because IconAuthor is a W indows application, it supports Dynamic Data
Exchange (DDE) with other Windows applications such as Corel Draw and
Word. But this power comes at premium, since Ask*Me 2000 provides the
other functions of IconAuthor for significantly lower cost. The Ask*Me
2000 software, incidentally, supports touch-screen hardware.
268 MASTERING ANIMATOR
CHAPTER THIRTEEN
Once your audio tracks and visuals are ready to go-and this, of
course, might include the production of a complete laserdisc in a high-end
environment-you will create your hypermedia presentation using Icon
Author's visual programming or Ask*Me 2000's concise scripting lan
guage, called "STRATOS."
IconAuthor lets you assemble your program by fitting icons together
on the screen almost like a jigsaw puzzle, as pictured in Figure 13.7. There
ar_e icons named V:OVERLAY, DATE&TIME, and LOAD VAR, as well as IF and
LOOP INDEX. Text, graphics, animation, audio, and recorded video each
has its own editor program . (Guess which program acts as the main anima
tion editor? Hint: It's an Autodesk product.)
Ask* Me 2000's STRATOS scripting language uses the essential con
cepts of Before, During, and After to coordinate the actions of different
Orchestrating Your Presentations 269
lconAuthor - comlink.iw
Iools Qptions !::!elp
media with a menu or display screen, as shown in Figure 13.8. The a,nimate
command runs a flic, and the speak command can play a sound file at the
same time.
Santa Fe Media Manager from HSC Software, while not an authoring
system, provides many of the features of Ask* Me 2000 and IconAuthor. It
not only retrieves the kind of name/date/quantity information traditionally
stored in database records, but can display still images or animation together
with audio. Interesting features include remote-control access at 2400 baud
from another computer running Santa Fe Media Manager and a macro
recording capacity like that offered by Animator. The HSC developers are
also promising to make use of JPEG image compression techniques-a wise
move to reduce the storage requirements for graphical databases. Santa Fe
Media Manager got its name from the signature aqua and pink colors used in
its handsome, streamlined screen design. In this regard, the product has a
distinct visual appeal that contrasts with the somewhat clunky appearance
of the more powerful Ask* Me 2000 and IconAuthor authoring programs.
270 MASTERING ANIMATOR
CHAPTER THIRTEEN
SUMMARY
This chapter has presented many facts about audio for video that you will
not find in other references on Autodesk Animator. You now recognize your
legitimate alternative sources of audio for video: professional audio production
houses, production music libraries, and personal creativity. This has also been a
crash course in digital-audio recording. You not only know which digital-audio
cards are Animator-ready, but you have a good grasp of the issues that deter
mine the quality of your sound: signal-to-noise ratio, sampling rate, word size,
and stereo support. You understand the distinction between software that
Orchestrating Your Presentations 271
merely starts the animation and sound at the same time and software that con
tinuously links animation to triggers in the sound file.
And finally, you have seen how animation should not stand alone, but
deserves to be smoothly integrated with other modern media, such as live
video and database access. (It is now possible, in fact, to capture live v ideo
and turn it into a miniature flic running in a corner of your screen.) The new
multimedia packages that can unify your fl ies with these rich and varied
channels of information provide an ideal showcase for your animation
efforts.
This multimedia essay concludes your sorcerer's apprenticeship in
computer animation. Instead of a sheepskin, we hereby confer upon you the
right to wear a pointed hat with stars1 but try not to look conspicuous. Mas
tering Autodesk Animator ultimately means mastering the wonder and
nuances of Nature's geometries, colors, and rhythms. In this book, you've
explored both the mundane and sublime applications of the drawing and
inking tools. You've sailed the uncharted reaches of color space. You've
entered the new dimensions of time and (in the case of Autodesk's 3D Stu
dio) depth. You've broken the sound barrier that has practically silenced the
PC since its inception in 1981. In short, you've gained the hard-won experi
ence of multimedia pioneers who have discovered how to take a dull grey
accounting machine, the IBM PC-compatible, and breathe into it something
akin to a soul. Now you know the true meaning of animation: to give some
thing a soul, a life of its own. And for those of you discouraged by the grainy
resolution of today's Animator screens, don't give up hope. In the future,
Autodesk animation products will not only be capable of playback through a
variety of displays, but they will also provide links to audio and color
printing.
As for me, I've enjoyed acting as your guide, and hope that all your
productions w ill be noteworthy.
APPENDIX
INSTALLING
AUTODESK
ANIMATOR
S
ince Animator is distributed on both
3112-inch and 51/4-inch floppy disks, be sure to purchase the package with
the correct floppy disks for your computer. As mentioned in Chapter 1, in
addition to aa.exe, the Animator program itself, the disks provide three
additional programs, aaplay.exe, convert.exe, andflimaker.exe. If you're
low on disk space, you should know that the only program strictly required
for creating animations is aa. exe, Aaplay. exe is the Player program and con
vert. exe is the Converter program.
Beyond the programs, these disks provide sample flies such as mrnu
mo.fli, some picture files (they have agifsuffix), many font files, and a sam
ple cel,fish.cel. Useful flies, fonts, and pictures are provided in compressed
form in the "unpack" executable files. If you're running extremely low on
disk space, however, you may not wish to load and unpack these files.
Installation generally involves creating a hard-disk directory for Ani
mator, copying the files from the distribution disks to that directory, and
decompressing the''unpack' 'files. Let's look at a typical installation session,
which assumes that you're copying the files to a subdirectory on hard-disk
partition C. If you want to use another hard-disk partition, such as D, E, or F,
the procedure is the same, with the substitution of that drive letter.
cd c:\
mkdir c:\aa
2. Change to the floppy-disk drive (probably drive A) holding the
Autodesk Animator Disk 1 and copy its files to your hard disk .
a:
copy *. * c:\aa
After all files have been transferred, insert the other disks and copy
their files to your hard disk, using the same command. When you're
finished, you may wish to return to the hard disk with the com
mand c: and change to the directory where you can give DOS com
mands, for instance, cd c:\ or cd c:\dos. Then you can format
Installing Autodesk Animator 275
some unused floppy disks and use the DOS diskcopy command to
make backups of your Animator disks. This is an irksome step, I
know, but you may be glad you did it later on.
4. If you have about a megabyte of free disk space, you can safely
unpack the compressed treasures in the "unpack" files. Enter
unpack 1, and if you have a second "unpack" file, enter
unpack2.
NOTE
There are two "unpack" files on the 51/4-inch floppy disk but
there is enough room on a 3112-inch disk to put all the data into one
"unpack" file.
5. At this point, all your files are stored in the aa directory, and you're
probably eager to begin using Animator immediately, which is just
fine. But if you're not that impatient, or if you're reading this by
chance after you've already installed Animator, why not take out a
moment to tidy up your studio? Build subdirectories under the aa
directory for pictures, flies, eels, fonts, and so on, such as:
c:\aa\aaclips
c:\aa\cels
c:\aa\flicsl
c:\aa\flics2
c:\aa\fonts
c:\aa\gifl
c:\aa\gif2
c: \aa\imported
c:\aa\macros
276 MASTERING ANIMATOR
APPENDIX A
Move your eels , GIF files, flies, and so on from your aa directory
into these subdirectories, either using the DOS copy command,
followed by deleting the file from the original aa directory, or by
using the move option of your favorite DOS shell program, such as
PC Tools Deluxe. In this example, imported Targa and PCX files
would be stored in imported, and Autodesk Animator Clips would
be stored in aaclips.
7. If you are having trouble starting up Animator, here are a few trou
bleshooting pointers.
IMPROVING
PERFORMANCE
This appendix covers a host of
performance issues. While its main focus is improving the rate at which flies
can be played, it also mentions ways to improve your own performance as
the manager of a computer-based animation studio. For instance, we will
consider how best to use DOS files such as AUTOEXEC.BAT and CON
FIG.SYS, or how to use a good DOS shell program such as PC Tools Deluxe
to help you navigate through the files on your hard disk. The more you
know in this regard , the more you should be able to concentrate on anima
tion and less on system administration.
Let's begin by re-emphasizing that Autodesk Animator is not a tradi
tional graphics application like a desktop-publishing or paint program. In
these applications, the more speed the better, but speed is not critical in
determining the final product: a laser-printed page looks the same whether
it took two or five minutes to print. In Animator, however, very slight delays
in updating the screen can throw off the timing of an animation. The result is
about as visually appealing as a ballerina who falters across the stage. I think
it is safe to predict that after you begin working with Animator, everything
you can do to speed up your computer, you will do.
Here are the factors that determine how fast (and therefore, how
smoothly) you can play a flic:
The amount of "action" in the flic is certainly under your control. For
instance, if you are using an 8MHz IBM-XT compatible with a relatively slow
disk drive, you can still create and view flies that run smoothly if you limit
yourself to flies that make very modest demands . These might include color
cycling flies and flies in which only a small part of the screen changes from
frame to frame. For most readers, however, this is quite an unacceptable
solution , and therefore, I will not discuss it further.
Improving Performance 281
The next factor is ''clock speed,'' a measure of how fast the micropro
cessor chip runs. The faster the chip, the faster it can transfer updated infor
mation to your VGA card, and this is true regardless of the exact chip inside
your computer. Note that a 20MHz 80 386 microprocessor will not run Ani
mator any faster than a 20MHz 80286; Autodesk Animator Version 1.0 was
not written to take advantage of any specific instructions in the 80 386 chip.
As far as Version 1.0 is concerned, the advantages of the 80 386 for anima
tion lie solely in its superior support for RAM-disk software, as you will see
shortly. Also note that Animator does not make use of a math-coprocessor
chip, so adding a math chip will not speed up Animator.
Some VGA cards will accept data more efficiently than others. One of
the main factors in efficiency is the size of the data path to the card. Since a
16-bit data path is theoretically faster than an 8-bit path, your VGA card
should ideally be a 16-bit VGA card. Most of the VGA-to-video cards are 16-
bit. It would probably be a mistake to try to save a few dollars by getting an
off-brand VGA card if your main application is Animator. Note, however,
that an XT-compatible computer accepts only 8-bit cards.
Finally, there is the issue of the disk drive's speed, since an animation
runs while the flic is being read from disk. For flies in which a large portion
of the screen changes quickly, the best results come from using a RAM disk.
A RAM disk is a portion of your computer's memory that is used to simulate a
very fast hard disk. This is a good use for any RAM memory your computer
has beyond lMb, since DOS applications like Animator can't use that mem
ory directly, but can use it for a RAM disk.
In order to use a RAM disk, you must have RAM-disk driver software. MS
DOS Version 3.0 and higher include such a program. The drawback is that the
RAMDRIVE program expects the memory expansion card in your computer to
confonn to the Expanded Memory Specification (EMS ) EMS 4.0 standard, and it
is quite possible that the extra memory in your computer will not conform.
Without EMS 4.0 emulation, you may not be able to address any RAM memory
above lMb, even though you may have paid extra for it. That's why it's useful
to have an 80 386 microprocessor. Unlike the 80286, the 80 386 is able to easily
simulate EMS 4.0 memory access with software, and therefore can use that
memory for a RAM disk. It should be clear that ifyou can set up a RAM disk on
your system, the more memory you have to spare for the RAM disk, the better.
NOTE
You can expect to get about one minute of real-time animation
playback for each megabyte of RAM-disk space.
282 MASTERING ANIMATOR
APPENDIX B
Understand that simply having an 80386 chip is not the whole solu
tion; you may also require a memory-manager program such as 386MAX or
Desqview's QEMM. This all adds to the expense of running Animator, but if
you're doing heavy-duty real-time animation, it's a necessity.
This discussion leads us naturally to the issue of two special DOS files
named AUTOEXEC.BAT and CONFIG.SYS, universally used to initialize
DOS systems when the power is switched on. The AUTOEXAC.BAT file
directs DOS with many of the same kinds of commands that you would issue
from the keyboard. For instance, the AUTOEXEC.BAT file changes the cur
rent working directory to a certain disk and directory. It can direct DOS in
searching for executable programs among your subdirectories by providing
a path statement. It may also provide the name of a program to execute as
soon as the boot-up is complete. Using AUTOEXEC.BAT, you can have your
machine launch Animator automatically as soon as you turn it on. Depend
ing upon your mouse or digitizer tablet, AUTOEXEC.BAT may be able to
load its device driver. To learn more about using this file, ask any experi
enced DOS user or consult one of the many books on MS-DOS, such as the
Sybex book Mastering DOS.
The CONFIG.SYS file is even more important than AUTOEXEC.BAT,
because it is often the only way to load many device drivers for mice, digi
tizer tablets, memory-manager programs, and RAM disks. One of the annoy
ances of CONFIG.SYS is its sheer inflexibility in the face of your changing
needs. For instance, let's say that you have both Animator and 3D Studio,
and you want to run Animator with a 2Mb RAM disk, but when you run 3D
Studio, you want most of that memory for use directly by 3D Studio (which
isn't restricted by the DOS !Mb ceiling). Usually, you must provide these for
two different boot-up situations by maintaining completely different CON
FIG.SYS files on two floppy disks; a single CONFIG.SYS file doesn't provide
any symbol for "commenting-out" a command or br anching upon a certain
input. The only way at present to provide flexibility in your CONFIG. SYS
files is to find a utility such as Boot.sys, a shareware program that allows you
to change your CONFIG.SYS options during boot-up. Trying to cover all the
combinations for your different needs (for instance, if you want to use a
mouse sometimes and a digiziter tablet at other times, as I do), can still be
extremely tedious. Again, for help with CONFIG.SYS, turn to an experi
enced user or a book on using DOS batch files.
If you haven't got a DOS shell program such as PC Tools Deluxe, X Tree,
or Norton Commander, then you simply don't know what you're missing.
Running a hard disk without them is like "flying blind." These semi
graphical user interfaces provide a roadmap through the jungle of directo
ries and files on your disk. They will instantly locate a file for you, given part
Improving Performance 283
TIP
I expect Microsoft to make configuring your computer much eas
ier when it releases MS-DOS 5.0.
of the name of the file. They will move files from one directory to another
with the click of a mouse. They also make it possible for you to recover data
after a hard disk disaster, or simply to archive extra data on floppy disks or
tape. In fact, there's not enough room here to list the numerous ways that
they can help you manage your animation studio.
As you create more animations, you will run up against the limitations
of your hard disk. For many people, the solution is to swap out entire direc
tories of files to a tape backup unit, although more expensive and more
exotic kinds of reusable media, such as Bernoulli cartridges and eraseable
optical drives, are also useful. Each medium has its pros and cons.
Finally, a shareware program called Pkzip, available universally on
computer bulletin board systems (BBS), will help you compress your flies
for distribution on floppy disks. The Pkzip program is often able to com
press a megabyte of data by 40 percent or more, an incredible savings in
space. You've already encountered this program, since Autodesk itself uses
it to make the Animator distribution disks. Contact your favorite BBS for
details.
APPENDIX
ADDITIONAL
FONTS FOR
ANIMATOR
As mentioned in Chapter 7, Autodesk
sends registered users a bonus disk containing fonts that aren't found on the
Animator distribution disks. Table C.1 contains a complete list of the fonts
on the bonus disk. Note that the number that forms part of the name is not a
reliable indicator of actual size.
FONT COMMENTS
FONT COMMENTS
FONT COMMENTS
FONT COMMENTS
FONT COMMENTS
Entropy Engineering
12371 Village Square Terrace
Suite 202
Rockville, MD 20852
Additional Fonts for Animator 291
H
hand-held scanners, 244-245 lconAuthor
HANDS.FU file, 22 as database animator, 265-268
hard disks, 283 import/export file formats, 240
Animator files on, 6-7 ImageCels, 176-178
Animator's use of, 5-6 images. See also eels
managing, 164 exchanging with other software,
hardware required for Animator, 239-245
4-6 importing, 243-245
Harvard Graphics, import/export temporary storage of, 39-45
file formats, 240 IMG file format, 242
HDTV (high definition television), importing images, 243-245
212-213, 216 improved definition television
Hewlett-Packard PaintJet printer, (IDTV), 213
237-239,242-243 In Slow option, 109-111
Index 299
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Goal Method
Drawing Choose a drawing tool in the Home menu panel; if
Objects necessary, replace an unneeded tool with a new
tool by right-clicking on the unneeded tool and
choosing the new tool from the Drawing Tools
menu's scrolling directory.
Applying Choose an inking tool in the Home menu panel; if
Ink necessary, replace an unneeded ink with a new ink
by right-clicking on the unneeded ink and choos
ing the new ink from the Ink Types menu's scroll
ing directory.
Using Files Choose the Files command from the Flic, Pie, or
Cel menu. 'I'hen use the Load, Save, or Delete but
ton in the Files menu panel.
Using Right-click on the flic playback control icons in
Frames any panel, then use the buttons in the Frames
panel to change the number of frames or playback
speed.
Return to Press the spacebar repeatedly.
Home
Modify the Right-dick on the cluster box or on the Current
Palette Color slot.
T itling Choose the T itling option in the Animator menu.
Activating Select the T button in any panel.
Time
Optics Press the 0 key or select Optics from the Animator
menu.
Color Use the Cycle Draw option in the Palette menu or
Cycling the Cycle option in the Arrange menu.
Tweening Use the Tweening Options menus found under the
Poly and Spline tools.