Japanese
Graphic Tools GuideSEGA Painter User's Manual/
Back | ■
Sega Painter User's Manual

5.Animation


■Notes

 Note
If the target is not connected, the animation function cannot be used.
Also, if a Model-S graphics box is connected, drawing operations cannot be performed while animation is running.

■Registering objects

Make the document window of the object you want to register for animation current and select the editing layer on the tool palette.

In this state, if you drag the image on the document window, the selected area will be treated as an object for animation.

The object number assigned at the time of registration will be used in the animation registration described later.

■Animation registration

To register an animation data table, select "Register Animation" from the special menu to open the editing dialog.

●Bank
You can create up to 16 banks of animation data tables.
When you select a bank to register, the bank name, registered object data, etc. will be displayed.

●Object data
Set the values necessary to play the animation and register it as an object.

no.: Object number
Sets the number of the object set on the current document window.

time: Playing time
Set the time to display the object. (Unit: int = 1/60 second)

offset(h,v): Playback position
Sets the position where the object is displayed on the monitor window.

flip: flip
Set this to invert the object.

●Object data settings

Insert: Insert data before the selected object data.
If object data is not selected, data will be added to the end of the bank.

Delete: Delete the selected object data.
If object data is not selected, the data at the end of the bank will be erased.

Entry: Confirm the value of the selected object data.
If object data is not selected, data will be added to the end of the bank.

●Load
Load animation data. The currently registered data will be overwritten.
If the read data is for one bank, it will be read into the currently selected bank.
If the read data is for 16 banks, a dialog will be displayed asking if you want to erase all data and read.

●Save
Save the animation data.

□Save all:
Check this to save data of all banks.

■Execution of animation

To play the animation, select "Show Panel" from the Window menu to open the panel window.

i5_06_00Play /Stop button
Animation is played on the target according to registered objects, animation data, and contents set in the panel.
Also, during playback, it switches to a stop button.

i5_06_01 Rewind button
Returns the playback start position to the beginning of an animation that was stopped during playback.

i5_06_02 Step play button
Each time you click on each button, the object will be displayed one step forward or backward.

i5_06_03 Loop button
Set or cancel animation loop playback.

i5_06_04 Animation off button
Clears the animated object from display on the target.

●TEMPO
Specify a value in the scroll bar to speed up or slow down the overall playback speed of the animation.

●BANK
Specify the bank number of the animation data to be played.

●Document name
Specifies the document window to play.
Clicking this item will display a pop-up menu with a list of currently open document windows.

●Initial coordinates
Set the initial coordinates to display the animation.
The display position of the object will be the location where the offset value of the animation data is added to this setting value.

●Transparent color setting
Objects are displayed in each specified palette with color number 0 as the transparent color.

●Placement standards
Specify which position of each object should be displayed as the reference point.

●Time emulation
Check this to prioritize the total playback time by thinning out the frames that should be displayed when processing delays occur.

●Motion interpolation
Check this to perform coordinate interpolation between displayed objects.

■Execution of tone animation

To perform a tone animation, select "Tone Animation" from the special menu to open a dialog for setting parameters.

●Target palette
This is the start address of the palette used by the document window to be displayed, and the unit in which the palette is changed.

●Change color table

START:
Specify the start address of the palette used for tone animation.
You can also specify the START value by clicking on the color list.
Palette changes will be performed in pallet units in order from the start address specified here.

LOOP:
Specifies the number of palettes used for tone animation.

WAIT:
Specify the display time for one palette change. (Unit: int = 1/60 second)

Run, stop button
Executes tone animation. It also switches to a stop button while it is running.

rewind button
Returns the execution start position of the tone animation to the start address if it is stopped during execution.

loop button
Set or cancel loop execution of tone animation.


Back | ■
Graphic Tools GuideSEGA Painter User's Manual/
Copyright SEGA ENTERPRISES, LTD., 1997