BASIC SCANNING &
EDITING
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 the normal standard tv system works at a frame rate
of 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
standard tv system works at 25 frames per second. In this case you
would be advised to set the project frame rate to 25 but you could
also use 12 frames per second then duplicate all the frames which
would give you an effective 24 frames per second running speed which
you could alter to 25 without any real problem although you may need
to do some editing to re-synch any sound effects and lip synch.
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.
When you start up the
Tapptoons Animation
Studio you will first be
asked to create a Project
Directory in which all the
important files for your project will be kept. Then you will be
prompted for a Scene
Name for your first scene.
After that it`s time to start scanning, capturing or drawing the
animation frames you`ll be using. We`ll start with the
Scanning option.
By default, the scanning
operation will begin with the bottom level but you can choose which
level will be used by clicking on the button above the dope sheet
level you want to use before clicking on the Create Images button.
All through the helpfiles
and the programme this will be referred to as the Selected Level. In the boxes above the level choice buttons there
are prefix letters to use with the images. You can either use the
defaults or substitute your own. It`s best to keep the prefix to
ONE letter because the columns of the
Dope Sheet are of a fixed width and suit a prefix
plus four digits.
You can also preset the
number of scans you want to make in the box provided. If you`re not
sure how many scans you`ll need you will be able to choose an option
that asks you if you want to cancel the scan before each cycle of the
scanning operation. If you don`t set a number it will default to 1
scan.
You can choose how many
dope sheet entries are made for each scan. If you`re using 12
drawings to the second but want the movie to run at 24 frames per
second then you need to select `Scan on Doubles` using the Scan Rate
menu choice.
You can now press the
Create Images
button
This will bring up the
Choose Image
Source form as
below
Choose the Flatbed Scanner option, if it isn`t already checked, then click the
Continue button.....
The Scanning Details Form will appear showing the details set for the
scanning operation. Note that on this example the High Resolution checkbox is greyed out. If your scene is a new scene
this box will be available so that you can scan an image twice the
width and height of the finish movie size. This is to enable you to
track in on an image without losing image quality. You need to decide
before you begin a scene whether or not you will need to use track-in
shots. High
Resolution scans do use up
a lot of hard drive space. In fact, four times as much as a normal
resolution scan.
This form also gives you
the option of using the Cancel Scan message box which will come up after each scan to
ask if you want to cancel the scanning cycle. Check this box if
you`re not sure exactly how many scans you need to do. It`s only one
more mouse click per scan if you do use it. If you find yourself
needing to end the scan cycle but have not chosen to use the
Cancel Scan message box you can press the
Escape key between scans instead. when you`ve
made your choices, click on the Continue button.
The programme should
connect with your scanner`s TWAIN
driver and bring up the interface associated with your scanner
software. Always set the scanner to use the Line Art
setting (it may called Black and White with some software) because you`ll need a pure white
background in order to add colour and mix animation levels at a later
stage. Select a scanning resolution of at least 144 pixels per inch
for normal resolution work. You may need to experiment with different
settings in order to get the best results.
******
It`s a good idea, when
drawing your animation on paper for later scanning into the system,
to use a sheet of punched animation paper to create a Field Guide. This is a frame within which your can draw your
animation and can be used to set up the area that the scanner will
use. If you then need to re-scan any of your drawings for a
particular scene at a later date, you can use the Field Guide to set up the scanning area exactly as you had it
originally. This makes it unnecessary to re-scan an entire scene just
to change a few drawings.
******
THE DRAWING
OPTION
If you choose the
Drawing option you will again go through the
Scanning
Details stage in which you
will be asked if you wish to use Onion Skins whilst drawing your animation. The Onion Skin
process enables you to see the previous frame in pale colours whilst
drawing the current frame. This enables you to judge the direction an
object is taking or the space between the various stages of movement
much more easily. As of version 1.9.0.38 of the Tapptoons Animation Studio you can also choose to see another level
of the animation project as well as either the previous frame or next
frame of the current animation level you are working on. These
options are accessed through the Onion Skins menu item at the top of the Draw Frames Form shown below. You can change the option you are using
at any time. The default chosen at the Scanning Details stage is to show both previous and next animation
frames but you don`t have to keep to that choice.
When creating a new
sequence of animation frames it is best to use the Next Frame button on the toolbar to move forward in the
sequence. The Scroll
Bar at the bottom of the
screen on the Draw Frames
Form will only move the
sequence forward on Dope
Sheet cell per click which
is okay if you are animating on singles
but not if you are animating on doubles, trebles or quads.
There is a choice of the
usual type of basic shapes you can use for drawing such as
Ellipses or Rectangles
with square or rounded corners, filled or as a frame. You can also
draw straight lines or freehand lines using the mouse or a drawing tablet. For freehand drawing select the Free Draw item on the draw tools bar
The Draw Options menu button gives you a choice for line behaviour.
To avoid gaps in any drawn shapes using the freehand method you can
select the Join
Line option in the
Draw
Options menu
The MultiImage and Psychadelik options are of little practical use. Combined with
the various shapes and colour fills you might get some weird and
wonderful effects and that`s really all they are there for.
The Line Colour toolbar option allows you to change the colour of
the line you get whilst drawing! Sounds like a statement of the
obvious and so it is.
The Fill Colour toolbar option brings up a colour dialog box that
enables you to choose the colour you can use to fill shapes. You can
also choose a colour from the colour palette at the bottom of the screen which has a basic
palette plus any colours you have already used. Simply left-click the
colour you require. If the colour palette is obscuring part of the image you want to work on it
can be hidden by using the Palette
menu item to hid or restore it. Colour can also be selected from part
of the current image by using the Pick Colour menu item. Use the left mouse
button to get the colour you want from the image.
*** 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.
Gradient
Fills can be applied using
the Grad
Fills toolbar option. The
effect of gradient fills can be very pleasing but a bit tricky to
apply with animation frames unless it`s a static image. A degree of
experimentation may be necessary.
The Blur toolbar option will add a blurring effect to the
whole of the current image. Pressing more than once increases the
blurring effect. If you decide you don`t like it after you`ve applied
the blur just click on Undo to go
back to the original image.
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.
**************
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.
USING A
VIDEOCAMERA
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 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 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.......
You should then see this
message box asking you if you want to capture colour images or black
and white images.
If you click `yes` then
the grabs from the camera will be converted to black and white
LINE ART images as they would appear if scanned
using the LINE
ART settings. If you are
making a puppet film or other type of animation using a colour camera
just click on the `No` option and all the images will be saved as
24bit colour bitmaps.
Provided you have a video
camera that can connect to your computer by using either
Firewire, USB or a Video
Capture Card installed on
your computer and, if it`s an Analogue
video capture card system, that the card is compatible with the
Microsoft Windows MCI
interface used by the
Tapptoons Animation
Studio you should be
presented with Camera Frame
Grab Form as shown
below.
It`s necessary to
left-click the `Camera On`
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 or USB 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.
Although capture cards
like the Pinnacle PCTV
Rave are analogue based
devices, they use WDM
(Windows Driver Model) software for capture purposes. To use these
devices you need to use this Firewire, USB or WDM Digital Camera option and select the appropriate device
driver.
You will next be prompted
to click on the Continue
button....
The image from the camera
(remember to switch the camera on before using the programme!) will
be displayed on the form as shown below.
The image should update
automatically every few seconds with the Analogue Capture option but the Firewire, USB or WDM Digital Camera option uses a continuously updating
Overlay image.
The MCI system used by the Tapptoons Animation Linetester depends on the drivers that are supplied
with the analogue capture card. For this reason it may be necessary
to change the format used if you find the images are not captured
correctlly. Using the Format
menu on the Camera Frame
Grab Form you can choose
between 32bit or 24bit capture.
When capturing black and
white images you can adjust the relative brightness of the light and
dark parts of the image by changing the Threshold
setting, available using the Threshold
menu.
To grab a frame you just
click the Grab
Frame button! If you don`t
like the result click on Redo. If,
at a later time, you want to change a sequence, individual frames or
whole lists of frames can be replaced with new captures using the
Replace
Scan option on the
Dope Sheet Edit
Form.
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 click on the Close Capture Window menu item.
Captured images can be
flipped Horizontally or Vertically using the Flip Image menu as shown above. Remember to click on the
Flip Image
Cancel option if you want
to go back to normal capture.
When you`ve finished
grabbing the frames you need close the Video Capture window and
disconnect the Video Camera drivers by clicking on the
Close Capture
Window menu option which
will take you back to the Main Scanning and Editing Form.
THE DOPE SHEET EDIT
FORM
The Dope Sheet Edit Form will appear when you click on a
Dope Sheet entry on the Main Scanning and Editing Form.
COPY CELL
When editing a new project
the form will appear with the Copy Cell
option set. This option can be used to copy one or more
Dope Sheet entries to anywhere else on the
Dope Sheet. You can select one entry or left-click
and drag the mouse down the Dope Sheet
to select multiple entries. Then click on the Do It! button and the details will be copied. Click again
on the Dope
Sheet on the cell where
you want the copied information to be pasted. On the Dope Sheet Edit Form select either Insert Paste Cell (which will insert the info between any existing
entries, moving the lower cells down the Dope Sheet) or Paste
Replace which will replace
any existing entries from the chosen point.
MODIFY CURRENT
FRAME
This option will bring up
the Draw Frames form as shown below. This form contains many menus
and buttons which alter the chosen image as you wish. Most of the
controls are the same as described in the previous section on
Drawing.
FLIP IMAGE
The Flip Image option brings up a form, when you click
Do it!, that gives you the choice of flipping an
image horizontally or vertically and the choice of flipping the one
chosen image or a whole list of images that have been scanned or
grabbed for the scene. To flip a list of images you need to select
the options and then select the images you require from the list box
that automatically lists all images in the scene. Then click on the
Continue button.
DELETING
FRAMES
If you want to delete one
frame select the cell on the Dope Sheet
with a single click. To select multiple frames either left-click and
hold the mouse on the first frame then drag the mouse down the Dope
Sheet to the last of your chosen frames or you can
select the start frame then enter a number in the How many frames? box to the right of the form. Select the
Delete
Frame(s) option button on
the Dope Sheet Edit
Form then click the
Do it! button at the top right of the
Dope Sheet Edit
Form.
DUPLICATING
FRAMES
To duplicate a frame,
select the Duplicate
Frame(s) option and enter
a number in the How many
frames? box to set how
many duplicates are required of EACH of
the selected frames. Use the mouse to select either one or multiple
frames on the Dope
Sheet then click the
Do it! button.
If you want to make
duplicate copies of one particular image but wish to give the
duplicates different numbers so you can process them individually (to
rotate or reduce, for instance) this can be done with the
Duplicate Frame(s) with New
Numbers option. Select the
single cell on the Dope
Sheet then click the
Do It! button. The duplicates will be given the
current prefix for that Dope Sheet
level and the numbers will follow on from the last number used on
that level. (It`s a good idea to stick with the same prefix
previously used on any particular level)
START SCANNING FROM
THIS POINT
If you need to start
scanning or drawing from a specific point on the Dope Sheet click on the cell you want to start on (this can be
an exisitng image if you like, this chosen image and all the
Dope Sheet entries below it will be automatically
moved down the Dope
Sheet and the new images
slotted in between) then select the Start Scanning From This Point button on the Dope Sheet Edit Form, then left-click the Do It!
button. You will then see a form that gives you option to change the
prefix to be used and the number to be used. The defaults in the
boxes are the current prefix for that level and the next number in
the sequence for that level. When you click the Continue button you will go to the Choose Image Source option form to select whether you want to use a
scanner, video camera or to draw the new frames.
ADD CEL FROM SCAN
FILE
Images that have already
been scanned, captured, drawn or imported into your project will
appear in the list box of the Add Cels From File Form. Select the point on the Dope Sheet
where you want to insert existing images. The Add Cel From Scan
File option on the
Dope Sheet Edit
Form will lead you to this
form when you left-click the Do It!
button:
As with other similar
processes from the Dope
Sheet Edit Form there are
options to flip images vertically or horizontally and to put them in
the Dope
Sheet in reverse order.
Images can be selected one at a time or as a group from the list
which will contain all the images created so far for the scene. Click
on the Continue
button when you`ve made your choices and the images will be processed
and entered onto the Dope
Sheet. If the project is
set to scan on Doubles
two copies of each chosen image will be inserted into the
Dope Sheet. Likewise, if set for Threes then three copies will be inserted and four if the
project is set for Fours.
SCAN A
REPLACEMENT
Individual images or a
series of images can be replaced using the scanner or the video
camera grab facility using the Scan A Replacement option on the Dope
Sheet Edit
Form. Clicking
Do it! brings up this form :
The images already created
for the scene are listed automatically in the list box on the right
of the form. To replace a range of images select the appropriate
button then use the left mouse button to select the image numbers by
clicking and dragging down the list. Clicking Continue starts the scanning process or the Video Camera Grab process if the Use Video Camera check box is checked. This option does not apply
when drawing animation frames.
*************
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.
REPLACE SELECTED
COLOURS
The Replace Selected Colours option can enable you to choose a colour
from an image on the Dope
Sheet and replace that
particular colour on all images in the selected Dope Sheet level or throughout a entire scene with another that
you can choose using a colour dialogue box from within the form shown
below:
This Colour Model Control Form is also used to establish the colour
scheme for objects or characters used in a scene or a Project.
To select the colour you
want to replace first go to the Colour
menu item and left-click the Pick Colour From Image option. Then, within the image on the screen,
left-click on the colour you want to replace and the label above the
image will indicate the code number of the colour selected. Then go
to the Replace
Colours menu item
The Replace Colours menu option allows you to replace a particular
colour on a selected level or throughout all the scene`s
Dope Sheet levels. This process can take a lot of
time if there are many images to process.
Then left-click the
Replace
Colours button at the
lower right of the form. When the process has finished, left-click on
the Return To Colour
Fill button.
IMPORT BITMAP
IMAGES and IMPORT AVI FILES
The Import Bitmap Images option brings up a form that enables you
to choose images from any drive or directory on your computer and
import them into the scene you are creating. This form is also used
to import frames from an AVI file using the Import AVI Frames option on the Dope Sheet Edit Form. Images can be imported in reverse order to the
selection from the list box, flipped horizontally or vertically or
both and, with AVI files, you can select the frames imported using
the Start
Frame and Finish Frame boxes. When you`ve made your selections just click
on Done to fill the Dope Sheet
with the chosen images. The entries in the dope sheet will follow on
from the numbers that are already there. If there are already images
numbered up to A0006 then the imported images will be numbered
starting at A0007 onwards. If there are no entries in a chosen column
the numbers will start at A0001 if the prefix box shows an
`A`.
Remember that AVI files
are often compressed and that the frames created by importing these
files are unlikely to have a pure white background and therefore will
not be suitable for merging with other levels because the Tapptoons
Animation Studio uses pure white as a transparent colour for merging
levels. It`s a good idea to restrict AVI imports to the bottom level
of the animation project.
Uncompressed AVIs with
pure white backgrounds should be no problem.
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 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.
REPLACE WITH BLANK
and INSERT BLANK FRAMES(S)
Images can be replaced
with Blanks using the Replace With Blank option on the Dope Sheet Edit Form.
With Insert Blank Frame(s) you can enter either one blank (the default
option) or multiple blank frames by entering the number of frames you
want in the How many
frames? box. The insert
will start on the chosen Dope Sheet
position and all the entries that may be below that point will be
moved down and the Dope
Sheet length extended to accomodate them
all.
MODIFY MERGED
LEVELS
This option will only be
available if you have merged the Dope Sheet
levels. It will allow you to change the images as you wish using the
Draw Frames
Form as you would do using
the Modify Current
Frame option.
RENAME AN IMAGE
AS
The Rename An Image As option does just that. Type the new prefix
and number into the box next to the option then click the
Do it! button.
AFTER CREATING YOUR
ANIMATION FRAMES
If you have created one
level of animation and don`t need any further levels in your project
you can make any chosen level into a Finished Scene by using the Level Action menu to select Create A Finished Scene. This will convert the images used in the chosen
level to individual frames (any re-used drawings are given their own
individual number) for use when assembling several scenes from your
project into a sequence of scenes. The original bitmaps are deleted
to save hard drive space but can be restored if required by clicking
on the Dope
Sheet level concerned and
the programme will ask you if you want to restore the original
bitmaps. If you click "Yes" they will be restored and you can re-edit
the scene if you wish.
Return
to the Tapptoons Animation Studio Helpfile