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			  ADPTools Professional
			       
				Version 1.0

		 Animation and Digital Compositing Software
		
		  Copyright © 1993 Earobic Digital Systems

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INTRODUCTION


	Welcome to ADPTools Professional. As producers ourselves, busy
in everyday production, we know that you will more than likely read as
little as possible of your users manual before diving right into the
program. With this in mind, we will only suggest that you take a moment
to scan though the manual to get familar with the terms and procedures.

	Image processing and digital compositing for animation and 
digital video can be very resource intensive. In many ways, this type of
animation can be more demanding than 3D raytracing. With this in mind,
one of the most asked questions has been; "So, how fast is it?". Well,
you will be happy to hear that even complex ADPTools animations are many
times faster than the simplest 3D raytraces. Frames render in seconds, not
minutes. Setting your memory and disk storage defaults correctly is very
important for fast and successful completion of any project. Therefore,
check you available resources and be sure to follow the Project setup
instructions found in your manual closely.

	This README file will give you some tips and information not 
found in the first printing of your manual and is as important as the
manual itself.


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			 **** SPECIAL NOTE ****


                    Due to events out of our control,
	the 3D Imaging/Interlace-DeInterlacing module may not be
	included in your package. If you do not have this seperate
	program and wish to receive it, please state that you did
	not receive it on your registration card, send it in, and 
	we will get a copy of it to you as soon as possible.



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INSTALLATION

	- When installing ADPTools Professional, data files are 
	  decompressed in ram: for speed. Please be sure to have 
	  two megabytes of fast ram available or the install will
	  abort with an error.



PROJECTS/PREFERENCES

	
	- When you first start ADPTools be sure to setup preferences and 
	  save them. These things include Destination Directory, Project
	  directory, Images Directory, etc. ADPTools will not work as 
	  expected if these are not saved.
	
	- It is best if you allow ADPTools to launch ADPro, as the
	  memory management of ADPro can be controlled for proper
	  balance between the Animation and Image processing systems.

	- Be sure to check your total Fast Ram (Not Chip) before setting
	  the ADPro Memory. Example: If your Amiga has eight megabytes of
	  fast ram, then setting ADPro memory to between 4000000 to
	  5000000 is recommended.

	- Using the ripple operator (either for visuals or rendering) 
	  requires at least 12 megabytes total of fast ram for a NTSC 
	  size (752 480) image. Set ADPTools ADPro memory limit somewhere
	  around 8000000 to 9000000 megabytes.

	- Proper balance between ADPro memory and ADPTools' animation
	  system memory is critical for proper operation.

	- If at any time your displays seem overly sluggish or ADPTools
	  is unable to continue and aborts, You will need to reduce the
	  amount of memory you have set for ADPro. Due to the way that 
	  ADPTools is designed, all data is saved up to the point where
	  the program aborted. DONT PANIC! This is really only a concern
	  during the creation of the animation not during rendering.



SEQUENCES


	- When using the GET ALL feature of the LIST Sequence creation 
	  tool make sure that only image files have been inserted into
	  you list. ADPTools does not verify that the files are valid
	  image files. A ".info" file in your list will give you 
	  unexpected results in your final product.



MASTERLIST

	- The Master List the the foundation of all animation rendering
	  in ADPTools be sure that the entries in the MasterList are 
	  valid. i.e. Sequence and images really exist and the images
	  they point to are really there.

	- If you dont mind using the UNIVERSAL Loader and you understand
	  it's limitations as defined by ADPro, you can mix different
	  image formats in the Master list.

	- If you wish to include an Amiga anim file in the masterlist you
	  must first create an Amiga Anim Auto Sequence file using the 
	  Sequence Tool in ADPTools. The only valid formats that can be 
	  added to the Master List are Images and Sequences.

	- If you include an Amiga Anim Sequence in the Master List you
	  do not have to set your loader type to Anim, as we will 
	  automatically take care of that for you. This will allow you
	  to mix Amiga Anims with other sequences and images.


FIRST/LAST FRAMES

	- When in Animate mode the FIRST and LAST Frames (Located under
	  the Loader Options button.) will allow you to specify what 
	  frames in the Master list will be rendered. These numbers are
	  stored each time you change them. 

	- When in Composite mode the FIRST and LAST Frames are also stored
	  and reflect what frames will be rendered from the Total
	  Composite Frames found in the Composite Edit Script.

	- When generating a Preview the current FIRST and LAST Frames will
	  be used.

	- When playing back a preview FIRST and LAST Frames are not used
	  and the Preview will display all generated frames.


OUTPUT NAMING FORMAT

	- To change the name that will be used when saving files during
	  rendering you must use the EDIT button found in the Output 
	  Format Requestor. Do not type the name in the Destination
	  name field unless your Saver type is ANIM.

	- Unlike the Destination Name you may type in a valid path in the
	  Destination Directory field or use the DISK icon.

	- Note that the Range START, END, and BY Fields are ghosted and are 
	  shown here for reference only.


LOADER OPTIONS

	- Note that figure 3.2 in your Users Manual shows a delete after
	  convert button. This feature has been removed from the requester
	  in the current production version of the software.


GENERATE OUTPUT SEQ

	- The Generate Output Seq button will automatically create a
	  Sequence referencing the last rendered frames. The Sequence
	  will be saved in your default sequence directory.

	- The Output Sequence will not be generated if you abort rendering.

	- Output Sequences are generated for both Animation processing
	  and composite processing.

	- The Sequence name will reflect the output naming format with
	  the word "OUT" in place of the frame numbers. If the output
	  is an ANIM the word "OUT" is appended to the end of the ANIM
 	  name. 


PREVIEW

	- When generating previews the only options from the Image Control
	  requester that are used are the Dither Type, Dither Amount and
	  the Lock to File. The only option required is the Lock to File.

	- After viewing a preview ADPTools will prompt you to delete that
	  preview.

	- When generating a Preview the "Generate Output Seq" button
	  on the Animation/Compositing screen is not used.

	- Pressing the "SYNC" button on the Preview Controls and pressing
	  play again will help viewing the preview at 30 fps.



EDIT SCRIPTS

	- After selecting an operator for the first time, if you press
	  CANCEL on the operator screen the operator name is still added
	  to the edit script but no animation or compositing database (db).
	  is saved. If you leave the edit script with an operator in the 
	  list without pressing OK on the operator screen you will generate
	  an error in the renderer. This error is not fatal but will slow
	  down the rendering process and that operator will not be used.

	- Once an operator is added to an edit script you may double-click
	  on the operator name in the list to bring it up again for editing.



ANIMATION/COMPOSITING

	- If you create animation and then modify the Master List or 
	  Total Composite Frames (depending the mode you are in.) to be
	  shorter than what you used to create your animation/compositing,
	  Key Frames created beyond the end of your new total frames can
	  not be deleted nor modified. To prevent this problem, always
	  modify your animation data before modifing the Master List or
	  Total Composite Frames.

	- If you attempt to create a Key or Delete a Key beyond the Total
	  frames that action will be applied to the last frame as defined
	  by the Master List or Total Composite Frames. Be aware that 
	  any Key Frame Data that exists on the last frame will be modified.



LAYERS/ALPHA MATTE

	- Layer Cells must contain Amiga IFF images if you are using Alpha
	  Mattes.

	- Alpha Mattes must always be Amiga IFF Grayscale images.

	- When using Alpha Mattes the Layer Cell and The Alpha Matte must
	  have the same image size.

	- When using Alpha Mattes the Mix and RGB Transparency controls
	  are not used.



EFX MATTES

	- EFX Matte files must have the same image size as the current 
	  frame.

	- Realize that the EFX Matte Image size must reflect any scaling
	  or croping animation that is done to the current frame.



