
      ·
      :    ¦    .     _________                 ________       _____________
._____¦    |         ·   __   / :   ___________/   _    \      \   __  _   /
|     \    |____:    :     \_/ -A : \______    \    |    \_ _:  \_/     \_/
|      \   ¦    |    ¦      \_  ··D_  /   /   _/    |     /  |___/       \_
|    :     :    |    |_______/  `N· _/    \    \_________/   |   \________/
¦    |_____¦    ¦    |           :  \__________/      \      ¦    \_
:    :    \__________|                                 \___________/
.    ·                           CRaZY GaNG              
     .               +--------------------------------+

 

                THE HANNA-BARBERA ANIMATION WORKSHOP
               ======================================
                                             TYPED BY SHARD - nUT&bOLT
CONTENTS
--------

Introduction
Loading and Installation
 IBM PC and Compatibles
 Digitizer Specifications
 Commodore Amiga
 Copy Protection
How To Use This Manual
The Main Menu
Getting Started Quick
 View Sample Animated Clips
 Assemble an Animated Sequence
 Create an Animated Character
 Drawing
 Animating
Animation Basics
 Drawing 
 Timing
 Storytelling
 Animation
Features Explained
 Main Control
 Drawing
  The Basic Drawing Modes
  General Drawing Icons
  Making Corrections
  Creating Colour
 Animation
  Animation Frames
  Clip Art and Backgrounds
  Load and Save
  Exposure Lists
 Video Digitizing
 Animation Control Panel
Sample Animation Art
 Animations
  Sample Animations
 Clip Art
  Animated Clip Art
 Backgrounds
Video Digitizing Hints
 Entering Hand Drawn Animations
 Copying a Picture from a Grid
 Stop Frame Animation using Cut Outs
Customer Services Information
Keyboard Shortcuts Reference Card


INTRODUCTION
------------

Get  ready  to  have  lots  of fun and let your imagination run wild as you
learn  how  to animate, using your favorite Hanna- Barbera cartoon friends.
Before  you begin, we thought you might want to know a little about the men
who  created these characters and how they developed some of the techniques
you will be using.

William Hanna and Joseph Barbera have been a creative team for more than 50
years,  and  as  pioneers  in television animation have won eight Emmys and
seven  Academy  Awards.   They  first  met at MGM in 1938, and later set up
their   own  studio  in  1957,  which  continues  its  ongoing  success  as
Hanna-Barbera Productions in Hollywood, California.

William  Hanna  was  born  and  raised in Melrose, New Mexico.  Miles away,
Joseph Barbera was growing up in Brooklyn, New York.  During the Depression
of  the  1930s  Bill found an opening at Harman-Ising, the Hollywood studio
that  made  the original "Looney Tunes" and "Merrie Melodies".  By 1937, he
was  hired by MGM as a director and story editor.  Several weeks later, Joe
Barbera  came  aboard.   Bill  had  a talent for comic timing and Joe was a
great artist and storyteller.  Their very first project at MGM came up with
a  winner.   "Puss  Gets the Boot" starred a cat and mouse who later became
everyone's favorite team, Tom and Jerry.

At  that time, most animation was seen in theaters, either before the movie
or  as a full-length feature of its own.  When television was invented, MGM
was  concerned that movies would no longer be popular, so they closed their
animation  department.   This  left  Bill  and Joe without a job.  But they
didn't  give up.  Instead they turned their misfortune around by creating a
way to make animation for television, which had never been done before.

Their  biggest  problem  was  money.   The  budget to create a half hour of
theatrical  animation  was  $50,000,  but  they only had a fraction of that
amount  for  television.   They put their heads together and came up with a
whole  new  technique called "planned animation" which enabled them to make
greater  use  of  each  drawing.  Because of this innovation, cartoons were
brought  from  the movie screen to the TV screen in your home.  The first 6
minute  episode  of  the Ruff and Reddy series was produced for only $2,800
and  proved  that  Bill Hanna and Joe Barbera could provide big laughs on a
little budget.

Then  came  television's first cartoon series.  The Huckleberry Hound Show,
which  paved  the way for all our favorite stars like Quick Draw McGraw and
his  sidekick Baba Looney, the mischievous Pixie and Dixie, and Jellystones
famous  Yogi  Bear  and  Boo  Boo.  In 1960, a Stone Age family became TV's
first  prime  time  animated stars.  The Flintstones, ran for six years and
have become one of the top-rated syndicated programs of all time.  As their
space-  age counterparts, The Jetsons joined prime time in 1962 followed by
Top  Cat,  Scooby-Doo  and  The  Adventures of Jonny Quest.  In the 34-year
history  of  Hanna-Barbera,  over  3,500 half-hours of animated programming
have  been  created  with  more  than  350  different series, specials, and
television  and  theatrical films.  These shows have been seen in more than
90  countries and translated into 22 different languages, making the antics
of  Hanna-Barbera  characters  universally recognized and loved by children
and adults everywhere.

Hanna-Barbera   Productions  is  committed  to  expanding  its  library  by
developing  new  series  and unique program opportunities for young talent.
We  hope  that  this  Animation  Workshop  will inspire you to learn how to
create  and animate your own cartoon characters.  Who knows - maybe one day
you  may find your name in the credits of a Hanna-Barbera cartoon.  We hope
so and good luck!!

LOADING & INSTALLATION
----------------------

We  strongly  advise that you make a backup copy of your Animation Workshop
disk(s) before using the product or installation onto your hard disk drive.
Although  replacements  are  available from us, having your own backup will
save  you  time  should anything go wrong.  Your computer's User Guide will
tell you how to copy a disk.

We  strongly  recommend  that  prior  to  loading the program, you read the
README  file  on  the  Program  Disk.   This  will  contain  details of any
additions  or  alterations made after this manual was printed.  To load the
README file simply type:

                            README

IBM PC and Compatibles

To  run  The  Hanna-Barbera  Animation  Workshop  on  IBM PC and compatible
machines, you will need the following system requirements:

. IBM PC XT/AT with at least 1 Meg RAM
. MSDOS or DRDOS 2.0 and above
. VGA graphics card
. Mouse and keyboard required

(Note  that  the more memory you have, the larger the animation that can be
created.  The program uses EMS memory.)

After  making  sure  your  computer  has  been  booted with DOS, insert the
Animation  Workshop  disk in the floppy drive and type A:  to change to the
floppy directory.  Your computer should display the prompt, A:>

Now  type  INSTALL  to  install  the  program to hard drive.  If you do not
specify  a  path  then  the  program  will  automatically  install  it to a
directory  called  ANIMWORK.   If  you  want  to  install it to a different
directory  then  type the path name on the command line after INSTALL.  For
instance  if  you  want  to  install to a directory on the C:  drive called
PLAY/ANIMATE then type;

                    INSTALL C : /PLAY/ANIMATE

You  may  now  enter  Animation  Workshop  by  typing AW at the appropriate
prompt.

Note:   If  you  have a Rombo video digitizer other than the VIDI-PC24 then
see below.

Digitizer Specifications

The program will work with 3 different ROMBO PC digitizers :

               VIDDI-PC24
               VIDI-PC12
               VIDI-PC

The  default  is  to work with the VIDI-PC24.  If you have one of the other
digitizers then you will need to run a different version of the program.

If you have a VIDI-PC12 type AW12 to run the program.

If you have a VIDI-PC type AWPC to run the program.

Commodore Amiga

To  run  Animation Workshop on an Amiga, you will need the following system
requirements:

. Amiga A500, A500+,A600, A600HD, A1000, A1500, A1200, A3000, or A4000
. Workbench 1.2 and above
. 1Mb RAM
. Mouse and keyboard required.

You can start the program by inserting Disk 1 in your machine and resetting
the  machine  (either  by turning on the power, or by holding down CTRL and
the  two  Amiga  (A) keys).  Alternatively, you can start from Workbench by
double clicking on the Animation Workshop icon.

To  install  the  program  on  your  hard  drive,  boot  the machine with a
workbench  disk  and  then insert Disk 1.  Double-click on the install icon
and the program will be copied to a directory called HB on your Hard drive.

COPY PROTECTION

When  the  program  first  loads you will be asked a protection question to
identify the 3rd icon in a sequence of 3.

The question mark in position C is the icon that you must identify.

Refer  to  the  grids printed on the inside front and inside back covers of
this  manual and find the sequence that begins with the first 2 icons (A) &
(B).   The  third  icon  in the sequence will be shown on this grid and you
must  then  click on that icon in the right half of the screen to enter the
program.

Note:   If  you click on the wrong icon the screen will flash red.  You can
enter the program but all disk accessing will be disabled.  This means that
you  will  not  be  able  to  load  or  save  any  animations,  clip-art or
backgrounds.  Make sure that you click on the correct icon!

HOW TO USE THIS MANUAL
----------------------

Now you have 3 choices:

1) If you really don't have time for manuals then just put it down and play
with  the  package.  If you have used similar packages before them you will
probably  get  the  hang  of  it  quickly.   When needed, refer to specific
features using the index on page 89.

2)  Use  the  Getting  Started Quick section on page 25 to see how a simple
animation  is  produced.   This  will  lead you through most of the program
features  in  an easy to understand way.  This is the recommended route for
you to take!

3)  Methodically  work  your  way through all of the features as written in
Features  Explained,  page 61.  This is for the dedicated user who wants to
learn  everything  about  the  way the package works before using it.  Just
remember,  if you begin to feel at all bored by learning so much, then dive
into  the  package  and start animating.  Practice is better than theory in
just about everything!

THE MAIN MENU
-------------

When  you  start up the Hanna-Barbera Animation Workshop, you are presented
with  the  Main  Menu  screen.   This  screen,  shown  below, links all the
different aspects of Animation Workshop together.

                        ----------------------
                        |                    |
                        |             A      |
                        |  C                 |
                        |             B      |
                        ----------------------


There are 3 main areas to the main menu screen:

A) Main Control Area contains the 6 main control icons for the program.

B) Animation Control Panel is used to control the display of animations.

C) Exposure  List  shows  the  order  in  which  the  frames making up the
   animation fall.

GETTING STARTED QUICK
---------------------

You  got  here!   This  is  the  best way to quickly learn the power of The
Hanna-Barbera Animation Workshop.

Here we go.......

This  section  is  a  series  of  icons  for  you to click on followed by a
description of where you are and what you see on the screen.

Just  click  on  each  icon in turn using the left mouse button (unless the
right mouse button is specified).

VIEW SAMPLE ANIMATED CLIPS

First let's look at some Hanna-Barbera animations:

         (Click on the Drawer Icon)

You  now  have  a  list of the animation directories.  There are animations
from The Flintstones, The Jetsons, Scooby- Doo and Yogi Bear.

         (Click on SCOOBY)

The list of Scooby animations is shown.

         (Click on SNACK)

Now you have selected the animation called SNACK and this name has appeared
in the box below the list.

         (Click on Arrow pointing from filing cabinet to computer)

Hey,  time for a snack.  This animation is for you to colour in later.  See
how the control panel is similar to a VCR.

         (Click on the Looped Arrow)

Looping the animation again and again,

         (Click on the Tortise & Hare Icon)

Now we can change the speed.

         (Click on the Hare)

Faster....

         (Click on the Tortoise)

...and slower.

Try  pressing  F1  to remove the control panel.  Press it again to bring it
back.

         (Click on Exit)

And now we're back at the main menu.

Let's have a look at another one!

         (Click on the Drawer Icon)

         (Click on BACK)

         (Click on YOGI)

         (Click on GRAB)

         (Click on Right Arrow icon)

         (Click on Tick Icon)

An  animation  is  already  loaded  into  the  computer.  You must tell the
computer it's okay to load in another one.

Look at Boo Boo go!  See how Yogi's arm stretches out to grab him.

         (Click on left&right arrow icon)

         (Click on looped arrow icon)

He just can't get away!

         (Click on Exit)

You can try loading some of the other animations if you like.

ASSEMBLE AN ANIMATED SEQUENCE

Let's  make  an  animation using some of the pictures in the package.  Make
sure you are back on the main menu.

         (Click on the Dustbin Icon)

         (Click on the Tick icon)

This clears the last animation from the memory so we can start a new one.

         (Click on the Paint brush icon)

To enter Background Paint mode.

         (Click on icon with right mouse button)

This will allow us to load a background.

         (Click on BACK)
   
         (Click on FLINT)

         (Click on HOUSE)

         (Click on right arrow icon)

Yabba-Dabba-Doo tm!  Its the Flintstones' house.  Lets get Barney to visit.

         (Click on icon with left mouse button)

This takes us to a blank cel or frame.

         (Click on pencil drawing icon)
 
This is the animate mode (just 2 colors).

         (Click on icon with right mouse button)

This now allows us to see the background underneath our cel.  (Note that on
the PC the background is shown in a blue outline).

Now let's get Barney.

        (Click on sissors icon)

This  is  the  clip-art screen for loading in sample art to include in your
animations.

        (Click on the drawer icon)

To bring up the clip-art list.

        (Click the BARNEYWK + right arrow)

Here's an 8 frame walk cycle for Barney.  Now comes the fun.

        (Click on the sissors icon)

The  scissors icon should have turned purple.  Next you need to cut out the
first  Barney frame which is the one at the top left of the screen.  You do
this  by  moving  the pointer up to the top left corner of Barney and click
AND  HOLD  DOWN  the  left  mouse  button.   Keeping it held down, move the
pointer  to  the bottom right of the character and release the button.  You
should  now  have Barney moving around with the mouse pointer.  If you have
not  quite  done  it properly then click on the scissors icon twice and try
again.

        (Click on Exit)

To  return  to the animation mode.  Now you can position Barney on the path
at  the  left  edge of the screen.  Move him there and then click the mouse
button once to put him down.

        (Click on the down arrow icon)

To  add  a  new  frame.  Notice that you can still see frame 1 in a lighter
shade underneath.

        (Click on the sissors icon)

To go back to the clip-art screen.

        (Click on the sissors icon twice)

Cut out the next frame in the walk as before.

        (Click on Exit)

Now position the new Barney a little closer to the house.

Repeat  steps 10 - 13 six times but each time cut out the next frame in the
walk  cycle  and  position  Barney  on  the  screen closer to the house but
overlapping  the  frame that you can see underneath.  Keep doing this until
you have placed the last Barney in frame 8.  Now let's color him in.

        (Click on the paint brush icon)

This  is  Foreground Paint mode.  Click on one of the colours in the bottom
right of the screen.  Choose one for his hair.

        (Click on fill icon)

You  can  now fill Barney with color.  Move the mouse pointer to inside his
hair and click.

        (Click on right arrow)

To  go to the next frame.  Click in his hair again.  Repeat six times until
all  of  the hair is colored and then do the same choosing different colors
for the rest of him.

When  you have completely colored in all the Barneys, you are ready to view
your animation.

        (Click on Exit)

To return to the main menu.

        (Click on the looped arrow icon) 

To  play the animation over and over again.  Well done!  You have created a
sample  animation.   If  it  is  going  at  the  wrong  speed  then use the
Tortoise/Hare icon to change it.  Now we can save it to disk.

        (Click on Exit)

Main menu again.

        (Click on the drawer icon)

If the list does not say FLINT, JETSONS, SCOOBY, YOGI then click on <-BACK.
Click on the empty box underneath the list and type in a name for your file
of up to 6 letters.  Let's call it BARNEY.

        (Click on arrow pointing from computer to filing cabinet)

Your file is now saved to disk.  It can be loaded back in at any time by:

        (Click on drawer icon)

        (Click on BARNEY + right arrow)

        (Click on the tick)

And there you have it! You`re getting pretty good at this.

CREATE AN ANIMATED CHARACTER

Now  let's  try drawing an animation from scratch.  Make sure you're on the
main menu.

        (Click on the Dustbin icon)

        (Click on the tick)

Just to make sure the animation is cleared.

        (Click on the paint brush icon)

First let's experiment with different drawing techniques.  This is going to
look like a mess!

DRAWING

        (Click on the Pencil icon (with wavy lines))

Move  the  pointer onto the screen and click and hold down the mouse button
and move the pointer around.  This is freehand mode.

        (Click on the size icon)

This changes the thickness of the lines.  Do some more drawing.

        (Click on the size icon again)
 
Back to single thickness lines.

        (Click on the Pencil icon (with a straight line))

This mode draws straight lines.  Just play around moving the mouse pointer,
clicking and holding down and then dragging it to the end point.

        (Click on the box icon)

Do the same with squares and rectangles.

        (Click on the circle icon)
 
And circles and ovals.

        (Click on the OOOOPs icon)

This  is  the  OOOPS icon.  See how the last thing that you did disappears.
Click  on  it  again  to  bring it back.  This is very useful if you make a
mistake.

        (Click on the eraser icon)

Now   you  have  completely  cleared  the  screen.   Let's  draw  something
recognizable.   A  simple  landscape.   First  select color number 2, which
should be black, by clicking on it.

       (Click on the Pencil Line icon)

Draw a line across the screen.

       (Click on the Pencil freehand icon)

Draw some wavy hills above the line.

       (Click on the circle icon)

Draw a sun in the sky. 

       (Click on the fill icon)

Click on the colours that you want and fill the different areas.  Note that
the colour will leak out through any holes even at the edge of the screen.

       (Click on icon)

Great.  Let's draw an animation to go over the top of the backdrop.

       (Click on the Yogi pic icon)

We are now in Foreground Animate mode.  See how we can only use 2 colors in
this  mode.   Let's  draw  a simple face.  In this section select the tools
that you need for yourself.  Most of the time you will need the freehand or
circle/oval  tool.  When selecting the circle/oval tool, make sure that you
click in the top left hand corner so that they are drawn just in outline.

Draw an oval for a head.  Place a half circle in the centre for the nose.

Draw 2 ovals for the eyes and a half circle for the mouth.

Draw 2 ovals inside the eyes for pupils.  Add 2 half circles above the eyes
for eyebrows.

Finsh  the  head  by  adding half circles for the ears.  Then add the final
touch of four strands of hair.

ANIMATING

Frame 1
Brilliant! This is the 1st frame of our animation.

        (Click on the down arrow (Add Frame Icon)

This  adds a frame and moves us forward to it.  See how frame 1 still shows
through  underneath.  Every time you need to add a new frame, click on this
icon again.

Frame 2
Draw  a  new  head where the ovals are beginning to stretch with a straight
line for the mouth and the hair standing up straighter.

Frame 3
Next frame.  You should have clicked on the ADD FRAME ICON again.  Complete
stretching  the  ovals, draw a half moon shape for the mouth, and stand the
hair straight up.  You now have a surprised expression.

Frame 4
Frame  4.   Return the face to its original shape.  Add 2 straight lines so
that  the  eyes  are  half closed, and draw a sausage shape for a half open
mouth.

Frame 5
Last  frame.   Squash  the  ovals  and  close  the eyes as shown above.  By
stretching the line of the mouth you now have a smiling face.

        (Click on the paint brush icon)

        (Click on the fill icon)

Now color in the frame.

        (Click on the right arrow icon)

Back to frame 1. Keep going until all of the frames are
colored.

        (Click on Exit)

Back to the main menu. 

        (Click on the looped arrow icon)

Wow!   An  animation  that  you  did  all  by  yourself.  Not bad!  But the
animation  still  doesn't quite loop properly because the jump from frame 5
to frame 1 is too large.

        (Click on the Exit icon)

Back  to  the main menu.  Now see the list saying 1,2,3,4,5 in the top left
of  the  screen.  This is the exposure list showing which frame goes where.
What  we want to do is add frame 4 after frame 5 so that the animation goes
smoothly  back to frame 1.  Click on the line just underneath 5 and press 4
on your keyboard.

        (Click on looped arrow icon)

Now  that's  better.   A  funny  animation,  Save it to disk using the same
technique that you used at the end of the last section, pages 38-39.

Brilliant! You have now passed your basic training.

ANIMATION BASICS
----------------

Animation is a simple process.  Usually it either copies or exaggerates how
something  actually moves in real life.  Once you know the basic steps, you
can create the magic that makes still drawings come to life.  Remember that
there will always be more to learn, but here's a good place to start.

DRAWING

First,  an  animator  must be able to take any character or object and make
drawings of it doing anything.  Use your spare time to practice drawing any
character  you  like  doing  many  different things.  This will be the best
training for your first animation projects.

Changing Shapes
When  we  giggle at a funny cartoon, it's probably because some movement is
so  silly  and exaggerated, we can't help but laugh.  Here are a few tricks
that are always used to make this happen.

Example  1:   When Fred's thumb gets stuck in his bowling ball as he throws
it,  his  arm  stretches  way  out.  All objects change shape when they are
making  a  strong  action.   Rigid  objects  will  change  very little, but
flexible  ones  will  change a lot.  Exaggerating these changes can be very
useful in creating a funny scene.

Example  2:   When Dino falls from high above and hits the ground, his body
flattens, then stretches out and bounces up like a rubber ball.

These  examples  are  called  "stretch" and "squash".  Nothing in real life
gets  stretched  or  squashed  as  much  as  cartoon  characters,  but this
exaggerated  drawing  technique  is  constantly used in animation to create
fantasy  and  humour  Next  time you watch The Flintstones, notice how many
times you see Fred or Barney get stretched and squashed.

TIMING

"Timing" in animation is the speed that an action takes place.  There are 3
very easy rules.

1.   If  you  want the action to move slowly, then use more frames and make
the drawings overlap a lot.

2.   If you want the action to move at a medium speed, then use less frames
and have the drawings slightly overlap.

3.   If  you  want the action to move fast, then use very few frames and do
not let the drawings overlap.

The  best  way  to  understand  how  this  works  is  to look at the sample
animation  printed  in  the  bottom  left hand corner, from page 31 in this
manual.  Using the 3 rules above, practice making your own flip books using
the corners of an old book, magazine or even a telephone book.

STORYTELLING

Stretch  and  Squash and Timing are important techniques to know, but there
is   one  more  element  that  makes  the  real  difference,  and  that  is
"storytelling".   This  is  how  you get to add your own style and sense of
humor.   A  good  storyteller  knows  how  to  create situations that bring
reactions  like  laughing,  crying,  and surprise.  Once you get an idea of
what  you  want  to  animate,  think about how you can add something that's
totally  unexpected.   Remember that animation is the perfect medium to let
your imagination run wild.

ANIMATION

Now  you  know  the  tricks  of  drawing.  Let's learn how to animate.  The
dictionary  says  that  the word animate means "to give life or motion to".
We'll go step by step and find out how to give life to your drawings.

Step 1 - What's happening?
The first step is to know what you want to happen.  Lets say you want a cat
to chase dog up a tree.  Sounds funny, so how do you make it happen?

Step 2 - Block out the action
Determine  what  takes place first, and then last, and something inbetween.
The  sketches of these poses are called "key" drawings.  You might think of
them like the panels in a comic book.  They are single moments of activity.
In  your chase scene, the first sketch (Frame 1) might have the cat running
after  the  dog.  The last drawing (Frame 10) could have the cat looking up
at  the  dog  trying to hold on to a tree limb.  (Frame 6) might be the dog
scrambling up the tree.

         1----------------6----------------10

Step 3 - Breaking down the drawings.
An  animator  creates  "breakdown" drawings to show the secondary movements
that  would happen between each "key" drawing.  In your case, (Frame 4) the
dog  jumps  onto  the  tree trunk.  (Frame 8) would have the dog jumping to
catch the tree limb.

         1-------------4----6-----8--------10

Step 4 - Inbetweening.
An  animator  creates  all  the  drawings  that fit in between the finished
drawings to smoothen out the action.

Step 5 - Exposure Sheet.
In  35mm film, there are usually 24 drawings (or frames) that pass by every
second.   Next time you watch a cartoon, try to guess how many frames go by
in  a  half  hour.   It's a lot, so an animator uses an "Exposure Sheet" to
keep  track  of the drawings, frame by frame.  To save time and money, some
frames  are  exposed  twice (called "shot in twos").  Then only 12 drawings
are  needed  per second.  Some frames are only used once, but others can be
cycled  over  and over, like the movement of running.  It may take 4 frames
for  the  dog's  legs  to  move back and forth once, so those frames can be
repeated over and over to make it look like the dog is running.

Step 6 - Shoot the Frames
Once  all  the  frames  are  drawn,  they are put in order according to the
exposure  sheet  and  individually  photographed onto film.  Sound effects,
voices and music are added.  And that's it!  You now have a cartoon.

FEATURES EXPLAINED
------------------

MAIN CONTROL

Paint - (Paint Brush Icon)
Clicking on the paintbrush icon takes you into Background Paint mode.

Animate - (Yogi Icon)
This  icon takes you into Foreground Animate mode, for drawing the outlines
of your animations.

Video - (Clapperboard Icon)
This  icon  will  take  you to the video digitizing module for using with a
Rombo digitizer and video camera, See page 74.

Load/Save - (Drawer Icon)
You  can load and save your animations to disk.  See LOAD & SAVE section on
page 71 for information on how to do this.

Trash - (Dustbin Icon)
This  icon will remove the current animation from memory.  Be careful doing
this,  as  you  cannot  retrieve  the animation if you have not saved it to
disk.

Exit - (Exit Icon)
This icon takes you out of the program.  This icon is used on other screens
to  exit back to the previous screen, On the main menu there is no previous
screen and so the program simply terminates.

DRAWING

The three basic modes for drawing in are Background Paint, Foreground Paint
and Foreground Animate.

BASIC DRAWING MODES

Background Paint
This  mode allows you to draw a background in 8 colours.  This will provide
a  static backdrop to your animation.  Clicking on the BACKGROUND ICON will
change the mode to Foreground Paint.

Foreground Paint
In  this  mode  you can draw and design your foreground animation frames or
cels  in  8  separate  colors that will be overlaid on your backdrop.  From
this mode you can get to either Background Paint or Animate mode.  Click on
the  BACKGROUND  ICON to get to Background Paint Mode, and the ANIMATE ICON
to get to Foreground Animate mode.

Foreground Animate
In Foreground Animate mode (you can only animate the foreground).

This  mode is for drawing the outlines of the animations.  Here you draw in
just  2  colors (normally black and white) as if you were using a pencil on
paper.  The strength of this mode is that you can see the previous 2 frames
of  your  animation  underneath  in shades of grey.  This is known as onion
skinning  and  allows  you  to carefully modify frames to really bring your
animations  to  life.   If you click on the COMBINATION ICON the background
will also be visible underneath your current frame.

If the shades of grey are too confusing then press F7 to show the different
onion  skins  in  red,  blue and black.  Press F7 again to return to greys.
Click on the FOREGROUND ICON to get back to Foreground Paint mode.

See  also  the section on frames for information specific to the foreground
modes only.

GENERAL DRAWING ICONS

The General Drawing icons are common to all 3 modes.

NOTE:   With the Brushes and Drawing tools you can create your own drawings
or  alter  pictures  that  have been loaded from disk or shot via the video
camera.

Brushes
The  four  squares show the varying thickness of lines that can be used for
drawing.   Just click on one and it will be highlighted to show it has been
selected.

Freehand Tool
Next  to the brushes at the top is the FREEHAND TOOL which lets you draw as
you would with a pencil.  When you select it by clicking on it, the picture
turns  blue.   You can now draw with the mouse.  If you use the right mouse
button then you can draw with the background color.

Straight Line Tool
This  lets  you  draw  straight  lines.  Click on it and then put the mouse
pointer  where  you  want  the line to start and HOLD THE BUTTON DOWN while
moving it to where you want to end.  Release the button.

Square/Rectangle Tool
Click  on here to draw a square or a rectangle.  Click in the top left half
to draw a hollow shape and in the bottom right half to draw a filled shape.
Move  the  mouse  pointer  to where you want to position one corner of your
shape  and  then  HOLD THE BUTTON DOWN while moving to the opposite corner.
Release the button to draw the shape.

Circle/Oval Tool
This  works  in the same way as the Square/Rectangle Tool but allows you to
draw  circles  and ovals.  Start at the center and move the mouse until you
have the shape that you want and then release the button.

Fill Tool
This  allows  you  to fill an area with a single color.  Click on this icon
and  then  click  on the color that you want to use to fill with.  Position
the mouse over the area that you want to fill and click the button.

NOTE:   It is very important that the area that you fill is properly joined
so  that  none of the colours leak out.  If they do then click on UNDO (See
Later) and patch up the hole before trying to fill again.

Text Tool
This  lets  you  type text onto your picture.  Click here and then position
the  mouse  where  you  want the text to start, click the button, and start
typing.  You can choose any colour you want.

NOTE:   If you make a mistake you can use the BACKSPACE key (<-) on the top
right of the keyboard.  You can only delete on the line you are typing.

Magnify Tool
This  will  magnify a section of the screen so that you can work in detail.
Once you are in Magnify Mode you can zoom in and out with the icons.

NOTE:  In Magnify Mode you can only work with the FREEHAND TOOL.

Cut and Paste TooI
This  has a very special application.  You can select a picture, or part of
it,  to  be cut out and pasted on another part of the screen, or on another
frame in the animation sequence.  This can save a lot of time when you need
to  repeat the same drawing in a different place.  You can also create your
own  brush and draw with it.  For example you might want to draw a leaf and
then cut it out and paste it lots of times onto a tree.

The  way  that  you  cut something out is by clicking on the scissors which
makes them go purple indicating that you are ready to cut.  Click the mouse
pointer  at  one corner of the thing that you want to cut out and then drag
it to the opposite corner and release the button.

NOTE:   Any part of your brush that is background colour (the colour at the
top  left  of the palette) will be treated as transparent when you use your
brush.

You  can  also flip your brush horizontally or vertically by pressing F5 or
F6.

MAKING CORRECTIONS

UNDO Tool
This  is  a  picture  of  Shaggy  going  Ooops!  It only works on your last
mistake,  so  click  here as soon as you have made an error.  If you decide
that  it  wasn't  a  error after all then just click again and it will undo
what you just undid!

WIPE Tool
When  you  want to completely clear the screen then click on the Wipe tool.
This  will  fill  the  screen  with  the selected background color.  If you
accidentally  wipe  the  screen,  and  haven't done anything else then just
click on UNDO to bring the screen back.

You  can  also  correct  mistakes by selecting the backgound color with the
right  mouse  button  and then rubbing out whatever is wrong with the right
mouse button again.

CREATING COLOURS

There  are  8  colors  which  are  used  for  the  background and 8 for the
foreground.   These  can be selected by clicking on them (left mouse button
for  foreground color, right mouse button for background color) or modified
by clicking on the palette icon.

Select the color that you wish to modify by clicking on it, and then modify
the  red,  green  and  blue content by moving the slider bars on the right.
You  can  either  click on these bars and hold down the button to drag them
left  and right, or just click to one side of them to move them up and down
in steps.

ANIMATION

The  three  icons  that  relate  to  the  frames  can be used from both the
Foreground Animate and Foreground Paint modes and look like:

    Left Arrow         Down Arrow         Right Arrow

The  icons to the left and the right simply move forwards and backwards one
frame in the current animation.  To start with, these will do nothing since
the program starts with only 1 frame in the animation.  The central icon is
the  ADD FRAME ICON and adds a new frame just after the current frame being
displayed.   The  frame  number  used is the lowest number that has not yet
been assigned.

CLIP ART AND BACKGROUNDS

Backgrounds
Background  graphics  can  be  loaded  in  by clicking with the RIGHT mouse
button  on  the  background icon while in Background paint mode.  This will
call  up a separate screen with a disk icon.  Click on this icon and a list
will appear of the available files to load in.

Clip-Art
Clip-Arts  are  line-drawings  that you can include in your own animations.
To  call  up  the clip-art screen, click with the RIGHT mouse button on the
SCISSORS ICON.

This will call up another another scissors icon (for cutting brushes out of
the  clip-art  screen), a disk icon and an exit icon to get you back to the
normal  mode.   Click  on  the  disk  icon  to  bring  up a list of all the
available clip-art on the disk.  See the Sample Animation Art Section for a
list of the available screens.

LOAD AND SAVE

You  can load and save your animation to disk.  Click on the FILING ICON on
the Main Control panel and a box will appear.

First you need to select the name of the file.  You can do this by clicking
on  it (if it already exists) or by clicking in the space below the list of
files and typing a name.

The  list  of  files  also  contains  directories  which  hold other files.
Directories are indicated by a > sign in front of the name.  If you need to
change  directory  then  just click on the directory name and then select a
file.  You can go back to the previous directory by clicking on <--- BACK.

When  you have selected the file name then you must select one of the arrow
icons.   The  arrows  indicate  whether you load or save the animation.  To
LOAD  an  animation,  click  on  the arrow that points from the disk to the
computer.   To  SAVE  an  animation click on the arrow that points from the
computer to the disk.

Click  on  the  arrow  that you want, and then select the file.  If you are
loading  a  file  then you will just click on the name of the file that you
want.

Be  carefull!  You do not want to load an animation over something that you
have just drawn, or save an animation over another one on the disk that you
want  to  keep.   If you are going to overwrite an animation (either in the
computer or on the disk) then a box will appear:

         (Tick Icon)

If  you  are  sure  that  you  want  to  carry  on  then click on the TICK.
Otherwise click on the CROSS and nothing will be overwritten.

If  you  wish  to  change  to a different disk drive then click on the disk
icon.   This  will  take  you  to  the next available disk (like the floppy
drive)  and show you what is available on that disk.  This can be useful if
you want to save some animations onto floppy disk instead.

EXPOSURE LISTS

The  exposure  list  provides  a list of the frames and the order that they
appear.  This list can be changed very easily to alter the order of frames,
make one frame last longer, or even repeat little sections over and over.

To  delete a frame from the list simply click on the number in the list and
press the DELETE key.

To  add  a frame just click on the frame just before where you want the new
frame  and  then  press  RETURN.  Type the number of the new frame - do not
press RETURN since this will add another frame.

NOTE:  You can only add frames that have already been designed.  You cannot
use  a  frame  number higher than the highest frame number.  If you want to
add a completely new frame then you must use the ADD FRAME icon.

VIDEO DIGITIZING

You  can only input pictures with this section of the program if you have a
video camera and a Rombo digitizer.  (See specifications in the Loading and
Installation Section).

Set  up  the  video  camera, preferably on a stand, to point at a flat area
where  you can place your drawings.  Connect the camera to the input on the
video digitizer according to the manufacturers' instructions.

When  everything  is  turned on, click on the VIDEO ICON on the main screen
and you will be taken to the digitizer screen.

The  first  screen  is  for  digitizing  hand  drawn animations.  This will
quickly  digitize  in  2  colors  (black & white) the image in front of the
camera  -  use  Appendix  B in conjunction with the Animators Scrapbook for
some examples of how to use this feature.

The  LARGE  EYE  ICON lets you view the image before you actually digitize.
If the image is too bright or too dark then simply click on the MOON or SUN
ICON  until  the image is clear.  When it is clear, click on the VIDEO ICON
and  the program will store the image and move on to the next frame so that
you can enter the next picture in your animation.  In the other booklet you
are given an example of stop-frame cut-out animation of Fred Flintstone and
pre-drawn Scooby animation for you to enter.

You  can also digitize backgrounds with this part of the program.  Click on
the BACKGROUND ICON and you will be presented with a screen.

The  difference  here is that you can use either 2, 4 or 8 shades of grey -
click on the number that you require - and the digitized image will be used
as  the  static  background  for  your  animation.   It is often easiest to
digitize a hand drawn background in 2 colors and then color it in using the
package.

ANIMATION CONTROL PANEL

The animation control icons are

REWIND
This jumps back to the first frame in the animation

PAUSE
This pauses the animation and holds 1 frame on the screen.

PLAY
This plays the current animation once from beginning to end.

FAST FORWARD
This jumps to the last frame of the animation.

STEP BACKWARDS
This steps the animation back 1 frame.

STEP FORWARDS
This steps the animation forward 1 frame,

TORTOISE & HARE
These icons affect the speed of the animation.  Click on the hare will make
the  animation  faster,  while  clicking on the tortoise will slow it down.
You can also drag the slider bar.

SAMPLE ANIMATION ART
--------------------

The sample pieces of work are in 4 directories called:

FLINT
JETSONS
SCOOBY
YOGI

When  loading something in you will have to enter the directory by clicking
on  the  name with the mouse and then clicking on the file that you wish to
load.

ANIMATIONS

The  sample  animations highlight various animation techniques and features
of  the  package.  You can load them in and step through frame by frame, or
change them, colour them in or just watch them play.

To  load one of the animations follow the instructions for Loading & Saving
on  Page  71.   Make  sure  that the arrow is pointing from the disk to the
computer or you will overwrite the animation.

SAMPLE ANIMATIONS

SCOOBY
WIPE: A looping animation. Try adding some rain to each frame.

SNACK: A  long  animation that can be colored in.  You will need a lot of
memory on your computer to finish this animation.

YOGI
GRAB: Notice how the beginning and end parts loop.

CHOMP: A simple 5 frame loop for you to color.  Try changing the speed to
make Yogi eat really fast!

JETSONS
DANCE: Only  10 frames in this animation but sections are re-used to make
the dance last longer.  And it loops!

EAT: Judy Jetson gets fed up! Another scene to colour.

FLINT
ROCK  1: Fred gets a surprise!  Notice how his head gets larger when he is
hit to add to the effect.  Another example of how frames can be re-used.

ROCK2: Try coloring in the same animation the way you want.

CLIP ART

The  clip-art  screen contains line drawings of art-work for you to include
in  your  own  animations.  To call up the clip art screen enter Foreground
Animate mode and click on the SCISSORS ICON with the right mouse button.

You will then get the following screen :

This  is  essentially  a spare screen that forms no part of your animation.
Load  a  piece  of clip-art by clicking on the DISK ICON and then selecting
the clip-art file that you wish to load.  These screens contain walk cycles
of  some  of  the  characters  and  objects  for you to include in your own
animation.

ANIMATED CLIP ART

There  are  3 clip-art screens in the FLINT directory called MOWERB, MOWERF
and  MOWERC.   These  are for you to build an animation.  Draw a background
with a piece of grass in front of a long low wall.

Add  the  clip-art  to the foreground so that you have an animation of Fred
walking across the screen pushing the mower creature with Barney leaning on
the  wall  watching.   This  animation may take a long time to assemble and
will need a lot of memory.

BACKGROUNDS

Backgrounds  can be loaded in separately from animations and there are some
examples  for you to use.  To load a background enter Background Paint mode
and click on the BACKGROUND ICON with the right mouse button.  Click on the
disk icon to load a background.

VIDEO DIGITIZING HINTS
----------------------

If  you  are lucky enough to have a digitizer and a video camera then there
are  lots  of extra things that you can do with The Hanna-Barbera Animation
Workshop.  Some examples are included in the booklet.

NOTE: You do not need a digitizer or a camera for section 2.

SECTION 1 - ENTERING HAND DRAWN ANIMATIONS

Pages  1 - 14 contain a 14 frame animation of Scooby for you to enter.  Set
up  the  video  camera  pointing at a flat surface as described on page 74.
Enter the digitize screen by clicking on the VIDEO ICON.

Place the first frame (Page 1) down and modify the brightness control until
you can clearly see Scooby on the screen.  Try to make sure that it is dark
enough so that none of the lines are broken.

When  you  are happy with the picture, click on the VIDEO ICON to capture a
frame  and  move  on to the next one.  Turn the page and position it in the
same  place  and  repeat the process until you have all 14 frames captured.
Quickly play the animation to make sure that it looks right before coloring
it and adding a background.

Now  you see how this works, try drawing your own animation and entering it
onto the computer in the same way.  You may find that it is quicker to draw
with a pencil on paper than trying to draw everything with the computer.

SECTION 2 - COPYING A PICTURE FROM A GRID

This  is a way of accurately copying a picture.  On page 15 is a picture of
Dino.

Load the background called GRID into the background screen.

Now  you  have  the same grid on screen and you can copy the picture box by
box  from  the page onto the screen.  Draw Dino on the foreground screen so
that  when  you have finished you can wipe the background away and put your
own background in!

SECTION 3 - STOP-FRAME ANIMATION USING CUT-OUTS

This  is  a  very  powerful  form  of  animation  and  can  quickly produce
outstanding results.

An example of a Fred Flintstone cut out is on Page 16 with some extra parts
on  page  17.  In order to use him, cut out the different parts of Fred and
join  them  together with split paper clips.  It may be easier if you stick
the different parts onto card and then cut them out very carefully.

Once  he  is  joined and can be moved, place him on the digitizing area and
set up the camera as in section 1.

You can now capture a frame, move Fred a little bit and the capture another
one  and  so  on.   With  this  technique  you  can quickly build up a very
complicated animation that would take a very long time to draw.

CUSTOMER SERVICES INFORMATION
-----------------------------

PLEASE REGISTER YOUR PRODUCT WITHIN 14 DAYS OF PURCHASE.

Thank  you  for purchasing this Empire product.  Kindly complete and return
the  enclosed  warranty  card  to register your new purchase.  Registration
allows  us  to  provide you with the very best after sales support and keep
you  informed of any future developments.  On the back of the card you will
find  specific  details  regarding  your purchase, so please keep in a safe
place.

The physical media this product is contained on is guaranted against faults
in manufacturing and workmanship for a period of 1 year, effective from the
date  of  purchase.   After  this  period a small administration fee may be
charged to repair/replace your disks.

RETURNS  &  ENQUIRIES:   If  you  encounter  any  problems with this Empire
product,  please  contact our custorner service department first.  They are
there  to  help  you and will advise the best course of action.  If you are
requested  to  return  the  product  to  us,  please  send the disk(s) only
(without  packaging  and  manuals)  postage paid and properly packed to the
address  detailed  on  your  warranty  card,  together with a covering note
detailing the faults found and the required return address.

KEYBOARD SHORTCUTS REFERENCE CARD
---------------------------------

You  may  find  this card more useful if you remove it from the manual.  Do
this by carefully tearing it from the binding.

F1   -  Toggle Control Panel (On/Off)
F2   -  Move Back One Frame
F3   -  Add One Frame
F4   -  Move Forward One Frame
F5   -  Flip Brush Horizontally
F6   -  Flip Brush Vertically
F7   -  Toggle Onion Skinning (Greys/Red-Blue-Black)
F10  -  Jump To Play The Animation

AMIGA ADDENDUM
--------------

Install Instructions

The  Animation  Workshop  will  run from floppy disk or may be installed to
hard disk using the instructions below.

You  can  now  install  to any directory that you choose.  Simply enter the
directory that you wish to install to in the install program text box using
the keyboard.  The default directory is DH0:  HBAW.

The program installs the animation package and the FLINTSTONES anbd JETSONS
sample  artwork.   You must still load the YOGI and SCOOBY artwork from the
second floppy disk.

Sample Art

In  the  Amiga  version  the  sample  art  is  spread  over  the  2  disks.
FLINTSTONES  and  JETSONS artwork is on disk 1, and YOGI and SCOOBY artwork
is  on  disk  2.   The  JETSONS animation SOUP is not included in the Amiga
version.


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                  TYPED F/\STER BY SHARD NUT & BOLT 11-6-94
 

