page 79------------------------------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 palettes. Go into the Time menu, set the Segment Range Bar to frames #5 through #10, and the frame mode To Segment. Move to Frame #5, enter the Palette menu, and alter several of the colors (using either the RGB or the HLS sliders). Exit the Palette menu and answer Yes to the requestor prompt. Reenter the Palette menu and move from frame to page 80------------------------------ZOETROPE TUTORIAL V: COLOR F/X frame. Notice that the frames covered by the frame mode have been changed. If you wish to change a color for an entire animation, you would set your frame mode To All. (Don't do it now!) As with all multiple- frame changes, there is no undo. Speaking of undo, when we first covered the Palette menu, we showed the difference between Restore in the Palette menu, and Restore in the Frame menu. As you'll recall, Palette Restore onlyworked on the color changes made while still in the Palette menu. Frame Restore, restored the changes no matter how many times we entered and exited the Palette menu. The face is, Frame Restore will erase all changes made to that frame since entering it. Thus, while in To Frame mode, you can make as many color changes as you wish, and move in and out of the Palette menu as much as you like, as long as you don't leave the frame. Once you leave the frame, all changes - including color- are set. Reenter the Palette menu from frame #5, and change some more colors. Again, make sure frame mode is To Segment. Let's say you've been laboring over just the right color palette when you accidentially press the right mouse button, or the [Space] bar (go ahead). A requestor asks you if you want to proceed. You don't want to alter that range of frames, so you answer No (click on No). A second requester asks if you want to ignore changes to the palette. You've spent too much time on them (click on No). You're back where you started. If you didn't care about the changes and just wanted to get back to the main screen, you could have answered Yes to the second requester. Remember Cut and Paste? From the Palette menu, set frame mode To Frame and move to frame #1. Drag the Color Range Bar to cover several colors, and clik on Cut. Now, to move to frame #7, and click on Paste. This is how you can move colors from one frame palette to another. Set frame mode To Segment, exit the Palette menu, and page 81------------------------------ZOETROPE TUTORIAL V: COLOR F/X answer Yes to the requester. You've just asted the colors to the range of frames. Notice that, when the frame mode is set to a multiple-frame range, the color changes do not take effect over the indicated ranges until you exit the Palette menu - although they do take effect immediately with the currently displayed frame. We have one more item to explore in the Palette menu: Use Clip. This replaces the colors in the currently displayed palette with those from the frame last accessed by the clip buffer. Move to frame #1, which contains the original palette without changes. Press [~}, and cut out any small portion of the screen. (It doesn't matter which colors are included in the cut). Now, move to one of the altered palettes (#5-#10). Enter the Palette menu and click on Use Clip. The palette is instantly changed to that of frame #1. COLOR F/X Select Color f/x from the Color menu, and examine the menu that appears. The Color f/x menu lets you manipulate your palette(s) to create special effects. Since it's closely related to the functions in the Palette menu, it's got the [@] symbol that you can click on to go directly to the Palette menu. The top four rows of the menu are the familiar Playback Bar, Segment Range Bar, Color Selection Bar, and Color Range Bar. The Color v/x menu is used in much the same way as the APM f/x menu. You choose your operationson the right section of the menu, then click on one of the three "action" items in the far left column. Preview lets you see the effect without permanently setting it; Render actually makes the changes; and Restore works the same as in the Palette menu - it's only good while in To Frame mode, before leaving the menu. Unlike the Palette menu, where multiple frame changes page 82------------------------------ZOETROPE TUTORIAL V: COLOR F/X occured upon exiting the menu, in the Color f/x menu, multiple frame changes only occur after clicking on Render. When you first arrive at the Color f/x menu, f/x is highlighted along with Normal. You'll remember, we used this earlier to restore the original ZOETROPE palette. That's the function of Normal: replace the current palette with the palette first displayed when ZOETROPE is booted. When f/x is highlighted, there are nine special color effects available in the boxes to the right. Click on Shift, and these boxes change to two slider bars; click on Fade, and they change once more. Okay, click on f/x again, and let's look at the effects. Kill any animation you might have in memory, make sure the frame mode is set To Frame, Tween is on, and the Color Range Bar is adjusted to cover all colors. From the Load/Save menu, load .pic file called DIGI.pic. Now, press [Return] a couple of times to make some copies of the picture. Activate the Color f/x menu and move to frame #2. (We'll keep frame #1 as our original.) You can see by looking at the Color Selection Bar, this picture used a different palette from the ZOETROPE default palette. Click on Normal (if it isn't already highlighted), then point to Preview, hold down the left mouse button, and observe the effect. Release the button, adjust the color Range bar to cover only a few colors and, this time, click on Render. Remember: only those colors within the Color Range Bar will be affected by the changes. Before going further, adjust the bar to cover all colors again. Move forward one frame, click on Inverse, then click and hold the button on Preview - just like a color film negative. All the color effects may be examined from Preview. But there are plenty of frames, so go ahead, Render one frame each of each of the nine color effects, then move thorugh the frames to compare the effects. Experiment with setting the Color Range Bar to a limited number of colors. Any of the effects may be accomplished over multiple frames, depending on the frame mode setting. (Tween, however, has no effect on these f/x options.) If you begin running out of frames, press [Return] to append more, before you change the palette of the last frame. Now, let's take a look at the options available from Fade. But first, we'll clean things up. Set the frame mode To Segment, and the page 83------------------------------ZOETROPE TUTORIAL V: COLOR F/X Segment Range Bar to cover all frames, except frame #1. Select delete from the Frame menu (or press [Del] and answer Yes ot the prompt. Press [Return] until you have some 20 copies of the frame #1 picture. Make sure Tween is on, and the frame mode is To Frame. Drag the Color Range Bar to cover all colors. Click on Fade. There are two options available from here - Tint and Blend. Tint will 'tint' all the colors in a selected range with the color you are using. This might be easier to se with the Normal palette, so move to frame #2, select f/x and Normal, Render it, then return to Fade. Adjust the Color Range Bar to cover the gree, yellow, orange, and red (color registers #10-#13). Select white as the drawing color. Adjust the Max Tinting slider bar to, say 60%, and click on Render. Examine the effect on the colors within the Color Range Bar. Try this. Click on Restore. Select the lightest color in the palette (white if it exists). Set Max Tinting to 100%, set the Color Range Bar to cover all colors, set the Segment Range Bar to cover frames #2-#10, set Frame Mode To Segment, make sure Tween is on, and click on Preview. Now, click on Render. While still in the Color f/x menu click on the play icon and watch the range of frames fade to white. You can use the same effect for fades to black - or to any other color. If Tween is off, all frames in the range will be tinted to the percent indicated by the Max Tinting slider bar. The Tint function is also handy when you need a palette for transparent shadowing. Play around with Tint over different frame segments. Try adjusting the Color Range Bar for different effects. Before going on to Blend, delete all frames except for frame #1, then clone it several times by pressing [Return]. Make sure the Color Range Bar is covering all colors. Tween has no effect on Blend, so its setting doesn't matter. Now, click on Blend. This funciton makes no use of the Max Tinting bar, so you can ignore its setting. Blend only works over a range of frames, so set the Segment Range Bar to cover frames #2-#15. Blend 'tweens' the colors, within the Color Range Bar, between those in the first frame palette, and those in the last frame palette - creating intermediate palettes in the frames in between. page 84------------------------------ZOETROPE TUTORIAL V: COLOR F/X To work, the end palette must be different from the start palette (or there would be nothing to blend). So, move to frame #15, click on f/x, and select Red. We only want to effect this end frame, so make sure the frame mode is To Frame, then click on Render. Now, frame #2 (the starting frame of the segment) contains the correct palette, and the last frame contains an all-red palette. Set the frame mode To Segment, click on Blend, then click on Preview to check out the effect. Try changing the Color range Bar and Previewing it again. Try altering frame #15 in other ways, and trying more Blends. Again, feel free to experiment with the Blend function until you feel comfortable with it. Load one of the .rif animations from your ZOETROPE data disk, and try the various color effects with animations. Try different combinations of the Color Range, Segment Range, and Tween settings. Way back when we were discussing the Clip menu, we skipped over an item called Fit Colors. Let's look at it now. Remember, we described how ZOETROPE, during an overlay or underlay, automatically tries to match the loaded file's color palette to the one in memory? Actually, it attempts this with every frame palette - no matter how diverse. Unlike an underway or overlay load of an animation or picture file, when you load a .win file into the clip buffer, there is no attempt to match its colors with the current palette, so it can look pretty strnage if you paste a clip from a different palette. At any time, however, you can select Fit Colors, and ZOETROPE will attempt to match the colors of the clip image with those of the currently displayed palette. This this: Kill any animation in memory, set frame mode To frame, drag the Color Range Bar to cover all colors and use Normal to restore the ZOETROPE palette. Click on Cycle in the Color Menu. Select the Draw tool, and the largest square brush from the Brush menu, and Airbrush more multi-color squares on the screen. Press [Return] to create some extra copies of hte picture in frame #1, move to frame #2 and bring up the Color f/x menu. Click on Inverse, and Render. Okay, frame #1 has a normal palette, and frame #2 has an inversed palette. Go to the full screen, press [~], and clip a small portion of the picture into the clip buffer. Move the clip image elsewhere on the screen and Paste it (just to make sure you have it). Now, move to frame #1 and paste the clip image again. Notice that ithas taken on the page 85------------------------------ZOETROPE TUTORIAL V: COLOR F/X colors of the frame #1 palette. Select Fit colors from the Clip menu and paste it again. It now matches its original color scheme. Remember, ZOETROPE will try to fit the colors as best it can, based on the existing colors in the current palette. Some attempts will be better than others. Try altering some of the other frame palettes and comparing the results using the same clipped image. Let's take a look at Shift. Delete frames #1 and #2. We'll use the remaining multicolored frames for our example. Select Shift from the colro f/x menu. Make sure that FPSh is highlighted and its slider bar is set to 1. Set the frame mode To Segment, and the Segment Range Bar to cover frames #1-#9. Click on Render and play back the segment. Return to the Color f/x menu, click on ShOT and set its slider bar to 4. Set the Segment Range Bar to cover frames #10-#19, and the Color Range Bar to cover only a few colors. Click on Render then play the results. FPSh, which stands for Frames Per Shift, shifts the selected colors in the direction indicated by the Color Range Bar once very number of frames as indicated by its slider bar - when Tween is on. With Tween off, it shifts the colors a certain number of places (as indicated by its slider) only once, identically for each frame. ShOT stands for Shift Over Time. When Tween is on, this shifts the colors within the Color Range Bar (in its direction) a total of (slider-bar number) times over the given range of frames. Tween has no effect on ShOT. The best way to understand the color-shift functions is to experiment. Try varying the number of frames, and the numbers in the slider bars. Try the same things with Tween on and off. Shift colors on only one frame. Both Shift functions permit flexible and efficient 'color- cycling' animation, which uses no additional memory per frame. page 86--WAS MISSING--------------ZOETROPE TUTORIAL VI: PIXEL F/X MENU page 87---------------------------ZOETROPE TUTORIAL VI: PIXEL F/X MENU ZOETROPE TUTORIAL VI: PIXEL F/X MENU Now we're going to take a look at some very special visual effects which can be used to add that spectacular, professional touch to your animations. Set frame mode To frame, and load FOREMAN.rif. PIXEL f/x Move to the last frame of FOREMAN.rif, and select Pixel f/x from the Menu drop-down. The first two rows of the menu contain the familiar Playback Bar, and Segment Range Bar. Beneath them are 12 ixel effects. Each are affected by the Segment Range Bar, and some are also affected by the Tween setting. For now, we'll look at each effect on a single frame, undo the effect, and go on to the next one. Click on Defocus, and watch the screen carefully. Defocus works slowly from the top down, blurring the entire image. When the blurring is completed, the menu reappears. Exit the ixel f/x menu, and Zoom in on some portion of the picture. Note the multi-colored pixels around the edges of solid colored areas. Leave Zoom on, ress [Help], and note the difference. Press [Help] again to see the blurred effect again. Before going on, press [Help] once more so the frame image is returned to its original state. page 88---------------------------ZOETROPE TUTORIAL VI: PIXEL F/X MENU Defocus creates an overall blur effect, and can be used repeatedly (up to a oint) to create an effective illusion of depth, when applied over varying layers of images. Using the same procedure described above to examine the Antialias effect. Antialias is similiar to Defocus, except that it doesn't so much blur, as smooth the edges ina picture. It works primarily on diagonal lines, and leaves horizontal and vertical edges alone. It also requires a palette of related colors to work most effectively. Try Shatter. Each time you click on it. it shifts every other scan line one pixel in the oposite direction. As we'll soon see, this is very effective when tweened over a range of frames. (If you've Shattered the frame image more than once, you can use the Frame Restore to return to the original picture before proceeding.) Click on Wipe, then examine the whole screen. Hmmmm... We just erased the upper half of the screen. Wipe is really designed to be used over a range of frames. Press [Help], set the frame mode To All, and apply Wipe again. Now, play the animation. The animation sequence is smoothly erased from the top down. You could, at this point, underlay another anomation which would be revealed behind the wipe. Reset the frame mode To Frame, and reload FOREMAN.rif. Move to any frame, and click on Venetian. Now, we've knocked out every other ten scan lines. Again, this function is designed for use over a range of frames. Click on Undo, set the frame mode To All, and try it again. Venetian gives you (naturaly) a 'Venetian-blind' wipe. Reload FOREMAN.rif, set the frame mode To Frame, and return to the last frame in the animation. Click on Crystalize. What is that? Crystalize is a strange, but beautiful effect - deending on what you are crystalizing. We'll return to it later with a more interesting example. Click on Undo to restore the image before continuing. Click on Outline. This effect erases all pixels of any solid area, except those on the border. Used with an animation, you can accomplish some stunning effects with this. Restore the original image, then select some bright, constrasting color from the Color menu (like white). Return to the Pixel f/x menu, and select Edge In. The full screen apears, but nothing happens, because Edge In is waiting for you to select a color. Click in the black page 89---------------------------ZOETROPE TUTORIAL VI: PIXEL F/X MENU background. Edge In outlines all areas of the selected area with the current drawing color. Click on Undo, select Edge In, once more, and click on one of the colors on the screen. Edge In can be used to create neon effects, among others. Click on Undo before proceeding. Click on Tile. The screen appears with the familiar crosshairs. Drag a box around the figure's head. When you release the button, the entire screen fills with duplicates. Click on Undo and try capturing different sized images to see how they're distributed. Among many other uses, you can use Tile to create grids. Try Unrez. This turns the screen into 2-pixel chunks. Ripple and Buzz are identical, except that Ripple applies a sine wave over the screen, while Buzz creates a sawtooth wave. Select Ripple and the crosshairs appear again. Create a box, anywhere on screen, approximately 30x50 (use the middle coordinates that apear in the upper left for box size). When you release the button, the entire screen is waved. Click on Undo, and try a box about 50 wide, and the entire screen in length. Click on Undo, and try the same effects with Buzz. Ripple and Buzz are only applied in one direction, but you can rotate the image 90 degrees before applying the effects, then rotate it back. (See the Reference section for details on the wave positions of these two functions.) Let's look at how the pixel effects operate over a range of frames. Defocus, Antialias, Outline, Edge In, and Unrez work the same way over a range of frames as on a single frame, and Tween has no effect on them. We've seen how Wipe and Venetian work on multiple frames; the Tween setting has no effect on them. Let's try Ripple. Set the frame mode To all, select Ripple, and drag a box approximately 40x40. Answer Yes to the prompt, and watch the fun! Play the animation, and you'll see that Riple (as well as Buzz) modulates one entire wave over the selected range of frames. Go back to the Pixel f/x menu and Shatter the current animation over all frames. When applied over a range, Shatter - like Wipe and Venetian - will average the number of frames in the range to split the image comletely off the screen. The final frame will always be blank. Load FISH.RIF. Set frame mode To all, select Tile, and clip just the fish. Play the animation - you now have a whole sea of fish! page 90---------------------------ZOETROPE TUTORIAL VI: PIXEL F/X MENU NOTE: Tile used over a range of frames is extremely memory intensive, depending on the amount of animation within the tiled square. In most cases, you will be able to get at least 6 frames of Tile animation in a one-megabyte machine. Some things to try: Reverse the Segment Range Bar, and try Shatter over a range of frames To Segment: The two halves of the image will appear from the sides and merge in the center. Draw a large box on screen and create 20 identical frames. Set frame mode To All and Ripple the entire length of the screen 20 ixels wide. With the Segment Range Bar reversed over all frames, set frame mode To Segment, and ripple half the screen the same width (20x100). Observe the results. Now, rotate the entire animation sequence. (This is done from the APM f/x menu by setting the frame mode To All, turning Tween off, setting Clip/Seq to Seq, and turning the entire animation 90 degrees about the Z axis). Once you have it rotated, remember to turn Tween back on, and repeat the two riple steps above. Finally, turn Tween back off, set frame mode To All, return to the APM f/x menu, adjust the Part Turns bar to -90 degrees, and rotate the animation sequence back to its original position. And now, we'll look at Crystalize over multiple frames. Crystalize affects the ixels using a special alogrithm explained in the Reference section. Its efect deends on the color register used by the pixels, rather than the color itself. With Tween off, crystalize effects all frames identically. Bout with Tween on, the effect is cumulative based on the image in the first frame. Kill any animation sequence in memory, and restore the original ZOETROPE palette. Select the color in color register #16 and, using the Box tool, draw a small, solid box (about 1/2 inch wide by 1-inch long) to the left of the center of the screen. Select another color, and draw a circle - about nickle-size - to the right of center. Select white and draw a single, short line, somewhere below center. Leave two to three inches space between the three items; positoin isn't that important, as long as they have some 'elbow room'. Press [Return] three times, set frame mode To All, make sure Tween is on, and click on Crystalize. Answer Yes to the prompt and watch the magic. When the process is complete, select Ping Pong from the Mode menu, and play the animation. page 91---------------------------ZOETROPE TUTORIAL VI: PIXEL F/X MENU NOTE: One-megabyte machines may run out of memory using the above procedure. Try reducing the number of frames, or making smaller images. Notice that the color from register #16 remains the same, whereas the others use various colors from the palette. Crystalize will always maintain the single color of color register #16, but will use multiple colors for the other registers. Two other color registers will multiply with only three colors. Can you find them? WARNING: Crystalize uses only the imagery in the starting frame as a 'seed'. All remaining frames will be erased, when used over multiple frames. Don't try using it on animations, because only the crystalized first frame will remain. MATTE The Matte menu is used to create traveling masks from animation files. It can be used for animated cast-shadows, and other advanced visual effects. Select Matte from the Menu drop-down, click on Load and load FOREMAN.rif. The Load and Save in the Matte menu will only load or save .rif files, and they will replace the animation in memory, regardless of the settings of the Load/Save menu (such as Overlay, or To Segment). Now that FOREMAN is in memory, click on Mask. Another file selector appears. Select the animation you created in Tutorial i - DINOALL.RIF - and observe the loading process. Play the resulting animation. Every instance of color in the FORMAN animation has become a transparent 'hole', through which peeps the DINOALL animation. The original background color becomes an opaque mask, hiding the DINOALL animation. Reload FORMAN.rif and, this time, select Imask (Inverse Mask) and load DINOALL.RIF. Predictably,this time the masking is reversed - DINOALL shows through the background, and every previous color has become a black mask. page 92---------------------------ZOETROPE TUTORIAL VI: PIXEL F/X MENU Note that, in both cases, the palette of the incoming animation replaces that of the previous animation. Notice also that, because the DINOALL animation has fewer frames than the FOREMAN animation, the last frame of DINOALL is used to fill the extra FOREMAN frames. (The same think happened in the MASK example, above, but the animation wasn't visible in the final frames.) Try the same procedure with Xor. In this instance, both animations are merged, and their colors 'Xor'd, creating, in some cases, a translucent effect. Some experimentation with color registers, and colors will be necessary to successfully use Xor as a transparency effect. (See the Reference section for details regarding the relationship of the various color registers.) The primary use of Xor is to combine two animation sequences, through the use of an intermediate, animated mask. A step- by-step explanation of this procedure is included in the Reference section. Here's a tip: Although Matte only works with .rif files, you can mask a picture by first saving it as a one-frame .rif file. Load your true animation first, then select the picture .rif file as the masked file. The masking procedure will always duplicate the last frame of incoming animations over the existing range of the original naimation. In this case, the last frame is the only frame - so the picture will be duplicated over the entire range. page 93--------------------------------------ZOETROPE REFERENCE SECTION ZOETROPE REFERENCE SECTION All of ZOETROPE can be controlled by selecting either the function names inthe menus and submenus, or clicking on the icons in the Playback Bar. In addition, the function names in the menus are followed by letters or other keyboard symbols representing the keyboard equivalents for ZOETROPE functions. While you are working with ZOETROPE, pressing one of your Amiga's keys will automatically activate that function (except when you are in Text mode). NOTE: In ZOETROPE, whenever requesters appear offering 'Yes' or 'No' options, you may point and click on the word to select it, or you may press the corresponding keyboard key: [Y] or [N]. Alert boxes which offer only 'Continue' may be exited by clicking either mouse button, or by pressing any key. ZOETROPE begins with a blank screen and mouse pointer (or cursor. Clicking the right mouse button displays the Playback Bar at the bottom of the screen; clicking it once more removes the Playback Bar. Pressing and holding down the right mouse button displays the menu bar at the top of the screen, from which you may select the various ZOETROPE options. Clicking the right mouse button will, generally, remove you from any submenu into the main menu. From the main menu, clicking the right mouse button 'toggles' you between the blank screen (or picture), and the main menu. (Keyboard alternative: [Space Bar].) NOTE: For most of ZOETROPE drawing functions to operate, all menus must be removed, and you must be drawing on the full screen. If you find a particular function stubbornly refusing to work, look to see if a menu is present. If so, click the right mouse button until you have a full screen to work with. page 94--------------------------------------ZOETROPE REFERENCE SECTION To select a ZOETROPE menu function, hold down the right mouse button and point to any of hte menu titles at the to pof the screen- Menu, Clip, Draw, etc. The menu list for that title will drop down. While still pressing the right mouse button, point to the desired function so that it is outlined, then release themouse button. The menu will disappear and you will be in whichever drawing or picture- manipulation mode you've chosen. (ZOETROPE's default color palette, will create a red outline box on selected functions. Certain palettes may render the outline box invisible, but you can still select any function releasing the right button while the mouse pointer is over the item name.) If you change your mind and decide you do not wish to select a function, move the mouse pointer outside of any menu and onto the main screen before releasing the button. No function will be selected. In certain menus (such as Draw or Mode), an asterisk displayed to the left of a function name indicates that the function is currently active. Some functions are 'toggles' and may be turned either on or off by clickong on the function name. Other functions (such as the three at the bottom of the Modes menu) are 'radio buttons', which means that only one - but at least one - must be selected. THE PLAYBACK BAR The Playback Bar is the icon-based strip which apears at the bottom of the ZOETROPE screen, and at the top of the Time, Load/Save, Pixel f/x, APM f/x, Color f/x, and Palette menus. The Playback Bar icons are similiar to those found on videotape recorders. By clicking on the icons,you may move through an animation sequence forward, backward, fast-forward, or fast-backward (rewind). You may also insert frames or easily view any frame within an animation. From left to right, the Playback Bar icons operate as follows: NOTE: The keyboard alternatives listed below operate whether or not the Playback Bar is displayed. page 95--------------------------------------ZOETROPE REFERENCE SECTION - First Frame. Go to first frame of animation sequence. Left- click on this icon to move immediately to the first frame of the animation. Keyboard alternative: [F1]. - Fast Reverse. Left click on this icon to play your animation sequence in reverse (last frame to first frame) at high speed. Click the right mouse button halt the playback. If To Segment frame mode is active, only the selected range of frames will be played. If you wish to remove the Playback Bar during display, first click the right mouse button, then activate Fast Reverse using the keyboard alternative. Keyboard alternative: [F2]. - Reverse Play. Left-click on this icon to play your animation sequence in reverse (last frame to first) at Time speed (see Time). The Playback Bar will disappear before layback. If you hold down your left mouse button your animation will play up to twice the seed. Click the rightmouse button to halt the playback and redisplay the Playback Bar. If To Segment frame mode is active, only the selected range of frames will be played. Keyboard alternative: [F3], or up cursor arrow. - Create Frame/Previous. Left-click on this icon to copy the current frame appearing on your workscreen and add backwards to the animation, duplicating the frame before the current frame. For example, if you are on frame #5 of a ten-frame animation sequence, left- click three times on this icon to insert three identical images of frame # 5. The original frame #5 wil become frame #8, and three identical frames will be come frames #5, 6, and 7. In addition, your total animation sequence will have increased by three frames. Keyboard alternative: [F4]. - Move Frame Backward. Left-click on this icon to move backwards one frame at a time in your animation sequence. Keyboard alternative: [F5] or left cursor arrow. NOTE: In ZOETROPE, all direction arrows controlling slider-bar movement are auto-scroll. Left clicking on them will perform one page 96--------------------------------------ZOETROPE REFERENCE SECTION increment of that arrow's function every time you click. For continuous movement, hold down the left mouse button. - Frame Counter Bar. The numbered box within this slider bar indicates which frame of your animation sequence is currently displayed. Its position within the bar corresponds to the curent frame position within the animation. Clicking within the bar on either side of the number box will jump to a frame position relative to the entire animation. (Click to the left to go backwards; right to go forwards.) You may also move through your animation manually by oint at the numbered box, holding down the left mouse button, and dragging the numbered box in either direction. - Move Frame Forward. Left-click on this icon to move forward one frame at a time in your animation sequence. Hold down the button to scroll forward. Keyboard alternative: [F6] or right cursor. - Create Frame/Next. Left-click on this icon to copy the current frame appearing on your workscreen and insert the copied frame after the current frame. For example, if you are on frame #2 of a six- frame animation sequence, left-click three times on this icon to insert three identical images of frame # 2. The original frame #2 will remain frame #2, and three identical frames will become frames #3, 4, and 5. In addition, your total animation sequence will have increased by three frames. Keyboard alternative: [F7]. - Forward Play. Left-click on this icon to play your animation sequence forward (first frame to last frame) at Time speed (see Time). The Playback Bar will disappear before playback. If you hold down the button during playback, your animation will play up to twice the speed. Click the right mouse button to halt the playback and redisplay the Playback Bar. If To Segment frame mode is active, only the selected range of frames will be played. Keyboard alternative: [F8] or down arrow cursor. - Fast Forward. Left-click on this icon to play your animation sequence forward (first frame to last) at high speed. Click the right