page 61------------------------------ZOETROPE TUTORIAL III: CELL ANIMATION beginning at frame #1 as an overlay. Once it's in, move to frame #5, and load it again; then move to frame #9, and load it again. So, now we have an animation of 21 frames, but only the first 12 contain our fishies, so let's get rid of the rest. You already know how to do this: adjust the Segment Range Bar in the Time menu to cover frames #13 - #21, select To Segment as the frame mode, then press [Del]. Answer the requester with a 'Yes', and they're gone. Now that we've shown the concept of creating empty frames and merging animations with Under or Over, let's demonstrate the easy way to do it. Kill the entier animation, then reload FISH.RIF in Normal mode. Now, click on Splice and load it two more times. Now we're moving! Okay, back to the Time menu, adjust the Segment Range to cover frames #3 through #9, and leave the frame mode at To Segment. Return to the Load/Save menu, and load MONALISA as an underlay. You guessed it, ZOETROPE loads the background to frames #3 to #9. Before you go on, click the frame mode back to To Frame. It's always a good idea to keep the frame mode in To Frame to avoid accidentallyi changing a whole range of frames. Remember, there's no undo on a range change. It's also a good idea to place the Load option back to Normal after you're through with overlays or underlays. (By the way, overlay and underlay have no effect on Saves.) What else can we do in the Load/Save menu? Well, a couple of options we'll just mention. The .col file is nothing more than a color palette. If you have a particluar color palette you like, save it as a .col file. Load a .col file to change the palette in memory. The .win file is used to save or load clip buffers. It will also load Delux Paint Brush files. Let's try a clip file. Move to a frame that has both the fish and the background. Let's put a small portion of the screen in the clip buffer; press [~] (just above [Tab], same as selecting Cut), and clip out the fish's head, along with some of the background. Paste the clipped image elsewhere on the screen to confirm the contents o of the clip buffer. Now, return to the Load/Save menu, select .win, and Save. When the file selector comes up, enter the filename: FISHHEAD in the File field, and press [Return]. As with all ZOETROPE file save operations, the .win extender will automatically be added. page 62------------------------------ZOETROPE TUTORIAL III: CELL ANIMATION What we've just done is save only the conents of the cli buffer to a disk file for later access. Before we load it back in, let's change the contents of the cli buffer so we can be sure of the effect. Simplyi clip out another portion of the screen, then Move the clip buffer to be sure that it's different than the segment we just saved. Now, select Load (Over and Under have no effect on .win or .col functions), and choose FISHHEAD.WIN from the file selector box. When the drive stops turning, go back to the workscreen, and select Move to view the cli buffer contents. There's our old fish head, and it's back in its original location. We'll talk about .APM in the APM f/x tutorial, following. How about Ppatch? atch is a sophisticated disk I/O function that lets you load, edit, then save - all to the same file - sub-segments of .rif files. You should never use it without first backing up the .rif file that you're editing. To be especially safe, place yor backed-up .rif file on a blank disk with plenty of room. There should be plenty of room on the data disk we've been working on. On your ZOETROPE data disk is a .rif file called MRBLOB.RIF, which was created by Steve Segal. Before using it, copy it to your own data disk. There are several ways you can do this. You could Quit ZOETROPE to the Workbench and use the CLI Copy function to transfer the file from one disk to another. Or, you could select Pause from the Menu, which will freeze ZOETROPE and place you in the Workbench were you could use CLI to copy the file. (To return to ZOETROPE from the Workbench, either click on the front-to-back icon in the upper-right of the screen, or drag the Workbench screen down, then select Yes to 'Restore Zoetrope'.) Or you could load the file into memory, switch disk paths (or disks), then save the animation to the new disk. We'll describe the third method in detail. Place your ZOETROPE data disk in whichever drive you've been using for it, and load MRBLOB.RIF. Once the entire animation is in memory, swap the ZOETROPE data disk with your working data disk, then save the file. Youu are now ready to proceed. Play the entire animation so you're familiar with it, and note the total number of frames. We'll be patching in frames #5 - #12, to begin with. All right, Kill the entire animation in memory, then click on Patch in the Load/Save menu - the Patch sub-menu appears. The top three page 63------------------------------ZOETROPE TUTORIAL III: CELL ANIMATION All right, Kill the entire animation in memory, then click on Patch in the Load/Save menu - the Patch sub-menu appears. The top three slider bars let us determine which portion of the .rif file we want to load. Adjust the Start slider to 5 (frame #5 is where we want to begin); adjust the Frames slider to 7 (we're going to load 7 frames, starting at frame #5); adjust the KBytes slider to about 200 (more than enough). Click on Load Patch, select the MRBLOB.RIF file to load, and ZOETROPE will lace only frames #5 - #12 in memory. The frame counter, however, will reflect the actual number of frames (#1 - #7). Once it's loaded, take a look at the animation. You can see that you're art way into the animation, and only a portion of the animation is in memory. Now, let's do some quick editing. Select Cut from the Clip menu and cut out some distinct portion of the picture. (It doesn't matter which frame, the cliped part should be about two inches square.) Select To All as the Frame Mode, Rotate from the Clip menu, place the mouse cursor jst outside the lower-right corner of the clip box, and drag/rotate the clip image to abot 350 degrees. Release the mouse btton and right click. A requester asks yo if yo know what you're doing. Sure, why not. Okay, play yor newly edited animation. Before continuing, don't forget to return to To Frame mode. Now, bring up the Patch menu, (click on Patch in the Load/Save menu) and click on Save. ZOETROPE will go through some disk I/O operations, and politely inform you of its progress. When finished, your edited segment will have been inserted into the old file. Right- click to return to the Load/Save menu, then Load MRBLOB.RIF again. Play the whole animation, and there's your new stuff smack in the middle of the animation. Let's go on aand examine that last visual effect - the Tween. page 64------------------------------ZOETROPE TUTORIAL III: CELL ANIMATION TWEENING Tween got its name from the early days of animated cartoons. Typically, a master animator at one of the major motion picture studios - Walt Disney, MGM, or Warner Brothers - would draw only the primary positions of a figure. The expert artist would draw Mickey Mouse with his arm outstretched, then draw him with his arm bent up at the elbow, then draw him point at the ski. These three drawings represented the major movements of the figure. The artist would then let an apprentice animator take over to draw the 'tweens' - the frames in-between Mickey's arm movements. In ZOETROPE, Tween works much the same way. When active, Tween takes the beginning and end positions of your cut or clip buffer contents and copies th emovements sequentially across your frames - either your entire animation sequence (if you've select To All) or a specific ranges of frames (if you've selected To Segment). Tween works with the Paste, Rotate and Stretch functions from the Clip menu, and virtually all the image movement features in the APM f/x menu. It also affects various of the Pixel f/x, Color f/x, and Palette functions. (We'll be demonstrating these in a later tutorial.) Let's take another look at the special effect we did above. We'll test Tween with Rotate. Kill any animation that may be in memory, select a large brush, a bright color, and draw the first initial of your first name in the center of your screen, about two inches tall. Clip the initial (press [Tab]), Clear the workscreen, then press [Return] to create 11 empty frames. Finally, set the frames mode to To All (a). Now, go back to the Clip menu and select Rotate. As you do, you'll see your clip buffer appear, with your initial sitting inside. Place your cursor above the cli box, hold down the left mouse button, and drag the cursor around the cli box (it can be either clockwise or counter- clockwise). This will rotate the clip box about its X axis, in increments of 22.5 degrees. When you return ot spot you originally started from (the top), release the mouse btton, then right-click. A requester will appear, asking: 'Do it over all frames?' Select Yes. When yo select Yes, you'll see your initial being copied across all the frames of your animation sequence. Tween is taking the incremental movements from the Rotate command and spreading them across your entire animation sequence. (If you had selected a range of frames with page 65------------------------------ZOETROPE TUTORIAL III: CELL ANIMATION the To Segment command, Tween wouldhave spread, sequentially, the movements across that range.) Now, play this forward. You'll see the letter rotating of its own accord. You can also experiment with Tween and Paste, allowing yo to quicklyi move an image across your screen. Select Paste from the Clip menu and drag the clip image to one corner of the screen. A requester will appear, saying: 'Do it over all frames?' Click on Yes. You'll see your clip box copied from its original position, moving from its starting position to its ending position across all the frames of your animation sequence. Click on the Forward Play button to see the results. You should be rewarded with your object moving across the screen. Note that the previous Rotation had no effect on the original clip image, and it didn't matter which frame we started the Paste-drag from because we were in To All frame mode. Agaoin, if you had selected a range of frames wiht the To Segment command, Tween would have spread, sequentially, the movements across that range. What happens if we turn Tween off? Simple: the only image pasted is the one at the end of themovement. Let's look. Select Move and reosition your image elsewhere on the screen. Now, turn Tween off (from the Time menu), select Rotate, and rotate the image to nay number of degrees. Release the image, answer Yes to the requester, and watch the results. The image is pasted to each frame, but only in its last rotated position. Turn tween back on, and take a look at the second row of the Time menu. To the right of the More box is the Animation Speed Control Bar, which allows you to increase or decrease the laying speed of your animations. The Reference Section offers comlete details of what the number in the slider bar stands for. For our puroses, all we need to know is the higher number, the slower the animation. Set the animation speed control at 2, its fastest speed, then return to the main menu and play your moving initial animation. Try some higher numbers (slower speeds). page 66------------------------------ZOETROPE TUTORIAL III: CELL ANIMATION Try this: Set the frame mode to To Segment, and the Segment Range Bar to, say, frames #4 through #7. Now play your animation. Because only the frames within the Segment Range Bar are played, this can be very handy for creating a worksace while editing an animation. You can create any number of 'junk' work frames before or after your animation segment in whcih to create cli images, then only play back the segment containing your animation. Yet one more trick. Reverse the direction of the Segment Range Bar so that the diamond is point to the left, and the bar covers all frames of the animation. Now, enter the Load/Save menu, make sure you're in To Segment mode, and save the file (call it RETRO.RIF, or something). Next, change the frame mode to To Frame, and load RETRO.RIF. lay it back and you'llnotce it plays backward! (Actually, it's playing forward. It was saved backward.) Before you continue with the next tutorial, Kill the current animation, reset the seed to 4, and make sure the frame mode is at To Frame. page 67------------------------------ZOETROPE TUTORIAL IV: APM F/X ZOETROPE TUTORIAL IV: APM F/X ZOETROPE's most powerful feature is the APM f/x (effects) menu. With it, you can easily animate cliped images, or entire animation sequences, creating complex, layered animations in minutes. The APM (Antic Pixel Mover) contains tools very similar to those found in sophisticated, $100,000 workstations - such as the Mirage, the Quantel Paintbox, the the Abakus DDR. You can enlarge images, shrink them, rotate them about multiple axes, and make them follow elaborate, twisting paths. Select APM f/x from the Menu drop-down and examine the menu that appears. It might look a little daunting, at first, but it's really very easy to use. The APM f/x menu has many features and otions for you to choose from, some of which we've already covered in detail, such as the Playback Bar in the top row, and the Segment Range Bar on the second row. Before we can use the APM menu, we need an image. Either a static image from the clip buffer, or an animation sequence. If you haven't already, Kill any animation in memory and make sure that you're in To Frame mode. Select a bright color (like red) and select the large square page 68------------------------------ZOETROPE TUTORIAL IV: APM F/X brush from the brush menu. Now, turn off Filled from the Modes men, and select Box from the Draw menu. Place the square cursor toward the upper-left ortion of the workscreen, and drag it to the lower- right to create an index-card-size frame (about 3"x5"). Now, go to Menu, click on Set Font, and select a big font. Return to the main menu screen and select Text from the Draw menu, then go to your workscreen. Choose a different bright color if you wish, then place your cursor where yo want your text to start (say, in the center, a little to the left) and left-click. Type in your initials in the center of the screen. When you're finished, go up to the Clip menu, and clip your entire workscreen, saving it in your clip buffer. This will be our examle APM screen. We don't plan on erasing our creation, but why not save the cli buffer to disk. Remember how? Click on .win in the Load/Save menu, then click on Save, and give it any filename you like. Okay, select Clear Pic, and we're ready to go to town. TURNS Select APM f/x (or press [A]) to bring up the APM f/x menu. The first thing we're going to do in the APM is a simple turn. You can accomplish a similar effect with the Rotate function, but the APM menu allows you finer control over your images. Once the APM f/x menuu appears, press [Return] on your keyboard, which will add 10 blank frames to your work area. If they aren't already active, select All and Tween (at the far right of the APM menu, in the upper-right corner). When the APM f/x menu first apears, the word Turn is highlighted (if not, click on it). To the right, and below it is the word Turns. As we'll see, selecting different words in the Turn, Size, Move, Path column affects what is displayed to the right. Don't confuse the singular word Turn with the plural Turns. When Turn is selected, you are in a 'Turn mode', and may adjust the Center, Axiss, and Turns. The plural Turns is the number of Turns. Move your cursor to the slider bar below the words 'Full Turns' and click once on the arrow point left. The number in the slider bar should read -1, which means one turn in a clockwise direction. page 69------------------------------ZOETROPE TUTORIAL IV: APM F/X Turn (singular) allows you to control exactlyi how you want the contents of your cut buffer or your entire animation sequence to rotate. With Turn, you can set arbitrary rotation axes by using the slider bars on the left half of the APM f/x menu. Turn lets you arbitrarily set the Center (of rotation) of your animation, the Axis (X-,Y- and Z-coordinates, or the three-dimensional positioning of your work on the ZOETROPE screen), and the number of Turns (gross rotational movement, either full or partial turns about the animation's center). After setting your Turns, click on Preview in the upper-left of the APM f/x menu. You'llnotice a full-screen wire-frame outline of your clip box rotating clockwise about the Z axis (the clip buffer's center) across your range of 11 frames. As you can see, when you select Preview (after setting the APM motion controls) it will activate a wire-frame rendition of how the AM will move your animation based on the current APM settings. If you have not set any of the motion controls, the Preview function will show a stationary box sitting on yor workscreen. Now, let's render our animation. Move your cursor over to Render and left-click. Answer Yes to the requester and you'll see your clip box appearing and disapearing as ZOETROPE renders it across the 11 frames you have allocated (your first frame, plus the 10 frames you appended). Render actually creates the final APM version of yor animation, drawing it on all frames indicated by the frame mode settings. (APM f/x are usually used over a range of frames for animation effects. However, they can also be effective in To Frame mode, when youu want to use the flexibility of the APM functions to manipulate a clipped imate - or screen - before pasting it to the single frame.) NOTE: You can Undo a Render To Frame, but you cannot Undo a Render To All or To Segment. You can, however, aboart a multiple- frame Render by pressing any key on your keyboard, or by holding down the right mouse button. A requester will appear, asking if you want to abort the Render. Left-click on Yes or No. Now, return to the main menu screen and play your animation. You'll see an 11-frame animation of your clip box rotation, full-screen. page 70------------------------------ZOETROPE TUTORIAL IV: APM F/X This rotation is an examle of the simplest, easiest way to manipulate an image in the APM f/x menu. AXIS OPERATIONS Before you return to the APM menu, clear all frames with the Clear ic command in the Frames menu. (Don't use the Delete Pic command, unless you want to create 10 more frames.) Since you are in To all mode, a requester will apear, asking if you want to do it (clear) to all frames. Select Yes, the contents of every frame will be erased, then when your workspace is clear, return to the APM menu. Now, we're going to do something similar to the last movement, but we're going to add a twist. Click on Axis in the APM f/x menu and you'll see three slider boxes appear on the right, with designator boxes beneath them. Axis lets you set which plane your clip box or screen will rotate about. The top slider bar sets the X or horizontal axis, the middle slider bar sets the Y or vertical axis, and the bottom slider sets the Z or depth axis. You can set the Axes with the three slider bars on the right of the AM f/x menu. The three Axis sliders together represent a vector, or 3-D location in space, about which yor artwork will be rotating. Altering a single axis value will not make a discernable change in rotation, but altering two or three axes will produce interesting multi-axis rotations. Experiment with the axis sliders individually. We've already seen the Z rotation. Select the X box at the bottom left, then select Preview. You'll see the wire-frame clip box rotating around the X axis. Now, select the Y box (bottom center) and then select Preview. You'll see the wire-frame clip box spinning about the Y axis. Now that you've previewed the three single-axis rotations, let's look at a double axis rotation. Click on the Y box (if you aren't set there already), then drag the X axis slider (the top one) to a setting of 100. Now, select Preview and take a look. As you can see, yor clip box is now spinning about two axes in a multi-axis rotation. Select Render and view the completed animation. The rotation now has a diagonal vector since you've added one axis to another. page 71------------------------------ZOETROPE TUTORIAL IV: APM F/X CENTER Now we're going to explore the Center option. First, clear out your animation with the Clear Pic option from the Frame menu, then go back to the APM and click on the Y axis (which zeros the other two axes). Select Center and three new slider bars will appear to the right. Again, from the top down, the three sliders represent the X, Y, and Z axes. This time, they represent the setting for the center of rotation. We're using the same coordinate system, where X and Y are at zero in the upper-left corner of the screen, and X increases with movement to the right, while Y increases with movement downward. The Z axis remains at zero at the center of the screen, increases on movement outward, and decreases on movement inward. For purposes of this tutorial, we won't go into details about the coordinates. The Reference Section has a comlete description of the slider coordinates. Besides, there's an easier way to set the center. Without touching any of the axis slider bar settings, click on the Mouse XY box below them. A set of crosshairs and centerpoint coordinates will apear on your workscreen, along with a second cross indicating the current center position. Move the centeroint to the upper-left quadrant of your screen (50, 50, or so you don't have to be exact) - approximately an inch away from the left edge of your screen, then left-click to set the new centerpoint position. As you do, you'll be dropped back to the APM menu, where you'll see the new coordinates appearing in the slider bar indicator boxes. Go up to Preview and select it. You'll see your clip box rotating about the new centeroint - the one you just set manually with Mouse XY. After you've reviewed the movement, go u and select Render, and play the animation. When you're finished, clear out all your frames and return to the APM menu. Note: Selecting Default will set your center of rotation to be the center of the cli box (if you are in Clip mode) or the center of your screen (if you are in Sequence mode). page 72------------------------------ZOETROPE TUTORIAL IV: APM F/X SIZE Now we're going to exeriment with Size. Size allows you to shrink or expand your artwork, any or all of your frames. You can also select a specific vanishing point (Center) where you want your art to shrink to or expand from, and the Scale (the amount your artwork will shrink or expand.) First, left-click on Clear (and Yes in the requester) to clear out all of your APM settings, then select Size. As you do, two indicator boxes and two slider bars appear on the right side of the APM menu. The Reduce and the Enlarge indicators work the the Size Ratio box (the box with the number, under Scale, when Size is activiated). When you set a scale, the new size of your artowkr is equal to the Reduce factor divided by the Enlarge factor. In mathmetical terms,s Reduce and Enlarge are the numbers that indicate multiply and divisor factors for an image size, sch as your clip box. Reduce starts out at 100. If you move it down without altering the Enlarge settings, it will reduce your artwork. Enlarge starts out at 100. If you move it down without altering the Reduce setting, it will enlarge your artwork. Now, drag the Reduce slider to 50. As you alter the setting, you'll notice the numbers changing in the box beneath the Scale indicator. At 50, your clip box is now at .50, or 50 percent. Select Preview. Yo'll see your clip box shrink down across 11 frames until it's half its original size. Now we're going to try something a little different. Move your cursor up to Tween and toggle it off. Then select Preview. You'll see a stationary box. Now, select Render. As you do, you'll see your shrunken clip box reproduced on every frame of your animation. By first setting the Clip/Seq box to Seq, this is how you can shrink down entire animation sequences (necessary, sometimes, to conserve memory). Okay, let's try something else. Clear out all your frames and return to the APM menu. Toggle Tween back on, select Center, then select page 73------------------------------ZOETROPE TUTORIAL IV: APM F/X Mouse XY. lace your cursor and click in the upper-left area of your screen, about one inch from the left edge. Select Scale and make sure Reduce is still set at 50. Select review and, after you've seen how the effect is going to look, select Render. This illustrates several of the functions we've just covered. Not only can you shrink or enlarge your image, you can make it shrink or expand to a secific center or vanishing point. MOVE Here's a way to do scrolling wipes or moving titles with ZOETROPE. Select Clear, then select Move from the APM menu. Move lalows you to move your artwork in a straight path, from one point on your screen to another. The three slider bars that appear on the right side of the APM f/x menu allow you to set the Move coordinate points. Again, the bars adjust, from top to bottom, the X, Y, and Z azes. After you've selected Move, move the top slider all the way to the right, then select Preview. You'll see your cli box move off to the right across your 11 frames. Okay, slide the middle bar all the way to the right, Preview it. Now you know a nifty way to do a diagonal wipe. Onward! Clear your frames, go back and set the Y axis (the moddle bar) back to 0 and slide the Z axis (bottom bar) all the way to the right. review, and Render it. You see your image flying off in the distance and to one side. When you're finished, clear out your frames and return to the APM, then click on Clear to erase your previous settings. page 74------------------------------ZOETROPE TUTORIAL IV: APM F/X THE PATH OPTIONS The path options in ZOETROE allow you to move an image on a predetermined corse, or path, about your screen. Select Path, and four option buttons will appear in a column on the right side of the APM f/x menu. The first one we'll play with is Path of Points. this allows you to set a specific pathway on which you want to move your animation. First, we're going to have to eliminate our venerable initials box. It's served us nobly but we won't be needing it again. Return to the main screen, select a medium-sized brush fromthe Brush menu and draw a hollow box about an inch-and-a-half square. When you've finished drawing it, Clip it [Tab], Kill all frames, then press [Return] twice to make 21 blank frames. Return to the APM and select Path of Points. The full screen will appear with the cursor and your clip box. To define a path, move your cursor around on the screen and click your left mouse button to set each path point, connected by line segments. For this example, make apath going from one art of your screen to another (make it zig-zag) or else make it in the center area of your screen, starting at the bottom and working your way around, a rough diamond shae, say. Whatever your ath shape, lay down about half-a-dozen points. When your'e finished defining your ath, right-click to return to the APM f/x menu and then select Preview. When you do, you'll see your clip box image moving along the path, starting from its original position. When you move your artwork along this tye of ath, it will take the same amount of time to travel between each oint. Therefore, it will apear to travel faster between points thatare far apart, and more slowly between points that are close together. Try another Path of Points. this time, cluster several oints close together, followed by several widely spaced. review, then Render the results. Now, clear your frames and return to the APM menu. Select Clocked Samled Path. When you left-click again, you will see a small representation of a spinning clock face. The clock acts as a timer for page 75------------------------------ZOETROPE TUTORIAL IV: APM F/X you to se while setting your path oints. It runs as long as your animation sequence will run. This is a 'real time' path mode which you may use to plot your ath and imart a sense of 'rhythm' to your artwork movement. Try this. Select Clocked Samled Path, left-click again and, quickly, move your mouse (you don't need to hold the button). Preview the move before proceeding. Render it if you wish. To trace a Samled Path, hold down your leftmouse button and trace out the path you want by moving your mouse cursor. Each pixel reresents an individual path point. Keep in mond that if yo lay down many more points than you have frames available, your animation might be both fast and 'jittery'. When you release the left mouse button you will return to the APM. FIRST AND MOTION You can set your APM controls to perform a variety of wild movements and bizarre image transformations, then save your favorite APM settings to disk. Thus, you can load them at any time and use them with whatever yo have in your clip buffer. Clear all your APM settings. Place the ZOETROPE data disk in your drive, and bring up the Load/Save menu. Click on .APM, and select Load. Look for the file called ONE.APM, and load it into memory. Return to the APM f/x menu, and select Turn (to get out of the path menu). Now select Preview, and witness the effect of ONE.APM. The wire-frame rendition of your clip box starts out on one side of the screen, thengoes flying off to the far right, and off into the distance. Let's examine the APM settings we just loaded in. On the left-hand side of the menu, is a box labeled Motion. This is a toggle, click on it and it changes to First. Motion is the default setting, and First is the optional setting. If you are in Motion (as we have been all along) all of the special movement settings on the right half of the APM f/x menu will be exected over the course of your entire animation or specified range of frames. However, if yo are in First, all of the special movement page 76------------------------------ZOETROPE TUTORIAL IV: APM F/X settings on the right half of the APM f/x menu will be used to position only the first frame - a very fancy, very recise way of placing your clip buffer at a particular location, then before moving it across your screen. The first frame of ONE.APM is almost off-screen. Click on Motion to toggle it to First, then select Turn. Notice that on the first frame of our APM animation, the clip box has been rotated -117 degrees about its Y axis. Now, select Size. You'll notice that the clip box starts out at 1.00 - 100%, or normal size. Now, select Move. The X axis is at -115, or the far-left of the screen. The Y axis is 0, or normal - the image doesn't move up or down. The Z- (depth) axis is at -115, or receding into the screen. Click on First again to toggle back to Motion. Now you'll see that the image is moving to the right (+241 on the X axis). Select Size, and you'll see tha the animation is being reduced down to 10% of its original size. Now that you've explored these settings, you can better understand how that first frame was positioned, and why the animation looks the way it does. Render it and play it a few times. Afterwards, clear your frames, return to the APM and alter your settings. Add partial turns to the clip buffer, alter the angle and axis, but be careful - it's quite easy to make your images fly off-screen. When you're finished, clear your frames and then go to the main screen. CLIP AND SEQUENCE From the Load/Save menu, load the FOREMAN.RIF animation from your ZOETROPE data disk. After it hasfinished loading, select .apm from the Load/Save menu and Load the APM file called TWO.APM. Play FOREMAN.RIF again to remember what it's like, then return to the APM f/x menu. In the lower-left corner is a box labeled Clip. This is another toggle, like Motion/First. Click on it, and it changes to Seq. If you are in Clip mode, the motion settings inthe slider boxes on the right half of the APM f/x menu will be applied to the contents of yor clip buffer only. If you are in Seq(uence) mode, the motion settings in the slider boxes on the right half of the APM f/x menu will be applied to your entire animation sequence (either All or a Segment) on a frame-by-frame basis. page 77------------------------------ZOETROPE TUTORIAL IV: APM F/X The primary difference between Clip and Seqence is that, when in Clip mode, the APM will perform specified animation movements, or transformations, on stationary mages (what is in your clip buffer) while Sequence performs transformatioons on an already-existing animation. In Seq mode, you are APMing each frame of your animation sequentially, whereas in Clip Mode, you are APMing only the contents of your clip buffer. Make sure Seq is selected, then select Preview to examine the TWO.APM effect. Now, select Render. The animation will be copied across the entire range of frames, using the APM settings and replacing the existing frames. This takes a bit more time than a clip APM. After rendering the animation, play through it to see the final effect. As the final version illustrates, you can use Sequence to produce an additional layer of movement on alread-moving images (the animation segment filling your entire screen), an effect equivalent to a movie screen with images being projected on it spinning through space. Return to the APM menu, we've got one last thing to do. Click on Seq to toggle it back to Clip, then go to the Load/Save menu and load THREE.APM from your ZOETROPE data disk. After the settings have loaded, return to the APM menu and select Render. Don't even bother selecting Preview. When the rendering is finished, go to your main menu screen and play it. Surprise! You'd probably forgotten about that box you had sitting in your clip buffer. But ZOETROPE didn't - it rendered it on top of your existing animation, imparting a wild, multiplanar effect to your work. Play through this animation, then return to the APM menu and examine the motion settings, as you did before. The value of this latter effect can't be understated. Save whole libraries of full-screen animations on disk, then reload them using different APM settings each time to eventually create a storm of zipping, scrolling, moving images. page 78------------------------------ZOETROPE TUTORIAL V: COLOR F/X ZOETROPE TUTORIAL V: COLOR F/X Now that we've covered frame modes and tweening, let's see how they afect the ZOETROPE color system. Before we continue, we should restore the default of ZOETROPE palette. And there's a fast wayto do that: Kill any animation in memory and set the frame mode To Frame. Select Color f/x from the Color menu, note that the Normal box is highlighted. Drag both ends of the Color Range Bar (fourth row) to cover all the palette colors, then click on Render. Press the right mouse button to exit the Color f/x menu. All done. MULTIPLE PALETTES We mentioned in passing that ZOETROPE can have a different color palette for every frame in memory. In its simplest form, this means you can move to any frame and change the colors in the Palette menu without altering the colors in the other frames. This also means that any palette - or portion of a palette may be applied to another frame - or range of frames. (If you're rusty on color theory, take a look at the opening paragraphs in the Color portion of the Reference section before proceeding). Let's create a colorful screen so we can see the efects of or palette changes. Select the large square brush, turn on Cycle in the Color menu, select Airbrush, and splatter the entire screen with colors (leave some background showing). Finally, press [Return] twice to create 21 frames of the idential picture, each with identical