Welcome to the Tapptoons Animation Studio
programme helpfile.
Most of the information applies to the
previous versions of the programme as well but some new features have
been added with the updates including the facility to use
Firewire,
USB or WDM
digital cameras for capturing single frames.
Hopefully you will find the
Animation Studio
easy to use without needing to resort too often to these helpfiles
but a few things are worth mentioning before you start out scanning
and editing your work.
There are now special tutorial pages to
demonstrate the various parts of the programme.
Tutorial page 1
Creating Moving Backgrounds
CLICK
HERE
Tutorial page 2
Creating Movement of Selected Animation
Levels CLICK
HERE
Tutorial page 3
Creating Semi-Transparent Levels for
Ghost and Dissolve effects CLICK
HERE
Tutorial page
4
Drawing Animation - A
Bouncing Ball excercise CLICK
HERE
Tutorial page
5
Creating Tracks and
Pans CLICK
HERE
Tutorial page
6
Importing Bitmaps and
AVI Files CLICK
HERE
Tutorial page
7
Creating Snow and Rain
Effects CLICK
HERE
Tutorial page
8
Basic Scanning and
Editing CLICK
HERE
Tutorial page 9
Creating AVIs CLICK
HERE
Tutorial page 10
Using Bitmap
Compression CLICK
HERE
Tutorial page 11
Gradient Fills CLICK
HERE
Tutorial page 12
Replacing Selected Colours CLICK
HERE
Tutorial Page 13
Changing the Brightness and Colour
Balance of Images CLICK
HERE
Tutorial Page 14
Rotation and Reduction of Images
CLICK
HERE
TRADITIONAL ANIMATION
CONVENTIONS
Before starting to use the
Animation
Studio software it might
be as well to review the methods used by animators to guide
themselves and those they work with regarding layouts and
instructions for camerawork/scanning/effects.
When animators begin
working on a scene they are given a storyboard, a dopesheet and a
layout to guide them as to where characters or objects are to be
located within a scene and positions of the same at various
significant points within a scene according to the script/storyboard.
A layout drawing would resemble this:
The above black rectangle
represents a 12" field using 12-field animation paper. This is
roughly the same as the international A4 paper size so an A4 flatbed
scanner is ideal for scanning animation drawings.
An A3 scanner will be
needed for scanning 15" field paper.
The black rectangle drawn
on the animation paper indicates the height and width limits for the
action and should be used after your preview scan to select the
scanning area you will be using to create your project. The red
rectangle represents a close-up area. If you need to scan an area
smaller than the full 12 field size it may be as well to increase the
scanning resolution to around 288 pixels per inch. 144 or thereabouts
is fine for the large field sizes when the animation is destined to
be seen on tv or on computer monitors. The Animation Studio
automatically re-sizes the scanned drawings to fit on the final image
width & height that you will be setting up when you begin your
project. It`s important to remember also that the height to width
ratio of the scanned area needs to match that of the final image
width & height. If you`ve chosen a final image size of 768 x 576
or 640 x 480 then the image ratio is 4:3 and the scanned area needs
to be 4:3 ratio, too (most scanner software indicates the size
selected by the user, from which they can calculate the ratio) unless
you want to deliberately distort the final image, of course.
Decide what you are going
to need as an end product. If the final destination of your movie is
videotape or DVD then you will need to use a frame rate that suits
your local tv standards. The frame rate in frames per second (fps) is
set using the Play
Speed menu.....
In the USA and other parts of the world that use the
NTSC tv system the normal frame rate is 30
frames per second. Therefore it`s best to use 30 frames per second as
the frame rate for your animation work. (You could use 15 frames per
second while you build the project then duplicate all the frames when
completed and then alter the project frame rate to 30. However, if
you plan to use moving backgrounds they will look better if the frame
rate is 30 frames per second.)
In Europe and many other parts of the world the normal
PAL or SECAM
standard tv system works at 25 frames per second. In this case you
would be advised to set the project frame rate to 25. Again, if you
plan to use moving backgrounds they will look better if the frame
rate is 25 frames per second.
If the animation project
is not destined for tv display then you can use any of the frame rate
settings you like.
To achieve the best
results from the Animation
Studio it`s wise to carry
out the various stages in an ordered fashion.
1. Create images from
scans, drawings or video captures
2. Edit the animation
levels
3. Merge levels for
linetesting
4. Add colour, rotation
effects or resizing effects to levels
5. Add level moves if
required
6. Create moving or still
backgrounds (You can create a background first if you need to match
the animation to the background)
7. Add weather effects if
required (snow and rain)
8. Combine animation
levels with moving or static background
(Add transparency effects
if required)
9. Add tracks and pans
10. Create Final
Scene
11. Create finished AVI
from completed scenes
THE FILE
SYSTEM
When you first begin a
project you will be asked to input a Project Name. This will be used to create the Project Directory. Once this is done you will be immediately asked to
input the first Scene
Name which will then be
used to create a Scene
Directory as a
sub-directory with that name within the Project
Directory. Further directories will be created
according to which processes you use. Any Level Moves or Weather
Effects added to selected
levels will be stored in a Level Directory within the Scene Directory. Each of the ten animation levels can have its own
Level
Directory to store the
modified images. The original scans and captures are kept within the
Scene
Directory in case you wish
to revert back to the originals. If you create a merged sequence from
the various levels the images will be stored in a Merged Levels directory. If you add Weather Effects to the merged levels another directory called
MergedFX will store those. If you need to use
High
Resolution bitmaps for
tracking shots they will have their own set of directories:
HiResImages and HiResBackUps. Backgrounds also need their own space for storage of moving
background images and combine background images.
Most of these you won`t
need to know about as they work in the background storing the work
but they do add up to a lot of hard drive space so you need to keep
an eye on how much you are using if space is limited. The amount of
hard drive space used can be reduced by turning off the scan and
import back-up function. The menu item below appears on the
Main Scanning and Editing
Form:
However, if this function
is off, you will not be able to revert back to the original scans or
drawings after changes have been made.
Be careful also not to
delete anything that might be required by the project as important
data is kept in text files for many of the programme`s
functions.
The Scene Directories
need to be kept within the Project Directory. They can`t be moved to
other Projects.
*********
The Tapptoons Animation Studio can use up a lot of system resources,
particularly when using High Resolution bitmaps and it may be that your system sometimes may
fail to cope with the demands. It`s a good idea to close the
programme down periodically and save the data created to that point
then restart
the programme or even reboot the
computer to free up resources. The amount of system resources will
depend on the amount of RAM your
machine carries and the maximum size of the Windows Swap File which will be dependent on the amount of space
available on the drive designated to carry the Windows Swap File. With Windows 98/Me you can choose which drive carries the
Windows Swap
File by going to
My Computer>Control
Panel>System>Performance>Virtual Memory and use the "Let me specify my own virtual
memory settings" to select the drive you want to use.
Windows
XP seems to be much better
at handling system resources and particularly when dealing with very
large bitmaps. Situations that will cause a crash on Windows 98/98SE/Millenium may well be no problem with
Windows XP.
**********
Animation needs to be
organised! At least that`s what we all set out to achieve. The most
important things is to have a good, readable Dope Sheet. `Dope` in the sense of information, of course, as
below:
The on-screen Dope
Sheet.
The column on the extreme
right represents the bottom level drawing and the default prefix
given to the drawings scanned into this column is `A` but it can be
set by the user to any prefix they wish but it may be best to keep it
to single letters because the columns aren`t very wide. Moving right
to left there are ten columns or levels altogether.The bottom level
could be a character`s body, the next it`s head, then eyes, mouth,
arms etc.
If you plan to use a
flatbed scanner or another TWAIN-based imaging device you will first need to select
the TWAIN source you want to use by left-clicking
the Scan
Source menu on the
Main Editing and Scanning
Form. This will bring up
the following window for you to choose the device you want to
use:
If you want to use a
flatbed
scanner you will probably
need to rotate the finished scan to get the image the correct way
round. If you are using a digital camera with a TWAIN interface then you will probably NOT want to rotate
the captured image.
You can make your choice
using the check boxes shown above. These are situated at the top left
of the Main Scanning and
Editing Form.
The first scanning or
shooting operation always defaults to the bottom level so, for your
initial set of scans, you needn`t click on the Dope Sheet. To begin scanning or shooting in a particular level
at a particular frame it is necessary to click in the column and row
where you wish the first scan of your sequence to be placed. This
will bring up the Dope
Sheet Edit or `What Would
you Like To Do With This Frame?` form.
Click on `Start Scanning From This
Point` and you will be
returned to the main form. Clicking on the `Create Images` button
will then bring up the
Choose Image
Source form:
You can choose between a
flatbed scanner, drawing,
Analogue Video for Windows Video Camera or a Digital Video Camera using a Firewire,
USB or WDM (Windows Driver Model) interface (most
webcams seem to use USB
connections).
Left-clicking on
`Continue` will bring up the Scanning Details Form which will show you the settings you have
chosen for this batch of images. If you don`t like what you see you
can left-click the `Cancel`
button and change the
settings to those you want. There is a checkbox option that will give
you a chance to escape from the continuous scanning process. If this
is checked the programme will continue to scan drawings up to the
number you have put in the `Total scans` box on the main screen. If you`re not sure how many
scans you want to do or are worried that you may make mistakes in
setting up the process, leave the box unchecked and a dialogue box
will come up before each scan, giving you a opportunity to escape the
loop. It`s only one extra click for `Yes` or `No` but, if you can
live without the option, it does speed up the batch scanning. When
you are happy with the settings click the `Continue` button.
If you chose
`Flatbed
Scanner` the
TWAIN scanner interface using the software that
came with your scanner should come up and the scans will be
automatically placed on the Dope Sheet, beginning at the location you have chosen.
If you have selected the
Firewire, USB or WDM
Digital Camera option
there will be extra details on the Scanning Details Form including a choice of Digital Video formats:
The DV Format is usually 720 pixels wide but NTSC format (USA, Canada, Japan and much of South
America) is 480 lines high and the PAL
version (used in Europe, Australia and many other parts of the World)
is 576 lines high. Choose whichever suits your local TV standards. If
the final product is to be converted to DVD then
the same format applies.
If you chose
`Analogue Video
Capture` as your image
source then this version of the Scanning Details Form will show:
You will need to select
which Video For Windows capture driver you want to use from the list
it displays. There may only be one on offer as shown above in which
case your choice is made for you and all you need to do is click on
the `Continue`
button.......
It`s necessary to
left-click the `Camera`
menu item first followed
by the submenu item 'Connect Camera To Driver'
When using an
analogue Video for
Windows capture card you
also have the option of capturing directly to an AVI file. If you choose this option you will be asked to
enter a filename for the AVI and
also given the option of using video compression. The images will
NOT be entered onto the linetester
Dope Sheet. This option is only for use if you don`t
want to edit your animation within the Tapptoons Linetester.
Capture direct to an
AVI is not
available when using the Firewire,USB or WDM Digital Camera option.
If you have selected the
Firewire,USB or WDM Digital
Camera option you will
need to choose which device you want from the list that will appear
on the right hand side. If the VFW (Video
for Windows) drivers are also displayed it`s not advisable to use these in this case. Choose only the non-VFW items.
If you have a suitable
capture card installed on your machine, the Camera Frame Grab Form will show. The image should update automatically
every few seconds with the VFW option
but the Firewire, USB or
WDM Digital Camera option
uses a continuously updating Overlay
image.
Left-clicking the
`Grab
Frame` button will capture
the frames, number them as with the scannning process and put the
numbers onto the Dope
Sheet. When you have
finished a run of frames, left-click the `Close`
button to re-enable the editing and playback functions. Camera grabs
can be made in colour or in black and white mode which creates a
'line art' form of black and white image from the video camera
signal. There is a threshold
setting on the menu bar which can be used to lighten or darken the
image to get the best result possible. Grabbing drawn images using a
camera doesn`t give the best results. Flatbed scanners are much
better but you may be able to get acceptable results if you use a
rostrum camera setup with carefully adjusted lighting to evenly
illuminate the drawings. A period of trial and error will probably be
necessary.
From version
3.1.0.3 of the Tapptoons Animation Studio there is an audible signal every time you capture a
frame (if your soundcard is switched on, of course). This can be
turned off if you find it annoying but it is a good indication that
the process has worked. The Beep menu
is as below
Also introduced at the
same time is an Automatic
Grab system that can be
set using the Auto
Timer Menu shown
below
This will grab a frame at
the specified interval until you click on Auto Timer Stop or close the Close Window menu item.
The camera grab facility
can, of course, be used to create puppet films and, if the bottom
level is used for the camera action, drawn levels can be added on top
and merged together. Titles can be added using the text tool of the
drawing section.
The Tapptoons Animation Studio has provision for drawing animation
directly into the project. For this you would choose the
Drawing option on the Choose
Image
Source form.
There are options to
control the Line Colour and
Fill Colour, tools include
Filled Rectangle, Ellipse,
Frame Rectangle, and Rounded Rectangle, with facilities to add blur, graduated fills and text. Every time you choose a new colour to use
as a fill it is added to the on-screen palette (which can be hidden
if it covers an area you wish to work on). For easy changes of colour
fill, simply by clicking on the required colour.
*** If you want to fill an area with a colour remember
to left-click the Colour
Fill toolbar option
first if you`ve been using another tool
beforehand or if it`s your first task after opening the
Draw Frames
Form.
Navigation of the frames
is done by either using the scrollbar at the bottom of the screen or
the Next Frame or Previous
Frame buttons at the top
of the form. There is an undo button and the user can revert to the
original scan if required. When drawing animation there is the option
to use Onion
Skins, a term used in
computer animation to describe the facility which enables you to see
the previous frame of animation in a semi-transparent form whilst you
draw the next frame. The options are to see the previous, following
or both animation frames. As of version 1.9.0.38 of the
Animation
Studio you can also choose
the option to view one of the other animation levels and either the
previous animation frame or the next animation frame on the level you
are drawing whilst you draw or modify the current frame.
Sometimes there are gaps
in the lines of scans and these need to be filled in if the colour
spills out into surrounding areas of the image. To fill in the gaps
there is a Fill Gaps
menu choice which will
bring up the Fill Gaps Form. normal resolution scans are presented a
double their normal size, high resolution bitmaps are presented
same-size. If you fins that an area of a frame is difficult to fill
due its small size there is also a menu button that magnifies the
image, making it easier to hit the right spot with the cursor. If you
need to erase a line of a scan or drawing (useful for removing also
any dust marks picked up by the scanner) there is an Erase menu item which allows you to do this. And if you`ve
erased something you then decide you wnat back at a later date there
is a Alter Image >
Original Scan menu item
which takes you back to the original scan image without any added
colour or other changes.
From version 2.0.1.3 of
the programme there is also a facility to alter the colour balance of
an image either for a single chosen frame or a range of images on the
Dope Sheet. the Alter Image
> Colours menu option
takes you to this feature.
Should you decide that you
wish to change the colour of a particular object or part of a
character`s clothing or body part there is a facility to swap the
original colour for a new one and a choice of replacing that colour
either within just a single level of animation or throughout all the
levels of a scene. This procedure can be found on the Dope Sheet Edit Form after left-clicking on the Dope Sheet on a frame that contains the colour you wish to
change.
To add text to an image
the Draw Frames Form
had a special form of its
own with options for font, text colour, drop shadow and dropshadow
colour. The text provision is rather simple but can be used to build
up a sequence in which the text can move about the screen and grow
and shrink in size as required.
After your first batch of
scans the Dope Sheet details will be automatically saved to disc but
you can left-click on the
`Save Dope Sheet` menu button at any point if you wish.
The `Load Dope Sheet` menu button is used when you reload a project you
have previously worked on and saved.
A NOTE ABOUT
SCANNERS
The programme should work just fine with
most TWAIN based
scanners but this can`t be guaranteed. Make sure that your scanner,
if it is new, is working properly with the software supplied with it.
If you have yet to buy a flatbed scanner it would be wise to keep in
mind that some scanners take an infuriatingly long time to scan
anything! If possible, check before buying that it doesn`t have a
long warm-up time between scans. I believe that some scanners have a
`quick scan` feature which avoids this drawback but some are stuck
with long warm-ups primarily to get the illumination devices up to
the required colour temperature for colour scans and this is not
necessary when you`re scanning using the Line Art setting forscanning
drawings. It`s best to always use the Line
Art setting with the Tapptoons software. The scans
are always saved in 24bit colour format even if scanned using the
Line Art
setting. If you own or can find an Epson Perfection 1670 A4 scanner
then I`m fairly sure you won`t have this warm-up problem because
that`s the one I`ve been using lately, it`s fast and reliable.
Hopefully, more recent Epson models have kept the same
working approach.
A NOTE ABOUT VIDEO
CAMERAS
At present I can`t give a
list of capture cards that the Animation Studio will work with satisfactorily. For early testing
purposes I used an analogue Videologic Captivator PCI card (which utilises a Brooktree
chipset) and this worked very well but this card is no longer
available.
If you have an old
Brooktree
Bt848 card that doesn`t
work with your present system due to driver problems, have a look at
this website with updated WDM
drivers...CLICK
HERE
****
Recent tests with the
Pinnacle PCTV Rave
PCI capture card worked
fine using its own WDM
drivers and the Firewire/USB/WDM settings.
The original version of
the Miro DC10plus
card (which uses Motion-JPEG compression) also works with the Tapptoons Animation Studio but maybe not the more recent version
using the Pinnacle v8 or v9 software. I am unable to test all the
available capture cards and so I can`t guarantee that all
MJPEG cards will work..
The Creative Webcam Pro has Video For Windows drivers supplied with its software package and
DOES work with the Tapptoons Animation Studio version 3.0.0.1
and upwards. I know,
because I`ve used it.
Firewire or USB Digital
Cameras should work well
with the new Tapptoons
Animation Studio (version 3.0.0.1 onwards). I`ve used it with a Sony digital 8 camera and the digital drivers that come
with the Creative Webcam
Pro.
DIGITAL STILLS CAMERAS
Some digital stills
cameras, notably previous Fuji
models, were able to function as web-cams when connected to a PC
using the USB cable. This made it possible to use them for capturing
high quality frames directly into the Animation Studio programme.
Unfortunately this
facility doesn`t seem to exist with more recent models but this
needn`t stop you using a stills camera to capture animation frames.
Provided you fit a large memory card in the camera you should be able
to capture a large number of shots. Up to 101 images at 1600x1200
pixels or 497 images at 640x480 using a 64MB memory card in a
Fuji A360
camera.
When you`ve filled up the
available memory you can download the images into a folder on your
computer and then import them into the Tapptoons Animation Studio programme using the Import
Images facility. Once
the images are safely imported you can then erase the images from the
camera`s memory card and shoot some more.
********************************
The following is a step by step
introductory guide to using the software.
After installing the software
double-clicking the TapptoonsAnimationStudio4701.exe
file icon or selecting the .exe from the start menu will present you with
the first set of choices as shown below:
To start your first Tapptoons project you
only need to click on the `New Project`
button and you will be presented with the
next form.
It is necessary for the software to create
a unique folder for each project. This form prompts you to choose a
drive letter and/or directory name and a project folder name in the
lower edit box.
Having chosen your project names,click on
the `Continue` button and you will see the next options screen:
This screen asks you to decide the final
screen size of your animation. The default is always to the smaller
standard frame size used by computer video i.e. 384 pixels x 288
pixels for European PAL
standard or the NTSC 320 pixels x 240 pixels size used in North & South America and
Japan. Line
standards for television vary throughout the world for various
political and technical reasons but the actual image dimensions split
broadly into two camps: 625 or 525 lines of vertical definition. Not
all the lines are used for for picture information so that in North
America`s NTSC
system the actual working size can be 640 (horizontal definition) x
480 lines (vertical definition) and for European and Australasian
PAL systems you
can use 720 x 540 (or 768 x 576 if PAL DVD is the ultimate
destination for your animation project). If you choose one or the
other for your initial project the programme will default to
whichever you have chosen the next time you start up the programme.
As NTSC does not lend itself easily
to a 16:9 format the option of widescreen production has been
left as 960 x 540 or 1024 x 576. This can be converted to
anamorphic or
letterboxed 720
x 480 or 640 x
480 resolutions at the avi building stage.
Introduced with the 2004 update of the
Animation Studio
are four new screen resolutions. A widescreen High Definition TV choice at
1920 x 1080 16:9 format and three choices of 1.5:1 format to make it
easier for those using digital still cameras to capture frames in
what used to be the standard 35mm stills format.
All bitmaps used with the Tapptoons Animation Studio are
24bit full colour format. It is important, however, that all scans
should be made using the LINE
ART setting of the flatbed scanner, to
ensure pure white backgrounds for transparency purposes when
merging levels.
The line colour itself can be altered later and, once set, all future
scans for a particular scene will be converted to the chosen line
colour.
Clicking the `Continue` button will bring you
the Main Scanning and Editing
Form:
On this screen you may need to select the
scanner you wish to use by clicking the menu item `Scan Source` which gives
you:
This screen, which will contain the name
of your own scanner TWAIN source and any other TWAIN-based imaging
device.
Normally Windows would select the scanner
installed on your system without you needing to select it manually
but it`s necessary sometimes to have this facility. Some video
cameras made for web-cam use can also use a TWAIN interface.
Tapptoons is a 32-bit programme so
select a 32-bit option if a choice is offered, click the name to
hi-lite it in blue and click `Select` and you will be back to the
main screen.
Some Webcams come with
TWAIN drivers,
too, as shown above with the Creative
Webcam Pro. You may well be able to use
those to capture images.
A complete video picture is presented to
the tv viewers`eyes 25 times per second (30 with the NTSC system). At the cinema you
will see 24 individual frames per second. Animation rarely needs so
many drawings per second and 12 is plenty for the average tv cartoon
each drawing appearing for two frames of film (although panning
backgrounds look better at 24 or 25 (or 30!) drawings per second, one
drawing for each frame of film or tv frame).
Sometimes it`s necessary to mix these
rates so the scanner can be set to fill in 2, 3 or 4 dope sheet
`cells` with a single scanned image. The playback speed can be set to 24
or 25 frames per second and the `frame repeat` option set to
`Doubles` if you`re working on a 12 drawings per second basis.
First Click on the `Play Speed` menu button:
Click on the `12
fps` option button,then click
`Continue`:
Then click on the `Scan Rate` menu button:
Click on the
`Doubles` option, then click
`Continue`:
Count the number of drawings you need to
scan and enter a number in the edit-box shown above (a default of 1
is normal but you can enter any number you require up to 9,999!) You
have the option to make the programme show a confirmation box before
each scan asking if you wish to cancel the process if you find that
you have set a wrong number for the total scans or set the wrong
prefix for the scan. There is a check box on the Scanning Details form:
If you check the `Don`t Show scan cancel message box` then the Message Box doesn`t show, however, the programme
will want to scan the number of images in the `Total Scans` label on the above
form and won`t let you interrupt it. The only way to stop the cycle
is to press Escape and you may be left with a blank frame (which you can
replace by usinf the Scan A
Replacement function). So it`s best to
prepare in advance and count up those drawings or leave the box
unchecked. The reason for this option is that the whole scanning
process is much quicker and far less tedious in left-clicking terms
if the scanner automatically moves on to the next scan. If you have a
lot of drawings to do the repetitive nature on multiple mouse clicks
can become a bit of a chore. On finishing the scanning operation the
total number of scans will be shown in the `Total Scans` label.
If you`re using an A4 scanner the images
you scan will be orientated in portrait format and will probably need
to be rotated 90 degrees clockwise or anticlockwise, depending on
which side of the scanner you have attached the animation pegbar. The
`Rotate Images`
check-box is ticked by default. If the images need to be rotated in
the opposite direction to the default setting then click on the
`Check to
Rotate Image Clockwise` check-box to the right of the `Rotate` box.
Put the first of your drawings on the
scanner surface and click the `Create
Images` button.
If all is well and your scanner is
installed properly the scanner`s own TWAIN software interface should
be presented to your monitor screen,with scanning options. For a full
12-field (roughly A4 size) drawing choose a resolution of
144 pixels per
inch and scan in LINE ART mode. This ensures a good clean black and white image. For
tv there`s no real need to scan at a higher resolution unless you
need to scan a smaller area of the drawing (For example, a 6 field
scan could be done at 288 pixels, resulting in the same definition of
detail ) or if you wish to create Tracks
and Pans within a scene in which case you
will also need to check the Use High
Resolution Scans checkbox. A preview scan
is usually available to allow you to set the brightness and select an
area of the drawing to scan. It`s best to have a layout drawing of
the animation scene for the first preview scan with a frame
indicating the `camera` area required (see the above section
Traditional
Animation Conventions
for info on this subject
).
The scanner will scan the drawing, rotate
the image if required, save it to the hard drive and enter the image
number into the first dopesheet `cell`, then present you with the
scanner interface again for the next scan. Most software will
preserve the resolution, selected area and brightness settings for
the next scan but NOT ALL
WILL. If the scanner defaults to different
settings you will have to reset them to match all your scans together
or accept the
defaults for every scan you do. The important thing is that all the
scans are the same for the series of drawings.
In between scans you will see an image
presented on the Main Scanning and Editing
Form. It will always be the image scanned
before the current scan (i.e.always a bit behind ) but it`s nothing
to be concerned about. The scans will all be done in the correct
order and entered into the Dope
Sheet likewise.
The above screenshot shows the mainform of
the Animation Studio using all the ten `levels`. The prefixes above the
dopesheet levels can be changed from their defaults of A to K if
desired. It may be best to keep to just using a single letter for a
prefix as the columns are not very wide.
When you have scanned in all of your
drawings you can look at the resulting animation by clicking on
`Play Selected Level`. The level is selected by clicking in the `Select Level` button above the
appropriate dope sheet column. To stop the playback or to examine the
animation frame by frame click on the `Pause` button and a scroll bar
will appear beneath the playback image. Click `Stop Play` to end the
playback.
As of version 2.0.1.1 of the
Tapptoons Animation Studio special `Playback` bitmaps are generated
when working at an image size of 640x480 or larger to improve the
playback of the animation on slower computers. These bitmaps will not
be used in the production of final work but should enable computers
to play back the animation at the correct speeds. If you want to play
back the full size images there is a menu option on the
Main Scanning and Editing
Form which enables you to switch the
option on or off.
These small bitmaps are compressed as
JPEGs when the programme is closed down and decompressed when you
start up your project next time. Should you decide to delete these
bitmaps to save hard drive space you can restore them at a later date
using the menu option `Restore Playback
Bitmaps`. The bitmaps are stored in
several folders marked `Line
Test`. (Be carefull not to delete any
other folders or bitmaps that you might need for your
project!)
If you still find that your machine has
trouble running the animation at the correct speed you can always try
the Skip Frame
option also on the Playback menu
This means that the replay will advance
two frames at each frame change. It can be switched off by clicking
on the same menu option again. When set there is a tick mark against
the menu option.
On the Main
Scanning and Editing Form you can set the
playback to begin at a frame you choose by selecting Play From Chosen Frame on the
Playback menu.
This is useful if you want to study a section from a long scene. When
not selected the playback will begin with frame number one on the
Dope Sheet.
If the final
image resolution is more than 512 pixels
wide and the Reduced BMP
Play option has not been chosen, the
playback will occur on a seperate panel which comes up automatically
when you click on Play Selected
Level or Play
Merged Levels. It`s necessary to click on
the `Stop`
button to regain access to the other programme controls again or to
restart normal playback.
To examine the Dope Sheet contents on a frame
by frame basis, click on the dope sheet number you wish to see first
and use the `Next Frame` and `Previous
Frame` buttons on the Dope Sheet Edit Form:
The image you have chosen is shown in the
form window. To look at the animation frame by frame, use the
Previous Frame and Next Frame buttons below the image to advance or reverse the selection
up & down the dope sheet sequence.
This form also gives you the editing
options. Frames can be deleted, duplicated, replace, renamed (use
with care! If the playback features can`t find a certain cell the
programme may crash) Images already scanned can be selected from the
file list by selecting `Add Cel From Scan
File` selecting the images from the list
the presented to you:
and imported into the dope sheet, flipped
horizontally or vertically, imported in normal or reverse order.
Bitmaps created in other programmes can be imported into the
Animation Studio
and will be re-sized to the chosen format and converted to 24 bit
colour, if necessary.
Copies of scans already done are shown in
the list on the righthand side of the form. You can insert any of
these into the dopesheet location you have chosen by selecting the
frame (or a selection of frames) with the left mouse button.
You can scan a replacement image if you
aren`t happy with the one you find in a given Dope Sheet location. Click on
the Scan A Replacement checkbox on the Dope Sheet Edit
Form then click DoIt and you will see the form
below
If you want to replace a sequence of scans
you must select them in the box on the right of the form then click
on the Defined Range... button. If you just wish to replace a single scan then
simply click Continue.
If you have another level of animation to
scan,click in the Dope
Sheet cell where you wish the first scan
of the sequence to be inserted and click on the `Start Scanning From This Point`
button,then click on `Do it!`
Count the number of drawings you wish to
scan and enter the number into the box shown above, then click the
`Create Images` button and follow the process as before with the first
level. When all the scans are done you can preview the animation on
either level by selecting the `Select
Level` buttons above the Dope Sheet column required. Both
levels can be combined and viewed together by clicking on the
`Merge Animation Levels` menu button:
An on-screen message will tell you when
the levels have been merged, and then click on the `Play Merged Animation` button:
The merged levels images are saved in the
`Merged Levels`directory in the Project
Directory you created at the beginning of
the project. You only need to merged them again if you change the
contents of the Dope Sheet through editing or scanning in new drawings onto the same
or new levels.
*********
MERGING LEVELS - HOW IT
WORKS


The first image above could be either the first
level or a background, for this example we will say it is on the
bottom level or level A. The second image to the right will be on the
second animation level, that is to say it is above the first image.
The second image features a pure white background. White is the
default transparent colour when using the Tapptoons Animation
Studio. The
image below shows the result when you click on the LevelAction>Merge Levels menu
choice.

As long as they have pure white background colour
all of the ten levels of animation can be merged together this
way.

An alternative way of merging levels together is
used when a certain degree of transparency is required. This can be
used for lighting effects, ghostly effects or when the degree of
transparency needs to change over the course of a scene. The image on
the left below is a gradient lighting effect which will be on the
level above the second image. This will be processed to be
semi-transparent
using the Create
Transparent Levels feature in the
Scene Menu on
the Main Scanning and Editing
Page. The result is shown in the right
hand image below.



For further information about semi-transparent
levels CLICK
HERE
**************
Images from previous projects or sequences
can be loaded into your current project.
If you want to build a particularly
complicated scene that requires more than the basic ten levels of
animation you can create your first ten levels in one scene, merge
the levels together then re-import the merged bitmaps on to
ONE level of a
New Scene and
then add a further NINE levels to the animation. If that is still not enough
levels you can repeat the process by merging the new set of levels
together a importing the merged bitmaps produced into yet another
New Scene.
Take into account that the image ratio should be the same
for both image sources. If you left-click on the main form
Dope Sheet where
you want to place an imported image you will get the `What Would You Like to Do...` form and at the bottom of the list is the `Import Bitmap Images` choice.
Click this and then click the `Do
It!` button and you will get this
form:
Left-click the top button which will have
a caption 'Choose AVI file' or 'Choose BMP
File' depending on which option you have
chosen from the Dope Sheet Edit Form. This will bring up a file import dialogue for you to
choose the bitmaps or AVI files you want. You can select one file or
selected a series by left-clicking and dragging the mouse cursor down
the list. When you`ve chosen your files click on the next button down
and the files will be listed in the right hand window. If, when
importing bitmaps, you want to select more from another directory you
can do so by repeating the process and the extra files will be added
to bottom of the first batch. If you make a mistake you can clear the
right hand window by clicking on `Clear
List`. AVI files can only be imported one
at a time. When you`ve made your choices click `Done` and the bitmaps will be
imported into the project and their numbers entered into the main
form Dope Sheet.
From version 1.14.0.43 of the Tapptoons Animation Studio (Sept
3rd 2002 onwards) it is possible to import JPEG, WMF, EMF and ICON images as well as normal bitmaps but it isn`t usually
possible to make compressed formats like
JPEGs transparent to enable these images
to be merged with other levels of animation, therefore, only import
JPEGs if you are
putting them on the lowest animation level and only if you don`t
intend to use a background with the animation scene.
The same restriction applies to
AVI files that
have been compressed. Uncompressed
AVIs with a pure white background will be
transparent when imported onto Dope
Sheet levels but compressed
AVIs will not
be. Again, use them only on the lowest Dope
Sheet levels.
Imported AVI
frames can have their original frame
number or their new Dope
Sheet cel number printed in the top left
corner of the imported image if you find it useful. This can be done
by choosing the desired option from the Options menu tab. the size of
the printed text can be chosen using the Text Size menu option.
If you decide the last Dope Sheet editing action was a
mistake, click on the Undo menu button :
This gives you the option of undoing the
last action or reverting to the original Dope Sheet since the last save.
From version 3.3.0.3 the Tapptoons
Animation Studio saves up to
50 steps of undo
after which it reverts to zero and starts saving again. Previous
versions of the programme could only undo back by one step.
ADDING COLOUR TO THE SCANS
If you find that colour spills out of the
areas you intended to colour there is also a menu choice called
`Fill Gaps`
which enables you to fill in the gaps in the drawings which occur
when the scanner doesn`t quite manage to pick up the pencil line. Try
to make the drawn lines you use nice and bold then you shouldn`t have
much need for filling in. Unwanted spots and speckles on the scanned
images can be removed using the `Erase` menu choice.
Once again it is
important to point out that for best results it is necessary to scan
in LINE ART mode.
Select the first
Dope Sheet cell of the column and choose
`Modify Current Frame`
and you will be presented
with this form:
Click on the
`Choose
Colour` button to bring up
the colour dialog.
Choose your colour and
click in the area of the image you wish to fill. If you don`t like
the result click on `Undo
Fill` and choose another
shade. If there`s a colour already on an image that you want to use
again click on`Pick Colour
From Image`and the next
click will fill an area with that colour. To move to the next frame
of the sequence & level click on `Next Frame` and the next frame on the Dope Sheet
will show. Any colours that you have used so far will be showing
below the image as a pallette from which you can choose a colour for
further use by left-clicking it. Should you decide you want to change
a frame you can return to it by clickin `Previous Frame` as many times as is necessary to reach the image you
want.
When you`ve coloured in
all your levels you can merge the levels together and play them back
together. (The usual warnings apply that the playback speed may not
be accurate) Make sure you select the highest level of the set using
the `Select Level`
radio buttons above the
Dope Sheet so that all the levels will be merged. The
transparent colour of each level is set to pure white (RGB
255,255,255) which is another good reason to use only the
LINE ART setting on your scanner so that you won`t
end up with a background colour on the scans that is other than pure
white. When you`ve selected the level just click on the
`Merge Levels`
button and wait until the
messagebox tells you it`s finished merging, then click on
`Play Merged
Levels` and after a few
moments whirring & clicking a playback of sorts should show. This
will be adequate to see that the levels have been properly merged
together. Good playback at the proper speed will probably require
that you transfer the frames to the AVI builder section as described
below.
The levels can be played
back seperately using the `Play Current Level`, selected as before by clicking on the dope sheet
column required.
REDUCING THE SIZE OF
INDIVIDUAL IMAGES
If you want an object or
character to recede into the distance from close-up to the 'camera'
then it`s best to draw the object to almost fill the frame and then
reduce that image down. If only one drawing is required you can scan
it into the programme and make multiple copies of it using the
Duplicate Frame(s) with New
Numbers facility on the
Dope Sheet Editing
Form. Click the image on
the Dope
Sheet, select the
Duplicate Frame(s) with New
Numbers button and enter
the number of frames required into the How Many
Frames? box, then click on the Do It! button.
The duplicates will be
made and numbered in sequence following on from the last number and
prefix used in the selected Dope Sheet
column.
Select the second of the
sequence of drawings on the Dope Sheet
then select Modify Current
Frame on the
Dope Sheet Edit
Form, the click on the
Do It! button. This will take you to the Draw
Frames Form and your first choice of frame will be displayed there.
Go to the Reduce
menu item and select the 95% option
on the menu list.
The programme will then
reduce the image to 95% of its former size. Click on the
Next Frame button on the tool bar to bring up the
next image, return to the Reduce
menu and choose the 90%
option. Repeat this sequence of events until you`ve done the 5% copy
then playback the sequence. Your object or character should recede
smoothly into the distance and almost disappear. You can set any
percentage between 1% and 99% using the Custom
menu option to get the precise speed that you want.
ROTATING INDIVIDUAL IMAGES
If you simply need to flip an image upside
down or make a back-to-front mirror image this can be achieved from
the Main Scanning and Editing
Form through the Image menu which has both these
choices. You can also select the image you want on the
Dope Sheet and
click on Flip Image on the Dope Sheet
Editing Form
which will bring up a new form offering
you the options of changing a single image or a whole series of
images from the current Dope
Sheet level.
Rotating images is
probably best left until after the images have been coloured but
BEFORE other processes such as Level Moves or adding Weather Effects (unless you want to make the snow and rain swirl
around, of course!) Characters or objects on the images also need to
be kept well within the frame.
If you want to rotate images at angle
other than 180 degrees then finer control is offered from the
Draw Frames Form
which is accessed via the Dope Sheet
Edit Form and selecting the
Modify Current Frame option then clicking the Do
It! button.
From the Draw
Frames Form menu bar select
Rotate and one
of the options in the sub-menu as shown below....
The submenu is arranged to rotate images
in 30 degree steps with a 10 degree and 350 degree `cushioning`
option at the bottom of the list. Using the scroll bar below the
current image
displayed you can move through the current Dope Sheet level making your way
down or up the rotate menu list to achieve a smooth rotation within a
sequence. The rotation is always counter-clockwise. If you change
your mind about rotating a image just click the Undo button on the
Toolbar.
To choose a specific angle of rotation
choose the Custom option on the Rotate menu list and this will
bring up the small form below.
The Spin
Edit box can be used to choose any angle
between 1 and 359 degrees of counter-clockwise rotation. Then
click on the Continue button and the image will be rotated.
The seperate levels of animation can be
moved relative to one another by using the Create a Level
Move menu
option on the Level Action menu Main Scanning and Editing
Form.
The same basic form and facilties are used
to create moving backgrounds and to combine them with the action.
first you will need to create a background. The Background Specifications Form will pop up if you select the Background...create menu option
from the top of the Main Scanning Form. This form provides a shortcut
method of choosing either a continuously moving horizontal or
vertical background shape or a non-moving background of various
shapes and sizes. Note that there are restrictions on the sizes of
these backgrounds. Normal resolution backgrounds can be up to 4x the
final image height or width but High Resolution backgrounds (used if
panning or tracking shots will be required) are restricted in size to
a maximum of 2x the width or 2x height of the final image width or
height depending on the Final Image Height and Width chosen for the
project.
Click on Continue when you have chosen
the size and shape of your background and you will be take to the
Draw Frames Form previously seen for drawing animation frames.
Bitmaps can be loaded into this form. If
you have chosen to build a continuous background of 4x the
width of your final image the bitmap load dialog will show four times
and the bitmaps lined up together on the screen. Likewise, 4x
vertical bitmaps will be shown running down the screen at the left.
If you wish to scan drawings onto the background layout the scanner
will run through a cycle of 4 scans and line them up on the screen.
The background should be saved to the scene`s Backgrounds folder which will
have been created automatically. To edit the background it is
necessary, if the background is a continuous type, to exit this form
then click on Backgrounds...Edit
on the Main Form menu. Then you will be
returned to the Draw Frames Form
and can load the background again, this
time it will be full size and you will need to scroll left and right
or up and down to access the areas you wish to work on. When you`ve
completed the background to your satisfaction, save it to file and it
will become the Current Background. Then Exit the Draw Frames Form. To create a
moving
background with its other elements you
need to choose Backgrounds...Combine
from the Main Form menu.
The Tapptoons
Animation Studio has a facility to add
snow and rain effects ether to individual levels or merged levels.
The Snow and Rain Effects form builds up a weather
effects sequence on a solid colour
background. A lot of hard drive space may be required for this. The
rain and snow effects begin gradually and build up to either a light,
moderate or heavy snowfall or rainfall (or both) as you require. when
you have built the sequence you can choose the start and finish
points of the effects and choose which level(s) to combine the
effects with, using the background colour as the transparent
colour.
Ghost effects and fade-in and fade-out
effects for superimposed titles can be created with the
Create Semi-Tranparent Object
form which is reached via the Main Form
Scene.....Create Transparent Levels
menu item.
Thumbnail images of the chosen current
Dope Sheet row
(if none is chosen number one will be the default) are displayed
across the top of the form and the levels that a required to be
transparent are chosen by left-clicking the images. Shown below, the
lowest level and level two have been chosen. This means that the
background will be solid and all levels above level two (if there are
any images on these levels) will be solid, the two chosen levels are
set to 50% transparency. The effect can be previewed using the button
marked, not surprisingly, Preview
and, if the effect is not as desired there
is a Reset button. To fade an image object in and out it is necessary
to select the start and finish frames for the effect using the frames
scrollbar.
1. First select the levels you wish to be
transparent.
2. Select a transparency level. Zero makes
the image invisible, 16 is 50% transparency and 32 is opaque. Preview
the effect if you wish.
3. To fade an object in, set the start
frame, set the transparency level at zero then click on
Frame Set.
4. Click on the arrow at the far right of
the frame scrollbar to advance the frame by 1. Set the next
transparency level, up or down as required, then click again on
Frame Set
5. Repeat these actions until you reach
the frame and transparency level on which you want to
finish. This
will set the level for the rest of the sequence or to the next frame
on which you choose to recommence the transparency changes.
6. When you`ve chosen your settings click
on Create Finished Scene and the programme will create a new Finished Scene, replacing any
previous ones.
One of the final stages for production
with the Tapptoons Animation
Studio will be to introduce camera tracks
and pans into the scene. To avoid getting very rough edges to your
drawings any scenes that require camera tracks must be created using
High Resolution bitmaps. This option has to be taken right at the start of
the scene before
any scans or drawings have been done. Video camera grabs are not
really suitable for high resolution work because of the line
structure of the video image. Moving in closer to a video grab will
just begin to look very pixelated. That said, it`s your movie you are
making so do as you like!
To start the process you
need to click on the frame where you want the track in or out to
begin. To create a track and pan for a selected level use the Level
Action - Track and Pan menu option on the Main Editing Form form.
To create a Track and Pan
for a Finished
Scene go to the
Main Form >
Scene menu and select
Create Track And Pan
Moves......
and you will get this form:
Four scrollbars control the choice of
current frame, the horizontal movement, vertical movement and in or
out frame size.
1. Select a frame to start your camera
move on.
2. If the framing is okay, click
Set start Frame if it`s not as you want it, use the scrollbars to move the
blue frame in or out, west or east, north or south until it`s how you
want it to be then click on Set Start
Frame.
3. Move the frame scroll bar along to the
frame on which you wish the track and/or pan to end. Then move the
blue frame to the position you require and click on the same button
which now carries the label Set Stop
Frame.
4. If all the other elements of your
current scene are completed you can check the Create Finished Scene checkbox.
If you want the background to blur as the camera moves in, check the
Blur Background checkbox.
5. Click on Create Sequence and the
programme will create the images required. If you have created one or
more Semi-Transparent layers for the scene you will be prompted to
choose if they should be included when producing a Finished Scene. If you click
"YES" when prompted the transparent layers will be used with the
track and pan settings, along with any moving or static background
which is currently designated as the Current Background.
ADDING SOUND
There is a fairly basic facility to add a
soundtrack to a project to acertain the accuracy of lip-sync
dialogue. Load a .wav sound file by click on the `Sound' menu button on the
Main Editing and Scanning
Form (top right corner) then click the
'Load WAV File'
option and you will see a file load window to locate your chosen
sound file. You may have to add or subtract a few frames here and
there from the beginning of the sequence to sync it all up when
played back but it should be near enough to be useful. The track
always will start with the click on the `Play selected Level`
or `Play Merged
Level` buttons so it will be the
Dope Sheet you
need to alter.
If you find the playback of the sound
track is annoying you can mute the track using the Play Without Sound
option.
Version 1.1.0.39 of the Tapptoons Animation Studio was
the first version to include sound recording facilities.
These are reached via the Sound menu choice
'Record WAV File' and will bring up the Wave
Recording Form.
You can only record sound files using the
PCM Wave format.
There is no provision for compressing sound files but there is a
choice of stereo or mono, 8 or 16 bit quality and frequency setting.
The default recording length (in frames) is taken from the length of
the scene you are currently editing but it can be altered using the
Spin Edit Box in
the top right hand corner. You must, of course, have a
soundcard fitted
to your computer or on-board sound facilities.
Click on the Record button to begin the
recording, choose or enter a file name in the Save As dialog box that will
show first. The process will run to the required length or until you
click the Stop
button. At the end of the recording a panel of playback buttons will
show for you to play back your recording.
When you have finished your recording and
click on the Exit button and a Message
Dialog will ask if you wish to make the
recording the soundtrack of the current scene.
CREATING AVIs
FROM THE PROJECT
The Tapptoons Animation Studio uses the Video For Windows libraries within
the Windows operating system to create AVI files. This means that
there is a 2GB size limit to video files. For this reason it is
essential to use video compression when creating the AVI files of
your completed scenes or completed movie if it is to run more than
one or two minutes!
For the highest quality
and smallest files I recommend the Indeo Iv5
codec(Sadly not available with Windows 7).The programme will offer
you a choice of codecs when you build your AVI file. Many codecs are
supplied with the Windows operating system.
When creating a feature-length movie
you will probably need to assemble the finished scenes or sequences
created in Tapptoons by using a third party video editing programme
that can encode the final movie in MPEG2 or an MPEG4 format for
transfer to DVD or BluRay discs. Corel`s Ulead VideoStudio, Pinnacle
Studio or Sony Vegas software should all be able to use your
Tapptoons files.
When you have finished
your editing you will find a menu choice on the main screen of the
Animation Studio with the label AVI. If
you left click the AVI menu
button you will be presented with this screen:
You can choose to create
an AVI from any selected level in your project or
from the Merged Levels
or from a list of
Finished
Scenes if you have created
any for your project.
At this point you can
decide if you want to use anti-aliasing to smooth out the images.
Select a level of processing from the Anti-Alias Level menu option. You may need to experiment with the
levels to find the one you like.
There are also options to
include weather effects and/or level moves or to exclude them by just
using the Selected Level
option.
You select one option from
the screen.Click on Continue.
If you have chosen to
create an AVI from
Finished
Scenes you will go to the
Finished Scene Editing
Form to choose which
scenes to include.
After choosing the scenes
you want to use left click on the Build AVI
button and the transitions will be processed (followed by any
Anti-Aliasing if required) before moving to the AVI Builder Form.
#
If you are making an
AVI from a single selected level or from
Merged
Levels and you are using
the Anti-Aliasing
option the programme will
process the images first before moving on to the next stage with the
AVI Builder
Form below:
If your project is using
16:9 widescreen or 1.5:1 ratio the AVI Builder Form version below will show:
The bitmaps to be made
into an AVI will appear in the listbox on the left of
the form. There are options available to choose the colour depth of
an uncompressed avi. 1 bit, 2 colour, 4 bit 16 colours, 8 bit 256
colours and 24 bit full colour options are available. Settings other
than 24bit may produce unwanted colour effects but do reduce the size
of the finished AVI. They
are not suitable at all if there are any bitmaps with gradient fills
of any kind included in the animation. All colour can be removed by
using the Convert to
Greyscale option and
widescreen animation can be rendered either as an anamorphic image or centred within a frame as a letterboxed image.
From version 1.10.0.39 of
the Tapptoons Animation
Studio you can add
soundtracks to the AVIs of
individual scenes. The default track will be the one you may have
used for editing purposes but you can choose a different .wav file
using the Add
Soundfile button
provided(only uncompressed
PCM wave files are supported). If you want to exclude the soundtrack just check
the No
Soundtrack check box.
At present the programme
will not mix and assemble the tracks from a sequence of seperate
scenes into one track to make an combined AVI of
Finished
Scenes but a seperate
track can be added that will run the full length of a
sequence.
For a more detailed
helpfile on building AVIs CLICK
HERE
CREATING A NEW
SCENE
When you`re ready to move
on to a new scene you can create one by clicking on the
Scene....Create New
Scene menu button:
You will be prompted to
enter a new scene name. It`s important to keep the same running speed
and screen shape so you won`t be offered any options to change those
settings. Remember to use the Frames Per Scan menu setting to set the frames per scan mode.
You can choose to create
your new scene using High
Resolution bitmaps if you
think you will need to include any track and pan moves. This would be chosen when you create your
first animation images for the new scene the option presented to you
on the Scanning
Details form.
If you need to return to a
previously created scene there is a menu option for that as
well:
DELETING A
SCENE
If you want to get rid of
a scene and all its bitmaps, open the scene in the programme and use
the Scene>Delete Current Scene menu option.
The Choose Scene Form
should now show itself and you have a choice to make
If you want to delete the
current scene and then close the programme, just click on
the Close Programme
button. If you want to open
another scene (if there are any others on the list) then select the
scene you want to open on the list with the left mouse button and
then click the Continue
button. If you want to delete the current
scene and start a new one, check the Create a New Scene check box, then
click the Continue
button. If you have changed your mind about deleting the current scene, just click
the Cancel button.
EDITING A SEQUENCE OF
FINISHED SCENES
From version 1.13.0.42 of
the Tapptoons Animation
Studio there is a new
feature which enables you to make a final edit on a sequence of
Finished
Scenes. These scenes must
have already been constructed within the Project
and a Final Running
Order established. Any
fades and mixes added to the sequence will be included in this
process during which you can duplicate frames or delete them to fine
tune your animation. All the scenes are loaded into the
Bottom
Level of the
Dope Sheet and the process begins by clicking on the
Edit Finished
Movie menu item:
The edited movie can be
viewed using the Play
Selected Level button.
When you have finished your editing use the Create AVI
menu item to make the finished AVI. The
Dope Sheet from this process is not saved on
exit.
If you`re happy with your
animation project you can save the dopesheet by clicking on
`Save
Dopesheet`. On exiting the
programme click on the `Exit` button on the Main Scanning and Editing Form and click on `Save Settings` when prompted by the Data Save form. When you next
startup the Tapptoons
Animation Studio programme and get this screen:
To open a previously
created Project left-click the Project you require on the list then
left-click the Continue
button. To find a Project
not displayed in the list left-click on the File menu
item and a dialogue box will open and you can choose the
directory of the Project then click OK:
then click `Continue` on the next form and the chosen project will be
loaded.
The chosen project`s dope
sheet and all its settings will be reloaded. You can then add new
scans to your project and edit the dopesheet as required.
I will be adding to this
helpfile on a regular basis.
This version has been
updated on the 15th August
2006.
ADAPTEC AVC-2000
2D ANIMATION
SOFTWARE
PENCIL TEST AND LINE TEST
SOFTWARE
MIRO DC10 PLUS
PINNACLE RAVE PCTV
BROOKTREE bt848