page 133-------------------------------------ZOETROPE REFERENCE SECTION Counter-clockwise rotation is from zero to 360 degrees, clockwise rotation is from 360 to zero degrees. As an example, if you want to rotate your image 57 degrees around the Z axis, point the cursor just outside the south-east corner of the box (lower-left), hold down the left button, and move the mouse so that the image rotates in a counter-clockwise direction. Release the left mouse button and the image will remain in its rotated position. To actually perform the operation (and exit Rotate mode) you must click the right mouse button. If Tween is on, and you are performing the rotation To All or To Segment, a requester will first ask for your permission, since the operation cannot be undone. Choose Yes to proceed, or No to exit Rotate. If you proceed, the original positoin of the image will be pasted to the first frame, intermediate positoins will be pasted to intermediate frames, and the final rotated position will be pasted to the last frame. If Tween is off, an identical copy of the final rotated position will be pasted to all selected frames. Notice that, after rotating an image from outside a particular corner or side of the clip box, you may release the left button, select a different corner or side, and begin rotation again. The clip box will immediately return to its original orientation. NOTE: Rotations from the Clip menu are only done in one direction (counter-clockwise). The APM f/x menu can be used for multi- directional rotations, or you may achieve reverse rotation by refersing the Segment Range Bar before Rotating To Segment. STRETCH [S] Stretch lets you stretch or scale the image in your clip buffer along the X and Y axes, elongating and distorting it. Stretch is affected by the framemode settings (To Frame, To Segment, To All) and the Tween setting in the Time submenu (see Time, above). Select Stretch and your full workscreen will appear containing your last clip-buffer image. You may now stretch or move this image. To move the image, place the cursor anywhere inside the clip box and drag the image to its new location. Release the left mouse button to release the image; you will remain in Stretch mode. To stretch the image, place the cursor anywhere outside the clip box, hold down the left button, and move the mouse. Drag the mouse outward to enlarge the page 134-------------------------------------ZOETROPE REFERENCE SECTION image, drag the mouse inward to shrink the image. When you release the mouse, the image wil remain stretched. To paste the stretched image and exit Stretch mode, click the right mouse button. NOTE: Stretch operations do NOT alter the size of the original image in the clip buffer. During a Stretch operation, two sets of numbers wil appear in the upper-left corner of your workscreen. The first set of numbers, in the parentheses, indicate how many pixels wide (X-axis) and high (Y-axis) your clip box is. The following two numbers represent the percentage, along the X and Y axes, of the stretched image as compared to the original image. There are eight ways to stretch your clip image, depending on where you place your cursor outside the box. The cursor may be placed outside any of the four corners, or any of the four sides. X/Y Y-axis X/Y (INT.) (INT.) (INT.) X-axis center X-axis (INT.) (PIX.) X/Y Y-axis X/Y (PIX.) (PIX.) (PIX.) As you can see in the diagram, the clip box is represented as the center box of a 9-box grid, surrounded by eight zones. We'll use compass directions to refer the the zones. Thus, in a clockwise path, the zones are north, north-east, east,southeast, south, southwest, west and north-west. Placing your cursor in one of these zones will enable you to stretch the clip box along various combinations of the axes, in various percentages. page 135-------------------------------------ZOETROPE REFERENCE SECTION North: Stretch along the Y-axis (integer increments) Northeast: Stretch along the XY-axis (integer increments) East: Stretch along the X-axis (one pixel increments) Southeast: Stretch along the XY-axis (one pixel increments) South: Stretch along the Y-axis (one pixel increments) Southwest: Stretch along the XY-axis (one pixel increments) West: Stretch along the X-axis (integer increments) Northwest: Stretch along the XY-axis (integer increments) Note that the side zones stretch the image along a single axis, whereas the corner zones stretch the image along both X and Y axis. Also the south-east and north-west corners stretch both axes equally, maintaining the proper aspect ratio of the original image; the north-east and south- west corners permit flexible change of either of the two axes. The integer increments of the Stretch function work on the basic of a percentaage of the last stretched size after the release of the mouse button. If you are in one of the integer move zones (see above) and you move (or left-click) your cursor outward without releasing it, you will stretch your clip box in percentages of 100 (1X), 200 (2X), 300(3X) and so on. If you are in one of the integer move zones and you move (or left-click) your cursor inward, you will compress your clip box in percentages of 50 (1/2), 33.3 (1/3) and 25 (1/4). One-pixel increments stretch the image one pixel at a time. If you are performing the stretch To All or To Segment, a requester will first ask for your permission, since the operation cannot be undone. Choose Yes to proceed, or No to exit Stretch. If you proceed, and Tween is on, the original position of the image will be pasted to the first frame, intermediate positions will be asted to intermediate frames, and the final stretched position will be pasted to the last frame. If Tween is off, an identical copy of the final, stretched osition will be pasted to all selected frames. Unlike the Rotate function (above), multiple Stretch operations are cumulative. That is, after stretching an image and releasing the left mouse button, you may select a different corner and continue to stretch or alter the previously stretched image. INVERT [I] Invert 'flips' whatever is in your cut buffer. It will rotate images about their X or Y axes 180 degrees, resulting in a mirror image of the page 136-------------------------------------ZOETROPE REFERENCE SECTION contents of your clip buffer. Invert is not affected by frame modes or Tween. Select Invert and your full workscreen will appear containing the latest image in your clip buffer. You may now move or invert this image. To move the image, place your cursor anywhere inside the clip box and drage the image, releasing the left button to release the image. You will remain in Invert mode. Left-click anywhere outside the clip box to invert the image. The image will be fliped so that the side (or corner) directly opposite your cursor becomes the side (or corner) nearest the cursor. thus, click outside the left or right sides to invert about the Y axis; click outside the top or bottom sides to invert about the X axis. Click outside any corner to invert both axes. Right-click to paste the image and exit Invert mode. NOTE: Unlike Rotate and Stretch operations (above) Invert DOES alter the original image in the clip buffer. After inverting an image, however, you may left-click again in the same position to restore the image. FIT COLORS [N] Select Fit Colors to adapt the colors contained in the clip buffer to those of the palette in the currently dislayed frame. If a current frame palette is different from that used originally by a previously clipped image, the clipped image will take on the colors of the new palette - which probably won't be correct for it. Fit Colors will comare the old clip buffer colors with those in the new palette, then remap the color registers in the cip buffer to match, as closely as possible, its original colors. The success of this effect will depend largely on the similarity between the colors in the original clip-buffer palette and those of the displayed frame palette. As an example, Clip a yellow image from a frame where yellow is in color register #2, then move to a frame where red is in color register #2, but something close to yellow is in color register #6. Before using Fit Colors, the clipped image would red; after selecting Fit Colors, ZOETROPE will match the yellows for a near-fit, and the clipped image will now use register #6 and become yellow once more. MASK [V] Select Mask to change all colors in the clip buffer (except color register #0) to one overall color - the color with which you have currently page 137-------------------------------------ZOETROPE REFERENCE SECTION selected to draw. Note that color register #0 can be used with the Mask functions and is often useful. (see Color) DRAW The Draw menu contains a list of ten drawing tools and their keyboard equivalents. Only one drawing tool may be active at any time, and the currently active tool will have an asterisk indicator to the left of its name. The default drawing tool at boot-up is Draw with a one-pixel- sized brush enclosed in an outlined cross-shaped cursor. The operation of the drawing tools is unaffected by the frame mode or tween setting, but the drawing tools are affected variously by options in the Modes, Brush, and Color menus, and all drawing tools are affected by Cycle in the Color menu. (See Modes, Brush, and Color, below) NOTE: Pressing [Help] will undo the last continuous drawing operation, no matter what drawing mode you're in or what brush you're using. Pressing [Help] again will restore the last thing you drew. DRAW [1] Select Draw to freehand draw a continuous, solid line using any of ZOETROPE's colors or brushes. To use the Draw tool, hold down the left mouse button while moving the mouse. A line will be drawn in the current brush shape, using the selected color (See Brush, Color). STREAK [2] Streak is identical to Draw, except that the line drawn may not be solid, depending on the speed of your mouse movements. Swift mouse movements will cause the Streak tool to skip pixels, giving a 'sketchy' look to the line. As with Draw, Streak uses the current brush shape and selected color. Unlike Draw, Streak will operate with the Use Clip function in the Brush menu. The speed at which Streak begins to skip may be set with the Air Speed menu (see Use Clip,Brush,Color & Air Speed). STIPPLE [3] Stipple sprays a small, randomly-arranged pattern of brush shapes in the selected drawing color. Unlike Airbrush (below), Stipple is not adjustable, but it is functional with Use Clip (see Use Clip,Brush,Color). page 138-------------------------------------ZOETROPE REFERENCE SECTION AIRBRUSH [4] Airbrush sprays a randomly arranged pattern of brush shapes in the selected color. Airbrush is similar to Stipple (above), but is adjustable both in intensity of flow and in breadth of pattern. Airbrush is functional with Use Clip (see Air Speed in the Menu, above, and Use Clip,Brush, & Color, below). FILL [5] Fill uses the selected color to fill any area of your screen composed of a single color. Thefill will alter all contigous pixels of the same color, stoping when it reaches a different color. Contiguous pixels may be defined as those pixels whose sides are touching. Upon selecting Fill, a hollow cursor labeled 'fill' will appear. Place the center of the cursor over the area you want filled and press the left mouse button. Your selected drawing color will fill that area (see Color). LINE [6] Line draws a straight line, in the selected color and brush, stretching from one point to another. The Line tool will function differently depending on the Distinct, Connected, and Concentric settings in the Modes menu (see Brush,Color,and Modes). Distinct: Hold down the left mouse button while moving the mouse and a line will stretch from the first point in the selected color and using the selected brush. Release the mouse button to draw the line. You may now move the mouse cursor to a new position and repeat the above procedure to draw another line. Connected: Click once on the left mouse button to set the first point, move the mouse to stretch the line, left-click again to draw the line and set a second point, move the mouse again to stretch a line from the second point... continue in this fashion until you wish to exit the operation, at which point you click the right mouse button. Concentric: Concentric creates rays. Click once on the left mouse button to set the center point of your rays. Move the mouse away from the center and a thin 'rubber' line will appear. Left click to draw the first ray, move the page 139-------------------------------------ZOETROPE REFERENCE SECTION mouse, left click to draw the second ray - continue in this fashion until you wish to exit the operation by clicking the right mouse button. POLYGON [7] Polygon creates straight-edged geometric shapes in the selected color - squares, rectanges, traezoids, etc. The Polygon tool functions identically inthe Distinct, Connected, and Concentric modes, but differs depending on the Filled setting in the Modes menu (see Brush,Color, and Modes). Click once on the left mouse button to set the first point (or polygon vertex), move the mouse and a line will appear, left-click to set the second point, move the mouse a third time and a line will stretch from the cursor to both the original point and the second point, click to set this oint, then move the mouse again. Each time you set a point and move the mouse, a line will stretch fromthe cursor to both the original point and the last point set. Right-click to exit the operation. If Filled is active in the Modes menu, a solid polygon will be created and the selected brush shape will not be used. If Filled is inactive in the Modes menu, a hollow polygon will be created whose lines are made up of the selected brush shape. CIRCLE [8] Circle creates circles in the selected color. The Circle tool will function differentlyi depending on the Distinct, connected, Concentric, and Filled settings in the Modes menu (see Brush,Color & Modes). Distinct: Hold down the left mouse button and drag the mouse away. A circle will be created, using the original mouse position as the center. Release the mouse button to draw the circle. If Filled is active in the Modes menu, a solid circle will be created and the selected brush shape will not be used. If Filled is inactive in the Modes menu, a hollow circle will be created using the selected brush shape. Connected: Hold down the left mouse button and drag the mouse away. A circle will be created using the original mouse position as the center. Release the mouse button to draw the circle. Now, repeat the above procedure to create a second circle. This time, the center page 140-------------------------------------ZOETROPE REFERENCE SECTION of the circle will automatically be placed at the position the mouse cursor was at when it was released after drawing the first circle. A third circle will use, as center, the release oint of the second, and so on. If Filled is active in the Modes menu, solid circles will be created and the selected brush shape will not be used. If Filled is inactive in the Modes menu, hollow circles will be created using the selected brush shape. Concentric: Hold down the left mouse button and draw the mouse away. A circle will be created, using the original mouse position as the center. Release the mouse button to draw the circle. Now, repeat the above procedure to create a second circle. This time, the center of the circle will automatically be placed at the center of the previous circle. All subsequent circles will continue to use the same center, no matter where you click the mouse. If Filled is active in the Modes menu, solid circles will be created and the selected brush shape will not be used. If Filled is inactive in the Modes menu, hollow circles will be created using the selected brush shape. NOTE: Concentric circles will be most effective when used with Cycle, or in non-Filled mode. BOX [9] Box creates squares or rectanges in the selected color. The Box tool will function differently depending on the Distinct, Connected, Concentric, and Filled settings in the Modes menu (see Brush, Color, & Modes). Distinct: Hold down the left mouse button and drag the mouse away. The position where the mouse was first clicked becomes one corner of the box, while the current mouse position creates the opposing corner. Release the mouse button to draw the box. If Filled is active inthe Modes menu, a solid box will be created and the selected brush shape will not be used. If Filled is inactive in the Modes menu, a hollow box will be created using the selected brush shape. page 141-------------------------------------ZOETROPE REFERENCE SECTION Connected: Hold down the left mouse button and drag the mouse away. A box will be created, as described above. Release the mouse button to draw the box, then repeat the procedure to create a second box. This time, the initial corner of the box will automatically be placed at the position the mouse cursor was at when it was released after drawing the first box. A third box will use, as its corner, the release point of the second, and so on. If Filled is active in the Modes menu, solid boxes will be created and the selected brush shape will not be used. If Filled is inactive in the Modes menu, hollow boxes will be created using the selected brush shape. Concentric: Hold down the left mouse button and drag the mouse away. A box will be created. Release the mouse button to draw the box, then repeat the procedure to create a second box. This time, the center of the box will grow, concentrically, from the center of the previous box. All subsequent boxes will continue to use the same center, no matter where you click the mouse. If Filled is active in the Modes menu, hollow boxes will be created using the selected brush shape. NOTE: Concentric boxes will be most effective when used with Cycle, or in non-Filled mode. TEXT [0] Text enables you to print text, of the selected color, in varying fonts and point sizes. To pick a specific size and type of font, use the Set Font option, as described in the Menu section, above. As a default, ZOETROPE will use topaz 8. When you select Text, the cursor will change to an 'L' shape. Point the cursor to the position you wish to start typing, and click the left button. An outline box will apear that is the size of the selected point size. Type in the text you desire, either upper or lower-case (press [CapsLock] to maintain all uper-case). As you type, the text will apear on your screen in the selected color. Click the right mouse button to return ot the L-shaped cursor. You may now reposition the cursor, and left-click to begin new text in another position. page 142-------------------------------------ZOETROPE REFERENCE SECTION If you mistype a character, simply backspace over it. If you change your mind, and do not want the text to appear in that position, either right-click and press [Hel], or backspace over the entire line of text to eliminate it, then click the right mouse button. NOTE: ZOETROPE keyboard alternatives will not function while typing in Text mode. MODES The Modes menu contains a list of modes which may be turned on or off, and which affect various of the functions in ZOETROPE. Selected (active) modes will have an asterisk displayed to the left of their name. The first four functions: Zoom, Ping Pong, Xray Copy, and Filled, may be either all active, or all inactive. Of the last three functions: Distinct, Connected and Concentric, only one may be active at any time, and at least one must be active. ZOOM [Z] Zoom turns the workscreen into a magnified window of a selected portion of the workscreen. All tools in ZOETROPE will operate properlyi in either Zoom or normal view mode. Select Zoom and a box will appear which represents the magnify window. Move the mouse to whichever portion of your screen you wish magnified, and click the left mouse button. The area within the box will be magnified to fill the entire workscreen. You may use any of ZOETROPE's functions while in Magnify. To return to the normal workscreen, select Zoom again from the Modes menu. While Zoom is active, you may move the position of Zoom window within the workscreen by pressing various of the number keys on the keypad at the right of your Amiga keyboard. The number [5] represents the current position of the Zoom window, and the eight keys surrounding it represent the directions you may move the window. Remember that the keyboard alternatives are active while in Zoom mode, so to move forward or backward through an animation sequence, one frame at a time, just press the right or left cursor-arrow keys. [F1] will place you at the beginning of your animation, [F10] will take you forward or backward. page 143-------------------------------------ZOETROPE REFERENCE SECTION PING PONG [W] Ping Pong, when active causes animation playbacks to cycle from the first frame to the last frame, then backwards to the first frame, repeatedly. For example, a five-frame animation sequence would play as 1-2-3-4-5-4-3-2-1, etc. Select Ping Pong to toggle it on or off. When active (as shown by the asterisk to the left of the word), you will be in Ping Pong mode. No effect will be seen until you play your animation. XRAY COPY [X] When X-ray Copy is active, the background color (register #0) of the clip buffer is transparent during clip-buffer paste operations. When X- ray copy is inactive, all colors in the clip buffer, including register #0 are opaque. Select X-Ray Copy to toggle it on or off. XRay Copy affects any operations where the clip buffer is drawn to the screen, including Tween operations and APM f/x. It does not affect the Text drawing tool. FILLED [F] Select Filled to toggle it on or off. When Filled is active, the Circle, Box, and Polygon tolls in the Draw menu will create solid shapes. When Filled is inactive, the Circle, Box, and Polygon tools will create hollow shapes, and will use the selected brush for their lines (see Circle, Box, and Polygon in the Draw menu, above). page 144-------------------------------------ZOETROPE REFERENCE SECTION The three Modes below affect the operation of the Line,Circle, and Box tools in the Draw menu. They do not affect the Polygon drawing tool. (For details, see Line, Circle, and Box, in the Draw menu, above). DISTINCT When Distinct (the default) is active, you may define starting points or centerpoints of line, circles, and boxes anywhere on your workscreen. (For a detailed description of Distinct, see Line, Polygon, Circle and Box in the Draw menu, above). CONNECTED Connected works slightly differently for either Line, Circle, or Box. When drawing lines with Connected active, the end points of thelines remain connected with each set point. If drawing multiple circles, the end point of the drawn circle (on the circumference) becomes the starting point of the next circle. When drawing multiple boxes,the end point of the drawn box (the oposing corner) becomes the starting point (corner) of the next box. (For a detailed description of Connected, see Line, Circle, and Box in the Draw menu, above). CONCENTRIC Concentric works the same with Box and Circle, but differentliy with Line. When drawing lines in Concentric mode, the lines become 'rays'. The first point set is the center, and all remaining lines emanate in rays from that point. If drawing either boxes or circles, the first point set becomes the center for all remaining boxes or circles (for a detailed description of Concentric, see Line, Circle, and Box in the Draw menu, above). FRAME The Frame menu contains options which effect either asingle frame, or a range of frames, as indicated by the framemode (To Frame, To Segment, and To All). UNDO [Help] Select Undo to eliminate the last change made to your frame. Selecting Undo again restores the change. Undo will only eliminate the last change. Thus, if you draw a line, release the mouse button, then draw a second line, you may Undo the second, but not the first line. Undo does not work with multiple-frame operations. page 145-------------------------------------ZOETROPE REFERENCE SECTION RESTORE [<-] Restore is a more powerful form of Undo - it eliminates all changes you've made to your current frame since you arrived at that frame. Unlike Undo, you may not revers the procedure by selecting Restore again - though you may reverse it by selecting Undo. Also, you may not restore work that was done on the frame prior to going to the frame, nor may you restore work on a frame once you leave that frame. (The keyboard alternative for Restore is the backspace key to the left of the [Del] key on your Amiga keyboard. Throughout this manual, it will be refered to as [Backspace]). SEPARATE [-] Separate replaces every occurence of a specific color in a frame, or range of frames, with the currently selected color. Separate is affected by the frame mode settings: To Frame, To Segment, and To All. Choose your color from the Color menu, left-click on Separate, then click on the color you wish to change on the workscreen. Separate will replace all occurances of that color with the selected color. If the frame mode is set to To Frame, only the colors in the displayed frame will be affected; if the frame mode is set to either To Segment, or To All, the colors in the entire range of frames selected will be affected (The keyboard alternative for Separate is the dash, or hyphen, and is located immediately to the right of the zero (0) on the upper row of your Amiga keyboard). SEPARATE MANY [_] Separate Many replaces every occurance of a range of colors in a frame, or range of frames, with the currently selected color. Separate Many is affected by the frame mode settings: To Frame, To Segment, and To All. This function works exactly the same as Separate, above, except that it affects all colors that fall within the Color Range Bar (see Palette in the Color section, below). First, set the Color Range Bar in the Palette or Color f/x menu to cover the range of colors you wish to change. Next, select a color from the Color menu. Set your frame mode to cover the range of frames you wish to affect; finally, select Separate Many. All colors covered by the Color Range Bar will be changed to the selected color. If you are in To Frame mode you may undo the effect by pressing [Hel]. If you are in a multiple-frame mode there is no undo, so you will be alterted before you can proceed (the keyboard alternative for Separate Many is the underscore, achieved by pressing page 146-------------------------------------ZOETROPE REFERENCE SECTION [Shift] and the dash key, located immediately to the right of the zero (0) on the upper row of your Amiga keyboard). BLUE PIC [(] Blue Pic allows you to 'blue out' the images on your workscreen, turning them into a temporary mask. This allows you to make changes to the original details, then eliminate the original and leave only your changes (see Unblue Pic, below). Its name is derived from the 'non- repro blue' color used in making blueprints or offset printing. Blue Pic is affected by the current frame mode. If the frame mode is set to To Frame, only the current frame will be affected; if set to To All Blue Pic will blue out every frame in the animation; if the frame mode is set to To Segment, Blue Pic will blue out all frames in the selected range. Blue Pic is primarily designed to be used in single frame mode. You can use this feature (and/or Next Blue, below) to trace over previous artwork and make incremental changes between frames. In ZOETROPE, Blue Pic knocks out the details of everything on your workscreen with a single color (Color register #1 on your Color palette - see Color, below). In the default mode, the color in register #1 is a dark blue. NOTE: In some paletes, color #1 may be difficult, if not impossible to see. During 'blueing' operations, you might want to temporarily brighten the color in register #1 using the Palette menu, then later restore the color to its original value. UNBLUE PIC [)] Unblue Pic erases anything 'blued' on the current frame by replacing it with the background color (register #0). It does not erase any changes you've made to the original, previous blued frame. Unblue Pic may be used with the three frame mode settings. You may erase the blue from the displayed frame in To Frame, from a range of frames in To Segment, or from all frames in To All. NEXT BLUE [/] Next Blue automatically takes whatever changes you've made to your current frame, copies them to the next frame, unblues the masked image from the original frame, then displays lthe next frame with the changes blued. page 147-------------------------------------ZOETROPE REFERENCE SECTION For example: Frames #1 through #4 contain identical pictures of, say, a mountain which was drawn previously. In frame #1, you draw a red and yellow flower, then select Next Blue. Your red and yellow flower is copied to frame #2 as a blue mask and ZOETROPE advances to frame #2 so that you may continue. You draw another red and yellow flower in frame #2, then select Next Blue again. The blue mask is erased from frame #2, the newest red and yellow flower is copied to frame #3 as a blue mask, and frame #3 is displayed so you may continue. If, at this point, you were to select Next Blue without having made any further changes, the blue mask in frame #3 would be erased and frame #4 would be displayed. HISTORY PIC [H] The following two functions are designed primarily to assist in hand tweening of silhouette animations during the initial stage of animation. When selected, History makes all colors from the previous frame (excet color #0) apear deep blue in the current frame, all colors from the following frame apear deep red, and any colors in the current frame appear bright green. To use History for hand tweening, insert a frame by clicking on Create Frame/Next [F7], clear the new frame, then select history. Paint your new tweened dportion in green (History will change your current color to green automatically). Select Unhistory (see below) to remove all but the new green. To use History in forward animation, create several blank frames, then make your first drawing in frame #1. Go to the next frame, then select History. Draw your second drawing, select Unhistory, proceed to the next frame, select History, etc. Alternatively, you may omit selecting Unhistory, in which case, the past frame images will accumulate with each successive frame. NOTE: The History function alters several colors in the palette. It is designed to be used during the initial stages of animation, which are normally done in silhouette. UNHISTORY PIC [J] Select Unhistory to remove the blue and red History images from the current frame, leaving the current green image (see above). page 148-------------------------------------ZOETROPE REFERENCE SECTION GET CHANGES [*] Get Changes grabs whatever changes you've made to your workscreen (since you began work on that particular frame) and places them in the clip buffer. It is used to copy your changes, intact, from frame to frame (see Next Changes, below). NEXT CHANGES [+] Next Changes is equivalent to Get Changes, above, with the additoin that it automatically advances to the next frame, and pastes the contents of the clip buffer (the changes from the previous frame) onto the new frame. NOTE: Get Changes and Next Changes only sense the changes you've made to a frame. If, for example, you draw a new, white circle overlapping a previously drawn white mountain, the piece of the circle overlapping the mountain won't be placed in the clip buffer, since that area was already white. CLEAR PIC [Esc] Clear Pic erases your workscreen(s) without deleting the actual frame from memory (see Delete, below). This command is affected by the To frame, To Segment, and To All frame modes. If you are in To Frame mode, select Clear Pic and the image on the current frame will be immediately erased; press [Help] to restore the image. If you are in To Segment or To All, select Clear Pic to erase the images over the chosen range of frames. Using Clear Pic over a range of frames cannot be undone, so a requester will warn you before you may proceed. DELETE [Del] Delete removes frames from memory. This command is affected by the To Frame, and To Segment frame modes. While in To Frame mode, Delete snips out the single frame currently displayed then renumbers your animation sequence from that frame forward. (For example, if you have four frames of animation, and you Delete frame #2, frames #3 and #4 become #2 and #3, and your Animation Frame Counter displays a total of three frames). If you are in To Segment, select Delete to erase the chosen range of frames. Delete in To All mode works the same as Delete in To Frame. If you wish to delete all your frames, select Kill Seq from Menu. Delete cannot be undone, so a requester will warn you before you may proceed. page 149-------------------------------------ZOETROPE REFERENCE SECTION FLIP 5 [Enter] Flip 5 is used to get a feel of the current animation segment you are editing. When you select Flip 5 (or press [Enter] on the numeric keypad) five frames are played, beginning with the frame two positions prior to the current frame, and ending with the frame two frames following the current frame. Thus, if you were on frame #6 when you fselected Flip 5, frames #4 through #8 would be played before the display returned to the original frame #6. Flip 5 has no effect on the 'blue' functions or the 'changes' functions in the modes menu, and Undo and Restore will work as if you had never left the current frame. BRUSH From the Brush menu, you may select the brush shapes that will be used by the various tools in the Draw menu (see Draw, above). There are 16 predefined brush shapes in the Brush menu, 15 of which may be redefined. In addition, by selecting the Use Clip option, you may use the contents of the clip buffer to draw with the Streak, Stipple, and Airbrush tools in the Draw menu. The default brush shape in ZOETROPE is called 'Brush One'. It is a single pixel in size, and represented by a cursor shaped like a hollow cross. This is the only brush that may not be redefined. To select any brush shape from the Brush menu, point to the shape you want, and left-click. The mouse cursor will become the shape of the brush, and subsequent brush-drawing operations will use that shape. GET BRUSH [G] Get Brush lets you redefine the existing brush shapes by 'grabbing' a small portion of your workscreen. First, draw a shape on the workscreen that you wish to use as your brush (or decide on a shape that already exists). Now, select a brush shape that you wish to redefine (you may not use Brush One in the upper-left corner). Next, click on Get Brush and the mouse cursor will become a small box representing the maximum size of the brush (16x16 pixels). Move the box over the place on the screen where you want to grab your brush shape, then left-click. Your mouse cursor will take on the shape you just captured, and the new shape will appear in the Brush menu in place of the previously selected shape. NOTE: The design you capture from the screen must contain some amount of color register #0 or your brush will appear solid. page 150-------------------------------------ZOETROPE REFERENCE SECTION Register #0 becomes the transparent part of the brush, and all other colors take on the current drawing color. If you grab a portion of the screen containing nothing but register #0, ZOETROPE will do nothing - to avoid an invisible cursor. USE CLIP [U] Select Use Clip, and an asterisk will appear to its left signifying that it is active. While Use Clip is active, the Streak, Stipple, and Airbrush tools in the Draw menu will use the contents of the cli buffer as a brush. If the clip buffer is empty, Brush One will be used instead. You may deactivate Use clip by reselecting it, or by selecting any of the brush shapes from the brush menu. While Use Clip is active, you may change the cli buffer contents at any point, then continue to draw with the new contents. NOTE: Because Use Clip uses multi-colored clip buffer contents, Cycle mode will not work while Use Clip is active. However, Fit Colors from the Clip Menu will affect Use Clip, as will the X-Ray Copy setting in the Modes menu. COLOR The Color menu offers 32 blocks of color (numbered 0-31), each representing a color register. Also available are a color Cycle mode, a Palette menu (from which you may adjust any or all of the 32 colors in your palette), and a Color f/x menu from which you may create special color effects using ZOETROPE's multiple palette feature. To select your current drawing color, point your cursor at the color register block containing the desired hue and left-click. When you point at a color block it will be outlined. The selected drawing color will be indicated by a small cross in the center of its color block. The selected color will be used by all tools in the Draw menu (see Draw, above). You may also select colors directly from the workscreen by placing the mouse cursor over any color, and pressing [C]. Because ZOETROPE can use a different color palette for every frame of animation, it might be a good idea to examine the basic color architecture of the low-resolution Amiga display, before continuing with the description of the Color menu options. The Amiga hardware offers a total of 4096 colors in low resolution. These colors are achieved by mixing all possible combinations of 16 page 151-------------------------------------ZOETROPE REFERENCE SECTION levels of intensity of red, green, and blue (RBG). 16 x 16 x 16 = 4096. However, there are only 32 color registers available at any one time, so you have a total of only 32 colors to choose from for any one screen. The three important terms to understand here are: color (or hue), color register, and palette. The relationship is: Choose your colors (hues) from among 4096, place them in any order in the 32 available color registers, and the combination becomes your color palette. Thus, when we say ZOETROPE can use a different palette for each frame, we are really saying the ZOETROPE can use a different combination of 32 out of 4096 colors within each frame. This relationship of colors to color register positions is important when you begin juggling multiple-palette animations. Keep in mind, when reading this documentation, that descriptions of effects on colors often really mean effects on color registers. For example: The palette in frame #1 has color blue in color register #2. In frame #2, color red is in color register #2. If you select blue and draw in frame #1, you get blue. Draw in frame #2 from the same register, however, and you get red. Some ZOETROPE functions (such as Fit Colors in the Clip menu) adjust automatically for color register juggling. But the best rule of thumb is to be aware of the position of a color in the color palette; this is your color register. In the Color menu, the color registers are numbered from 0 to 3 across the first row, followed by 4 to 7 across the second row, and so on. In the Palette and Color f/x menus, the color registers are simply numbered from 0 to 31, left to right across the screen. CYCLE [!] Cycle is a mode which lets you cycle through a selected range of colors as yo are drawing. Select Cycle to activate it, select it again to deactivate it. An asterisk will indicate that Cycle is active. Cycle works differently with the various tools in the Draw menu: Draw: Creates a multi-colored line in the shape of the chosen brush. Streak: Same as draw, except that the multi-colored brush lines may be broken if the mouse is moved quickly enough. Stipple: Creates random, multi-colored brush shapes. Airbrush: Creates adjustable random, multi-colored brush shapes. page 152-------------------------------------ZOETROPE REFERENCE SECTION Fill: Each fill will be a different, solid color. Line: In new line will be a different color. Polygon: In filled mode, each new polygon will be a different color. In outline mode, each face of the polygon is a different color. Circle: Each new circle will be a different color. Box: Each new box will be a different color. Text: Each new letter will be a different color. NOTE: While Cycle is active, your current selected color will be ignored. As soon as you select another color from the Color menu, Cycle will automatically be deselected. The range of colors that Cycle will display are selected with the Color Range Bar in either the Palette menu or the Color f/x menu, described below. (See Shift, in the Color f/x menu, for another form of color cycling). PALETTE [@] Select Palette to activate a submenu that lets you alter the colors in your color palette, and adjust the range of colors affected by the Cycle function. You may exit the Palette menu at any time by pressing the right mouse button, or you may move directly to the Color f/x menu (described below) by clicking on the [%] symbol in the upper-right corner (or by pressing [%]). Any palette changes made while in single-frame mode may be cancelled by clicking on Restore on the right side of the menu. (If you have exited to the main screen, but have not left the altered frame, yo may click on Restore in the Frame menu, or press [Backspace] to cancel any color (or rendering) changes. Changes over a range of frames will not take place until you exit the Palette menu. Multiple frame changes cannot be undone, so a requester will prompt you when you exit the Palette menu. Should you answer Yes to the first prompt, the changes will be applied and you will exit the Palette menu. If you answer No, a