GRAPHICS Lab Report
GRAPHICS Lab Report
PROGRAMS
S.NO PROGRAMS
1. Line Drawing Algorithms
1.1 DDA Line Drawing Algorithm
1.2 Bresenham's Line Drawing Algorithm
3.2 Translation in 2D
Line
Rectangle
Triangle
3.3 Scaling in 2D
Line
Rectangle
Triangle
4. Clipping Algorithms
4.1 Cohen Sutherland Line Clipping Algorithm
5. 3D Transformations
3D Projection
5.1 Parallel
Perspective
SOFTWARES
S.NO. DESCRIPTION
2. Maya
// DDA Line Drawing Algorithm
# include <stdio.h>
# include <graphics.h>
# include <math.h>
void main()
{
int gmode , gdrive = DETECT , errorcode , i ;
float x1 , x2 , y1 , y2 , dy , dx ;
float x , y , xinc , yinc , l ;
initgraph ( &gdrive , &gmode ,"C:\\TC\\BGI" ) ;
printf ( "DDA Line Drawing Algorithm \n" ) ;
printf ( "Enter x1 : " ) ;
scanf ( "%f" , &x1 ) ;
printf ( "Enter y1 : " ) ;
scanf ( "%f" , &y1 ) ;
printf ( "Enter x2 : " );
scanf ( "%f" , &x2 ) ;
printf ( "Enter y2 : " );
scanf ( "%f" , &y2 ) ;
dy = y2 - y1 ;
dx = x2 - x1 ;
Enter x1 : 100
Enter y1 : 100
Enter x2 : 200
Enter y2 : 200
// Bresenham Line Drawing Algorithm
# include <stdio.h>
# include <graphics.h>
# include <math.h>
void main()
{
int gmode , gdrive = DETECT ;
float x1 , x2 , y1 , y2 , dx , dy , temp , p ;
float x , y , xend , yend ;
dx = abs ( x2 - x1 ) ;
dy = abs ( y2 - y1 ) ;
if( dy > dx )
{
temp = dy ;
dy = dx ;
dx = temp ;
}
p = dx - ( 2 * dy ) ;
if ( x1 < x2 )
{
x = x1 ;
y = y1 ;
xend = x2 ;
}
else
{
x = x2 ;
y = y2 ;
xend = x1 ;
}
else
{
p = p - 2 * dy ;
putpixel ( ceil ( x ) , ceil ( y ) , 5 ) ;
}
}
getch ( ) ;
}
Output :
Enter x1 : 100
Enter y1 : 100
Enter x2 : 200
Enter y2 : 200
// Bresenham Integer Line Drawing Algorithm
# include <stdio.h>
# include <graphics.h>
# include <math.h>
void main()
{
int gmode , gdrive = DETECT ;
int x1 = 0 , x2 = 0 , y1 = 0 , y2 = 0 , dx = 0 , dy = 0 , i = 0 ;
float e = 0 , x = 0 , y = 0 ;
x = x1 ;
y = y1 ;
dx = x2 - x1 ;
dy = y2 - y1 ;
e = ( 2 * dy ) - dx ;
do
{
putpixel ( x , y , 7 ) ;
while ( e > 0 )
{
y=y+1;
e = e - ( 2 * dx ) ;
}
x=x+1;
e = e + ( 2 * dy ) ;
i=i+1;
} while ( i != dx ) ;
getch ( ) ;
closegraph ( ) ;
}
Output :
Enter x1 : 100
Enter y1 : 100
Enter x2 : 200
Enter y2 : 200
// Midpoint Circle Generating Algorithm
#include<stdio.h>
#include<graphics.h>
#include<math.h>
void main()
{
int gmode,gdrive=DETECT;
int p , x , y , r ;
int xcenter = 0 , ycenter = 0 ;
x=0;
y=r;
p=1-r;
while ( x < y )
{
if ( p < 0 )
{
x=x+1;
p=p+2*x+1;
}
else
{
x=x+1;
y=y-1;
p=p+2*(x-y)+1;
}
Enter radius : 50
// Rotation of 2D
#include <graphics.h>
#include <stdlib.h>
#include <stdio.h>
#include <conio.h>
#include <math.h>
float x1 , y1 , x2 , y2 , x3 , y3 , a ;
int ch ;
void main ( )
{
int gdriver = DETECT, gmode, errorcode;
clrscr ( ) ;
do
{
closegraph ( ) ;
gotoxy ( 10 , 2 ) ;
printf ( "Rotation of 2D\n" ) ;
printf ( "\n1.Rotaton of line " ) ;
printf ( "\n2.Rotaton of rectangle " ) ;
printf ( "\n3.Rotation of Triangle " ) ;
printf ( "\n4.Exit" ) ;
printf ( "\n\nEnter your choice : " ) ;
scanf ( "%d" , &ch ) ;
switch ( ch )
{
case 1 : printf ( "Enter value of Line Coordinates \n\n" ) ;
printf ( "Enter x1 : " ) ;
scanf ( "%f" , &x1 ) ;
printf ( "Enter y1 : " ) ;
scanf ( "%f" , &y1 ) ;
printf ( "Enter x2 : " ) ;
scanf ( "%f" , &x2 ) ;
printf ( "Enter y2 : " ) ;
scanf ( "%f" , &y2 ) ;
cleardevice ( ) ;
setcolor ( 7 ) ;
line ( x1 , y1 , x2 , y2 ) ;
a = a * ( 3.14 / 180 ) ;
x1 = ( x1 * cos ( a ) ) - ( y1 * sin ( a ) ) ;
y1 = ( x1 * sin ( a ) ) + ( y1 * cos ( a ) ) ;
x2 = ( x2 * cos ( a ) ) - ( y2 * sin ( a ) ) ;
y2 = ( x2 * sin ( a ) ) + ( y2 * cos ( a ) ) ;
setcolor ( 5 ) ;
line ( x1 , y1 , x2 , y2 ) ;
getch ( ) ;
break ;
rectangle ( x1 , y1 , x2 , y2 ) ;
a = ( a * 3.14 ) / 180 ;
x1 = ( x1 * cos ( a ) ) - ( y1 * sin ( a ) ) ;
y1 = ( x1 * sin ( a ) ) + ( y1 * cos ( a ) ) ;
x2 = ( x2 * cos ( a ) ) - ( y2 * sin ( a ) ) ;
y2 = ( x2 * sin ( a ) ) + ( y2 * cos ( a ) ) ;
setcolor ( 5 ) ;
rectangle ( x1 , y1 , x2 , y2 ) ;
getch ( ) ;
break ;
line ( x1 , y1 , x2 , y2 ) ;
moveto ( x2 , y2 ) ;
lineto ( x3 , y3 ) ;
moveto ( x3 , y3 ) ;
lineto ( x1 , y1 ) ;
a = a * ( 3.14 / 180 ) ;
x1 = ( x1 * cos ( a ) ) - ( y1 * sin ( a ) ) ;
y1 = ( x1 * sin ( a ) ) + ( y1 * cos ( a ) ) ;
x2 = ( x2 * cos ( a ) ) - ( y2 * sin ( a ) ) ;
y2 = ( x2 * sin ( a ) ) + ( y2 * cos ( a ) ) ;
x3 = ( x3 * cos ( a ) ) - ( y3 * sin ( a ) ) ;
y3 = ( x3 * sin ( a ) ) + ( y3 * cos ( a ) ) ;
setcolor ( 5 ) ;
moveto ( x1 , y1 ) ;
lineto ( x2 , y2 ) ;
moveto ( x2 , y2 ) ;
lineto ( x3 , y3 ) ;
moveto ( x3 , y3 ) ;
lineto ( x1 , y1 ) ;
getch ( ) ;
break ;
case 4 : closegraph ( ) ;
exit ( 1 ) ;
getch ( ) ;
closegraph ( ) ;
}
Output:
Rotation of 2D
1. Rotation of Line
2. Rotation of Rectangle
3. Rotation of Triangle
Enter x1 : 50
Enter y1 : 50
Enter x2 : 200
Enter y2 : 200
Enter angle of rotation : 40
#include <graphics.h>
#include <stdlib.h>
#include <stdio.h>
#include <conio.h>
#include <math.h>
int x1 , y1 , x2 , y2 , x3 , y3 , ch , x , y ;
void main( )
{
int gdriver = DETECT, gmode, errorcode;
clrscr ( ) ;
do
{
closegraph ( ) ;
gotoxy ( 25 , 2 ) ;
printf ( "Translation of 2D\n\n\n" ) ;
printf ( "\n1.Translation of Line " ) ;
printf ( "\n2.Translation of Rectangle " ) ;
printf ( "\n3.Translation of Triangle " ) ;
printf ( "\n4.Exit" ) ;
printf ( "\n\nEnter your choice : " ) ;
scanf ( "%d" , &ch ) ;
switch ( ch )
{
case 1 : printf ( "Enter value of Line Coordinates \n\n" ) ;
printf ( "Enter x1 : " ) ;
scanf ( "%d" , &x1 ) ;
printf ( "Enter y1 : " ) ;
scanf ( "%d" , &y1 ) ;
printf ( "Enter x2 : " ) ;
scanf ( "%d" , &x2 ) ;
printf ( "Enter y2 : " ) ;
scanf ( "%d" , &y2 ) ;
cleardevice ( ) ;
setcolor ( 7 ) ;
line ( x1 , y1 , x2 , y2 ) ;
setcolor ( 5 ) ;
line ( x1 + x , y1 + y , x2 + x , y2 + y ) ;
getch ( ) ;
break ;
cleardevice ( ) ;
setcolor ( 7 ) ;
rectangle ( x1 , y1 , x2 , y2 ) ;
setcolor ( 5 ) ;
rectangle ( x1 + x , y1 + y , x2 + x , y2 + y ) ;
getch ( ) ;
break ;
cleardevice ( ) ;
setcolor ( 7 ) ;
line ( x1 , y1 , x2 , y2 ) ;
moveto ( x2 , y2 ) ;
lineto ( x3 , y3 ) ;
moveto ( x3 , y3 ) ;
lineto ( x1 , y1 ) ;
setcolor ( 5 ) ;
moveto ( x1 + x , y1 + y ) ;
lineto ( x2 + x , y2 + y ) ;
moveto ( x2 + x , y2 + y ) ;
lineto ( x3 + x , y3 + y ) ;
moveto ( x3 + x , y3 + y ) ;
lineto ( x1 + x , y1 + y ) ;
getch ( ) ;
break ;
case 4 : closegraph ( ) ;
exit ( 1 ) ;
getch ( ) ;
closegraph ( ) ;
}
Output:
Translation of 2D
1. Translation of Line
2. Translation of Rectangle
3. Translation of Triangle
Enter x1 : 50
Enter y1 : 50
Enter x2 : 200
Enter y2 : 200
Enter translation factor for X - Axis : 50
#include <graphics.h>
#include <stdlib.h>
#include <stdio.h>
#include <conio.h>
#include <math.h>
int x1 , y1 , x2 , y2 , x3 , y3 , x4 , y4 , ch , x , y ;
int main(void)
{
int gdriver = DETECT, gmode, errorcode;
clrscr ( ) ;
do
{
closegraph ( ) ;
gotoxy ( 25 , 2 ) ;
printf ( "Scaling of 2D\n\n\n" ) ;
printf ( "\n1.Scaling of Line " ) ;
printf ( "\n2.Scaling of Rectangle " ) ;
printf ( "\n3.Scaling of Triangle " ) ;
printf ( "\n4.Exit" ) ;
printf ( "\n\nEnter your choice : " ) ;
scanf ( "%d" , &ch ) ;
errorcode = graphresult();
if (errorcode != grOk)
{
printf("Graphics error: %s\n", grapherrormsg(errorcode));
printf("Press any key to halt:");
getch();
exit(1);
}
cleardevice ( ) ;
switch ( ch )
{
case 1 : printf ( "Enter value of Line Coordinates \n\n" ) ;
printf ( "Enter x1 : " ) ;
scanf ( "%d" , &x1 ) ;
printf ( "Enter y1 : " ) ;
scanf ( "%d" , &y1 ) ;
printf ( "Enter x2 : " ) ;
scanf ( "%d" , &x2 ) ;
printf ( "Enter y2 : " ) ;
scanf ( "%d" , &y2 ) ;
cleardevice ( ) ;
setcolor ( 7 ) ;
line ( x1 , y1 , x2 , y2 ) ;
setcolor ( 5 ) ;
line ( x1 , y1 , x2 * x , y2 ) ;
setcolor ( 5 ) ;
line ( x1 , y1 , x2 , y2 * y ) ;
getch ( ) ;
break ;
cleardevice ( ) ;
setcolor ( 7 ) ;
rectangle ( x1 , y1 , x2 , y2 ) ;
printf ( "Press any key to Scale in X axis ... " ) ;
getch ( ) ;
setcolor ( 5 ) ;
rectangle ( x1 , y1 , x2 * x , y2 ) ;
getch ( ) ;
break ;
cleardevice ( ) ;
setcolor ( 7 ) ;
line ( x1 , y1 , x2 , y2 ) ;
moveto ( x2 , y2 ) ;
lineto ( x3 , y3 ) ;
moveto ( x3 , y3 ) ;
lineto ( x1 , y1 ) ;
case 4 : closegraph ( ) ;
exit ( 1 ) ;
getch ( ) ;
closegraph ( ) ;
}
Output:
Scaling of 2D
1. Scaling of Line
2. Scaling of Rectangle
3. Scaling of Triangle
Enter x1 : 2
Enter y1 : 2
Enter x2 : 100
Enter y2 : 100
Enter scaling factor for X - Axis : 2
# include <stdio.h>
# include <conio.h>
# include <graphics.h>
# include <stdlib.h>
switch ( ch )
{
case 0 : val = y11 + ( m * ( xmin - x11 ) ) ;
break ;
return ( val ) ;
}
// Generates code Identity | left (0) | top (1) | right(2) | below (3)
void ptCode ( int idx , int xx , int yy )
{
code [idx][0] = code [idx][1] = code [idx][2] = code [idx][3] =
0;
if ( xx < xmin )
code [idx][0] = 1 ;
if ( yy < ymin )
code [idx][1] = 1 ;
if ( xx > xmax )
code [idx][2] = 1 ;
if ( yy > ymax )
code [idx][3] = 1 ;
}
void main ( )
{
int gdriver = DETECT , gmode ;
int x1 , y1 , x2 , y2 , xo1 , yo1 , xo2 , yo2 , i ;
initgraph ( &gdriver , &gmode , "C:\\TC\\BGI" ) ;
cleardevice ( ) ;
setcolor ( getmaxcolor ( ) ) ;
line ( x1 , y1 , x2 , y2 ) ;
rectangle ( xmax , ymax , xmin , ymin ) ;
sprintf ( msg , "( %d , %d ) " , x1 , y1 ) ;
outtextxy ( x1 , y1 , msg ) ;
sprintf ( msg , "( %d , %d ) " , x2 , y2 ) ;
outtextxy ( x2 , y2 , msg ) ;
getch ( ) ;
ptCode ( 1 , x1 , y1 ) ;
ptCode ( 2 , x2 , y2 ) ;
printf ( "Left | Top | Right | Below\n" ) ;
printf ( "Code of point ( %d , %d ) : " , x1 , y1 ) ;
printf ( "%d%d%d%d\n" , code[1][0] , code[1][1] , code[1][2] ,
code[1][3] ) ;
printf ( "Code of point ( %d , %d ) : " , x2 , y2 ) ;
printf ( "%d%d%d%d\n" , code[2][0] , code[2][1] , code[2][2] ,
code[2][3] ) ;
getch ( ) ;
gotoxy ( 10 , 10 ) ;
printf ( "Press any key to continue .... " ) ;
cleardevice ( ) ;
rectangle ( xmax , ymax , xmin , ymin ) ;
for ( i = 0 ; i < 4 ; i++ )
{
if ( code[1][i] == 1 && code[2][i] == 1 )
{
printf ( "Line is outside clipping region " ) ;
getch ( ) ;
exit ( 1 ) ;
}
}
if ( code [2][i] == 1 )
{
yo2 = intersect ( x2 , y2 , x1 , y1 , i ) ;
if ( i == 0 )
xo2 = xmin ;
if ( i == 2 )
xo2 = xmax ;
}
}
else
{
if ( code [1][i] == 1 )
{
xo1 = intersect ( x1 , y1 , x2 , y2 , i ) ;
if ( i == 1 )
yo1 = ymin ;
if ( i == 3 )
yo1 = ymax ;
}
if ( code [2][i] == 1 )
{
xo2 = intersect ( x2 , y2 , x1 , y1 , i ) ;
if ( i == 1 )
yo2 = ymin ;
if ( i == 3 )
yo2 = ymax ;
}
}
}
( 50 , 50 )
( 400 , 400 )
( 100 , 100 )
( 300 , 300 )
// Digital Differential Analyzer Curve Generation Algorithm
# include <graphics.h>
# include <stdlib.h>
# include <stdio.h>
# include <conio.h>
# include <math.h>
void main ( )
{
int gdriver = DETECT, gmode, errorcode;
float xo , yo , xx , yy , x , y , i , a ;
float temp , xarc , yarc , yinc , xinc , ainc ;
char *msg ;
putpixel ( xx , yy , 5 ) ;
line ( xo , yo , xx , yy ) ;
printf ( "%f %f" , xx , yy ) ;
xarc = x ;
yarc = y ;
putpixel ( xarc , yarc , 7 ) ;
line ( xo , yo , x , y ) ;
getch ( ) ;
ainc = ( a / temp ) ;
i = ainc ;
while ( ! ( xarc > xx && yarc > yy ) && i < a )
{
putpixel ( xarc , yarc , 7 ) ;
getch ( ) ;
closegraph ( ) ;
}
Output :
Enter Values
( 300.000 , 100.00 )
( 417.546 , 240.295 )
( 200.000 , 300.000 )
// 3D Projection
# include <stdio.h>
# include <conio.h>
# include <graphics.h>
# include <stdlib.h>
# include <math.h>
int n ;
float proj [ 50 ][ 3 ] ;
void main ( )
{
int gdriver = DETECT , gmode , ch = 0 , i ;
char msg [ 80 ] ;
float xc = 0.0 , yc = 0.0 , zc = 0.0 ;
clrscr ( ) ;
cleardevice ( ) ;
if ( ch == 1 )
{
printf ( "Enter coordinates for point of projection \n" ) ;
printf ( "Xc : " ) ;
scanf ( "%f" , &xc ) ;
printf ( "Yc : " ) ;
scanf ( "%f" , &yc ) ;
printf ( "Zc : " ) ;
scanf ( "%f" , &zc ) ;
for ( i = 0 ; i < n ; i++ )
{
proj[i][0] = proj[i][0] - ( proj[i][2] * ( xc / zc ) ) ;
proj[i][1] = proj[i][1] - ( proj[i][2] * ( yc / zc ) ) ;
proj [i][2] = 0.0 ;
}
if ( ch == 2 )
{
printf ( "Enter coordinates for center of projection \n" ) ;
printf ( "Xc : " ) ;
scanf ( "%f" , &xc ) ;
printf ( "Yc : " ) ;
scanf ( "%f" , &yc ) ;
printf ( "Zc : " ) ;
scanf ( "%f" , &zc ) ;
getch ( ) ;
closegraph ( ) ;
}
Output :
3D Projection
Enter no. of vertices: 8
1. Parallel Projection
2. Perspective Projection
( 17 , 3 ) ( 107 , 5 )
( 43 , 37 ) ( 243 , 37 )
( 46 , 26 ) ( 260 , 26 )
SOFTWARES
CorelDRAW
Ruler
Menu Bar
Docker
Property Bar
(Object
Properties)
Colour
Palette
Toolbox
Desktop
Drawing Page
Status Bar
Navigator
Document
Navigator
Note that
The Property bar changes for different selections in the Toolbox and
provides a means of changing the properties of the tools’ functionality.
The docker area is very useful and can be used to “dock” various items.
These items are controlled using Window | Dockers. The one above shows
what happens if Object Properties is chosen.
The toolbox items can be identified using the tool tips feature of Windows
by holding the cursor over a particular tool. Several of the tools have a
small arrow at the bottom right pointing south–east. If this arrow is
clicked, a fly–out with other tool icons appears which give different options.
These fly–outs are all illustrated in the next part of this document.
The Toolbox
The CorelDRAW Toolbox contains tools for creating, filling, and modifying
objects interactively. The drawing tools let you design a variety of objects for
your drawing, and the shaping tools let you modify your drawing.
Some of the tools in the Toolbox have a small arrow on their bottom right
corners. These are called flyouts. When the arrow is clicked, a group of
multiple tools appear and one of these can be clicked.
When you first start CorelDRAW, the toolbox appears down the left hand side
and looks like the following:
Pick Tool
Crop Flyout
Zoom Flyout
Curve Flyout
Rectangle Flyout
Ellipse Flyout
Object Flyout
Text Tool
Eyedropper Flyout
Outline Flyout
Fill Flyout
To Add text
Click the text icon in the ‘Toolbox’ on the left of the screen.
Click the required area of the page and begin typing.
Information about the text will appear in the ‘Property Bar’.
Highlight the text by dragging over it with the cursor and you can change the font
- choose from the drop down font list. You can also choose the size of the text, text style,
alignment etc from the properties information area.
For large areas of text, you can create a paragraph text box by selecting the ‘Text’
tool then clicking and dragging to the required size on the screen:
Zoom Tool
Use the ‘Zoom’ tool on the Toolbox to get a closer view of detailed images. When
this tool is selected, the Property Bar shows the different zoom options. For example, you
can select a particular zoom size (such as 200%). Selecting ‘Zoom To Page’ will reveal
the whole document on screen.
To move around the document without zooming out and then back in, use the ‘Hand’
tool. This shares a space on the Toolbox with the ‘Zoom’ tool. Click the black triangle on
the ‘Zoom’ tool icon to view the ‘Hand’ tool, then click and drag on the document. Notice
that you can ‘pull’ or ‘push’ the document around the screen.
There are a number of ways to add vector shapes to the screen. If it is a simple or
regular shape, such as a square or circle, select the appropriate tool on the
Toolbox and click and drag on the screen. This will place a vector image on the
document. You can easily resize and recolor the shape.
While the shape is selected, alter its properties using the ‘Property Bar’. For
example, the x, y position of the object, width, height and rotation.
There are tabs along the top of this palette for ‘Fill’, ‘Outline, ‘General’, ‘Detail’,
‘Internet’ and a final tab specific to that object.
Using the ‘Object Properties’ palette, select the ‘Fill’ tab. Select ‘Uniform fill’.
Select a colour from the ‘Color Palette’.
The object is filled with the chosen colour.
Outline
Under the ‘Outline’ tab, select the width of the line from the drop down list.
Select the colour of the line.
Select the style of the line - this may be solid or dashed or dotted, or a
combination. Choose from the drop-down list.
Select whether or not the line will begin and or end with an arrowhead and choose
the style of arrowhead from the available options.
In CorelDRAW, the centre of the outline will map to the edge of the selected
shape. This can alter the area of the ‘inner’ shape if the line is thick. To prevent this
happening, select the ‘behind fill’ tick box.
Basic geometric shapes can be created by selecting the corresponding tool from the
‘Toolbox’, but for more complex vector shapes, it is necessary to use more complex
tools, such as freehand pens and Bezier curve tools. These tools are located under the
‘Shape Tool’ and ‘Freehand Tool’ buttons on the 'Toolbox'.
Working in layers
When working with images, it is very useful to be able to work across a number of layers. The
main reasons for this are:
the ability to rearrange the order of objects on the screen; that is, to have the ability to
place one object behind another and change that order as necessary
the ability to organise images when working on complex documents. For example, if you
are creating a structure diagram, each level of the diagram could be on a separate
layer;
Think about each layer as being like a sheet of transparency. Traditional animators would paint
each frame of animation onto a transparent surface. These layers could be built up so that, for
example:
background layer = blue;
layer 1 = clouds;
layer 2 = ground (horizon);
layer 3 = trees;
layer 4 = bushes; and
layer 5 = man.
To make the man walk, it would only be necessary to alter layer 5. Each layer can be moved at
a different rate, and this gives the effect of parallax motion (giving depth to an animation).
Although we are not producing animation, the ability to manipulate layers is valuable tool in
graphic design.
Grouping objects
If you have several items on one layer that you wish to bring together as one object
(that you can move around the screen as one object) then they should be grouped.
Grouping and ungrouping objects allows you to edit small elements while dealing with
larger issues such as placement.
Select an object or number of objects on the screen by selecting the white arrow (‘Pick
Tool’) and left-clicking or holding shift and left-clicking the object(s).
From the ‘Arrange’ menu, select ‘Group’ or ‘Ungroup’. It is useful to remember
the keyboard shortcuts for these. ‘Group’ is Ctrl and G pressed together and ‘Ungroup’ is
Ctrl and U.
Application
To create drop shadows in Corel DRAW. Drop shadows are not something you'd
expect to be able to do in a vector based drawing program. Although the
shadows created with this technique differ from those done with a paint
program such as Photoshop they are, nevertheless, a pretty cool effect.
Procedure
1. Open a new graphic. Choose the text tool and enter your text. Choose the
pick tool to select the text. Use Text, Format Text to bring up the Format Text
dialog box.
3. Choose Edit, Copy then Edit, Paste. Move the top copy aside and use Edit,
Paste to create a third copy. Move this one aside, as well
4. With this last copy still selected choose a light grey color. This will change
the last copy to light gray. Move one of the other copies over the light gray
one so that it's a little above and to the left of the light gray copy. If you have
to, use Arrange, Order, Forward one so that the black copy is above the light
gray one .
5. Use the pick tool to select both the light grey and the black copies.
Choose Effects, Blend to bring up the Blend menu. I left the default 20 steps
and clicked Apply to .
6. Finally, use the pick tool to select the last copy and, with it selected,
changes its color to the color you want the the text to be. Move it into place
over theblended copies to arrive at something like in figure.
Macromedia Flash
Flash 5.0 is a vector-based technology that supports animation, sound and interactivity. It evolved
from a product “Splash” in the mid 90s and aims at delivering scalable and high quality web
content over the Internet.
Features of Flash 5
Flash 5 features a user-friendly interface that provides a powerful development tool for
creating artwork, streamlining workflow and creating interactivity.
User-friendly Interface
Flash 5 provides an easy to access environment for creating and editing Flash movies
(animation with sound and interactivity). A user typically works with the key features as
follows (Figure1):
The Stage the rectangular area where the movie plays
The Timeline where graphics are animated over time
Symbols the reusable media assets of a movie
The Library window where symbols are organized
The Movie Explorer providing an overview of a movie and its structure
Floating, dockable panels elements properties and authoring environment setting
Flash 5 Toolbar
Flash 5 can import different file formats (such as .ai, .dxf, .bmp, .emf, .fh9, .spl, .gif, .jpg,
.png, .swf, and .wmf for windows system). The following are basic concepts to deal with in
Flash
Drawing provides various tools for drawing freeform or precise lines, shapes, and paths,
and painting filled objects.
Symbol a symbol is a reusable image, animation, or button
Layers structure as transparent stacked sheets on top of each other and it helps to
organize the artwork in a movie by separating objects on different level
Type the text block object where properties such as size, typeface, style, spacing, color and
alignment can be set. Sophisticated transform can be applied like shape object.
Buttons the objects (with four statuses: Up, Over, Down and Hit) trap mouse clicks and
trigger the interaction with Flash movie.
Sound the object can be integrated into a Flash layer. There are two types: event sounds
(a complete pre-download before playing and independent to the Timeline) and stream sounds
(synchronized to the Timeline)
Animation Tweening is an essential technique for creating animation. It defines starting and
ending states of an instance, group, or text block and use transformation matrix to do the
calculation and interpolates the values or shapes for the frames (cells on the Timeline) in
between. There are two types of tweened animation in Flash: tweening motion (position and
shape) and tweening color. Here is an example of a tweening motion along a straight path .
list by dragging and dropping or fill in parameters in the argument fields. In Expert Mode, one can
enter ActionScript code directly into the text editor on the right side area of the panel
Vector graphics is perhaps the most important technique used by Flash 5. Although
there is other leading designing tools that build up on vector graphics, such as CorelDRAW 10
graphics suite, Macromedia Flash is the very first one who uses vector based graphic design in
generating web contents and delivering them over the Internet.
Compared with bitmapped images (GIF and JPEG), which are optimized for a single
resolution, the scalability of vector images is more ideal for displaying web contents uniformly
on PDA, set-top boxes, or PCs. Vector images can be more compacted, thus make the file size
small for delivering. Therefore, the product benefits from this designing feature both in terms
of bandwidth efficiency and device independence.
Flash file format (SWF)
The Macromedia Flash (SWF) file format was designed to deliver vector graphics and
animation over the Internet. It features with extensibility (a tagged format), efficiency (a
binary format), simplicity (a simple format) and scalability (vector based graphics). SWF
structure is consists of a Header and a series of tagged data blocks .There are two types of tag
definition tag (defining the content of a Flash movie) and control tag (manipulating
characters and controlling the flow of the movie).
File Compression
Flash interactive movie needs frequent data exchange over a network connection. For high
quality rendering, Flash is structured in separating the contents from its displaying system
(Flash player). The Flash (SWF) file, a tagged format, is compressed to be small and
rendered through binary code. Several compression techniques are used to reduce the file
size:
Compression Shapes are using delta encoding scheme, which assumes the first
coordinate of a line to be the last coordinate of the previous one and distances are
expressed by relative position to the previous one
Shape Data Structure uses a unique structure to minimize the size of shapes and to
efficiently render anti-aliased shapes on the screen
Change Encoding SWF files only store the changes between states.
Default values some structures, like matrices and color transforms, share common field
with default values
Reuse by the character dictionary, a font, bitmap, shape, or button element can be
stored once and referenced multiple times.
First Steps
Background Colours
Adding Text
Click on the Text Tool. Don’t create any text yet – just like the rectangle tool, we need to set
some properties first.
In the
Properties panel, make sure the selection box is set to Static Text. If you have an empty
properties panel, make sure the new layer is selected and not locked.
Set the font to Lucida Sans, 72 point, yellow, not bold, not italic.
Now click on the Text layer and type in “This is a long message”.
Note that the text extends off the visible area. This is not a problem!
Save your work. Use Ctrl-S or File|Save.
Animation
Click on the Selection Tool and click on our new text message. It will be selected and you will
be able to see the properties at the bottom of the window.
If you have all of the properties visible, you will see the width, height and position of the text
object. If not, click on the tiny downwards-facing arrow in the far lower-right corner of the
panel.
You can drag the text block around or type in new coordinates to change the position of the
text in the layer.
In the timeline (top of the window), on the layer (row) named Text, right-click in the little
square under the number 60 – in other words, right click in frame 60 of our animation. From
the menu, select Insert Keyframe.
Now we have a two-second animation (remember, we have 30 frames per second) that does
nothing at all!
In frame 60, select the text block and move it across to the left. Move it so the end of the text
is just off the left edge of our 400-pixel wide area.
Have you noticed that the background has changed? We’ve lost our lovely blue rectangle.
Right click in frame 60 on the GradedSky layer row and Insert Frame. This spreads the
background over all 60 frames.
Now double-click on any frame from 1 to 59 on the Text layer row. You should see that all the
frames from 1 to 59 are selected as one big block. Now look at the properties panel – you
should be able to select a Motion tween from a drop-down list box. Tweening is the process of
getting the computer to work out all the stages “in between”.
Excellent – you have an animation! Now save your work.
Testing
Obviously we need to be able to test our animation, and Flash provides us with the tools for
the job.
One way to test is to press the Enter key; this gives a simple idea of how things will look.
Another way to test is to press the Control and the Enter keys at the same time (Ctrl-Enter).
Press Enter again to stop, and then navigate back to your document. You may want to use the
Window menu, or click on the name of your document at the top left of the window area.
Another way is to simply press the F12 key to preview your work in a browser. If this is set up,
it gives a more accurate feel for how your animation will really look when you publish it.
Application
To create a movie in Flash
Procedure
The most important thing to understand when working with flash is the timeline:
1. Make sure you have a “keyframe” in the first frame. Use F6.
2.
4. Now we want to make another keyframe on the 20th frame. Using F6 again.
5. Right-Click in the gray area, and select “Create Motion Tween”. Then you should see:
Repeat step 4 for the 20th frame so you have no gray, it should all be blue.
5. Select the first frame in the Timeline, and position Ozzy completely out of the left screen.
You can hold the Shift key, and use the arrow keys to position him more accurately. Drag-
and-drop works fine too.
Now if you grab the red box shown in the picture above, slide the bar through the frames…
Ozzy should be moving in a smooth fashion from frame 1 to frame 20!
NOW YOU CAN DO MOTION TWEEN!!
6. From here we are going to head to another scene. A scene acts like a webpage. You
normally have several pages in your personal website, well you have several scenes in
Flash too! Things would get pretty confusing if we tried to make motion tweens 1000+
frames long (only about 1min20sec).
8. Ok now that we are back to our first scene. Right-Click in the 20th frame to get the
“Actions” pop-up. Then single click on “actions” then double click “goto” within actions.
Use these settings for the goto options.
10. Now we are going to make the red text fly in. Instead of having the text all on the same
layer, to make things more interesting we will put sections on different layers. First thing
then…. Add 4 new layers.
Each layer above has only one text box, or picture within itself.
Since you have already created a motion tween with Ozzy. We will make another tween with
text.
Type in the text “The Godfather” on the top frame labeled the godfather.
11. Now create a motion tween for “The Godfather” text. Just make the tween, it shouldn’t
move at all.
For the Ozzy tween, we made him move from left to right. This time we will make the text
appear to fly down from large to small. Click on the first frame of the tween. You should
notice that your text automatically is selected.
12. Now instead of moving the text, right-click inside the blue box above and select Scale.
Make the text VERY LARGE. Anywhere from 200% to 300% works awesome!
13.Ok, you should have a motion tween the makes the text appear to fly down from large to
small. Our next step is to make sure that after the movie runs to the 20th frame, your
Godfather text stays there and doesn’t go away. So….. go way down to the 105 th frame and
hit F6 again. Should look like this.
13. We now can forget about “the godfather” layer, no more messin’ with it.
14.
15. So yer a pro now eh? Well the same steps are done for the text “of” and “heavy metal.”
16. Insert your other “ozzy” picture. File Import. (we won’t mess with it just yet)
17. Make sure on the ozzy layer, that your frames continue on until frame 94.
You should make a key frame on frame 73 using F6, and again on frame 94, then make the
motion tween.
The picture below shows what it should look like.
18. Click on frame 94.
19. Now from the Instances panel, we need to select Alpha.
20. On the ozzytwo layer, put your new ozzy picture on there, and make a motion tween from
frames 82 to 105.
21. Alright now same thing with alpha, make him zero % from the start, then 100% at the
end.
From the timeline picture above, you can see that everything you see in the “ozzy” movie
takes place within frame 1 to frame 105. Also some tasks on different layers, overlap
other tasks….
Now, the movie is done. Double click on the ozzytwo layer on frame 105.
We are going to use another action…
Menu Bar – this is where you can access most of the commands and features
in Photoshop
Drawing Palette – where the image being worked on will appear
Options bar
content sensitive display of tool options – changes as different tools are selected
display using Window > Options or Click a tool in the toolbox.
Tool box - for creating an editing images (display or hide using Windows > Tools)
Palettes - to monitor and modify images (there are 5 palettes by default)
Palette Well - to organize palettes in work area
Drag a palette’s tab into the palette well to store it in the palette well
Once in the palette well click on the palette tab to use it
*To resize a picture look on the menu bar and select Image > image sizeSelection
There Type of picture Size in Pixels are
Background 1024 x 768 (roughly)
Standard personal picture of yourself 200 x 200
for a personal website
You should experiment with a few options under the Filters menu to view a few of the available
effects. Some that you may like to try out are:
To improve the appearance of an image you can simply select: Image> Adjustments > Auto
Levels/Contrast/Color. Here are some more brief descriptions of what the different, more
advanced, tools can accomplish for your image:
Hue/Saturation: Change to B&W, or choose “Desaturate”
Equalize: Distributes the brightness of the image evenly throughout.
Threshold: Converts to high contrast B&W images.
o Useful for determining the lightest and darkest parts of an image.
Posterize: Lets you see how many different shades of brightness you want.
Image Size: Increases the image resolution, but not the size
Canvas Size: Increases the size of the canvas to do other stuff on it.
Filters can be used to achieve a special effect. These are fun to play with! Some examples are:
Liquefy – to edit out unwanted areas of your pictures with colorful swirls
Artistic Filters - to give artistic flare to a simple image
Textures - to change the look and feel of an image.
Layers
The Layers window shows the various layers that your image is made up of.
To make a new layer, click the New Layer button (F) or selecting Layer > New > Layer
in the menu bar
The background layer cannot be removed, since it has to serve as the background” for the
entire image. Also, you cannot initially modify this background image because it is
“locked.” In order to “unlock” it, simply double click the name of the image in the Layer
palette.
Additionally, if you somehow find that you cannot modify your image, it may be in the
Indexed mode. If this is the case, you need to change it to RGB mode under Image >
Mode > RGB.
To work on a different layer, click on that layer. The eyeball will appear next to that layer.
You can drag layers up and down the list.
Remember – create a new layer for each part of your image. This allows you to go back
and edit the layers individually.
eyeball
Photoshop Layers palette: A. Layers palette menu B. Layer set C. Layer D. Layer
thumbnail E. Layer effect F. new layer icon
Text Editing
To edit text on the type layer:
Always use a new layer to create text
Select the horizontal type tool or the vertical type tool .
Select the type layer in the layers palette (which will appear with the icon next to it), or
click the text flow to automatically select a type layer.
Click to set insertion point or select one or more characters you want to edit
Enter text and format as desired using the character palette (display character palette
using: Window > Character or click Character palette tab if the window is open but not
visible)
Commit changes to type layer by either:
Click the Commit button in the options bar
Press the Enter key on the numeric keypad.
Press Ctrl+Enter on the main keyboard (Windows) or Command+Return (Mac
OS).
Select any tool in the toolbox, click in the Layers, Channels, Paths, Actions, History,
or Styles palette, or select any available menu command.
Application
Step 1: Crop the Image into A Square
Use the crop tool from the tool palette to make your picture a square. Hold down the shift key
and drag a selection around the picture to make a perfect square. Then press enter.
Create duplicates for your original picture. Use the Ctrl+J shortcut
twice to duplicate it. Name one Vertical strips, and the other
horizontal strips.
Click on the original background layer and fill it with black by using
the keyboard shortcut Alt+Backspace.
Click on the layer visibility icon (the "eyeball" icon) to the left of
the "Vertical Strips" layer in the Layers palette.
Grab your Rectangular Marquee Tool from the Tools palette. make sure the "Horizontal Strips"
layer is selected. Make horizontal strips that are two grid rows high and one grid row
separating them. Hold down the Shift key and drag out more horizontal selections, keeping
each one two grid rows high and leaving one grid row separating them.
Step 7: Add a Layer Mask
Click on the top "Vertical Strips" layer in the Layers palette to select it, then click back on its
layer visibility icon to bring back the eyeball and turn the layer itself back on:
Step 9: Drag Out a Series of Vertical SelectionsDo the same thing as you did for the
horizontal strips for the vertical strips. Turn the grid on by pressing Ctrl+' and drag out your
vertical selections. Hold down the Shift key to drag out numerous sections, two grid
rows wide with one separating each.
Step 10: Add a Layer Mask
With our vertical selections in place, click on the Layer Mask icon at the bottom of the Layers
palette (the rectangle with a circle in it).Only the areas that were inside the vertical selections
remain visible. Turn off the grid with Ctrl+' .
With your Rectangular Marquee Tool hold down your Alt key and
drag a selection around every other square selection. This will
deselect the selections you drag around. Continue dragging
around every other square selection to deselect it until only half
of the original square selections are left.
With the top layer still selected, click on the Layer Styles (the purple f) icon at the bottom
of the Layers palette, and select Outer Glow from the list. Set all the settings to match the
ones at left
Step 21: Copy and Paste the Layer Style onto "Layer 1"
Apply the exact same Outer Glow layer style to "Layer 1". Go up to the Layer menu at the top
of the screen, choose Layer Style, and then choose Copy Layer Style. Then click on "Layer
1" in the Layers palette to select it, go back up to the Layer menu, choose Layer Style once
again, and this time, choose Paste Layer Style.
Sound Forge
Workspace
When you first open Sound Forge, your workspace will be empty:
When you open a sound file, it will show in this window.
1. The Zoom in/out buttons controls the horizontal scale of the sound wave.
2. The Level Zoom in/out buttons change the vertical scale of the sound wave.
3. The Maximize Width button changes the view so that you can see as much of the
sound wave as possible in the window.
4. The Playbar buttons allow you to jump to the beginning or end of the sound, play,
stop, or loop (repeating continuously) the sound.
Editing Your Sound
Playing a Sound:
2. Click Play on the Transport toolbar. (This will act as a looping playback.)
While a file is playing, a vertical bar, moving across the sound wave, shows where you are in
the sound file. You can also use the other controls, such as Stop, Rewind, Forward for
further control of playback.
You can begin playing back at any point in the sound by clicking where you
want to start, and then clicking Play. To play only a short section in the middle, click and
drag the mouse across the segment that you want to play, then click
Play. (Don't click the Play All button, it will ignore the selection or placement of
the cursor and play the entire sound).
In order to edit any section of a sound file, you must first highlight it.
Listed below are the common editing operations:
1. Cut: deletes a selection from the sound file, and copies it to the clipboard. (control + X)
2. Copy: copies a selection from the sound file onto the clipboard. (control + C)
3. Paste: inserts the material on the clipboard into the sound file at the cursor position.
(control + V)
4. Paste Special:
a. Mix: mixes contents of the clipboard with the current selection. (control + M)
b. Crossfade: Crossfades (blends the overlapping area) the contents of the
clipboard with the data in the window. (control + F)
5. Trim/Crop: deletes all the data outside of the selected region. (control + T)
7. Undo: Reverses any change made. You can repeat the undo command to return to
previous versions of the sound file. (control + Z)
You have the option of adding all sorts of effects to your sound file. The Effects
menu lists the different effects offered by Sound Forge:
Chorus: imitates the effect of having multiple sound sources for the same sound.
Delay/Echo: creates copies of the sound file which are mixed into the sound to generate
echos.
Reverb: simulates the acoustics of different settings, such as a church hall, a shower, a
room, etc. This effect is most commonly used. (It makes sounds a little "warmer").
Applying Effects:
You can apply an effect to a section of the sound or the entire sound.
1. Highlight the selected region of the sound. (or the entire sound)
3. Change the options in that effects window to what you would like, and hit OK.
The Process menu provides you with more editing tools for the sound.
Graphic EQ: allows you to raise and lower certain frequencies within the sound.
Insert Silence: allows you to place a certain amount of silent time at a cursor location.
Graphic: allows you to place multiple points of panning throughout the sound.
Left to Right: pans from left to right.
Time Compress/Expand: enables you to speed up or slow down the sound, making the
length longer or shorter.
Application
Use Sound Forge to create Mixed DJ CD Recordings, and break the recording into individual
tracks.?
To Start - record your mix. Since you plan on placing this recording on CD you must record it
at CD quality which is @ 44,100 sample rate / 16 bit-depth / Stereo.
When you create a new file (File>New), it will ask you to verify these settings before opening
a new file.
When you have created your full mix you must now locate where in your recording you would
like to place your track breaks. To place a break, insert a marker (To insert a marker press
"M") where you would like the track break to occur. In most cases, it would be best to place
the break at the beginning (Downbeat) of a beat.
Placing Markers at the correct point is crucial, otherwise your final audio CD may result in a
slight skip sound between tracks. You must make sure that the location of your markers is at
a location where the waveform (audio signal) intersects the "0 Decibel Line". (see the images
below)
After placing your markers at the desired locations, you must also place a marker at the VERY
BEGINNING of the Recording, and VERY END. This is important!
Next, you must convert all the Markers in the recording to Regions. (Special>Regions
List>Markers To Regions) It will then ask you if you are sure you want to convert all
Markers To Regions. Click "Yes".
Now you must save each region as its own file. (Tools>Extract Regions) When the next
screen pops up, be sure to save the files in a location where there is enough room, then click
on "Extract". Sound Forge will now save all data as individual tracks. These are then ready
for recording in your favorite CD Recording Program.
From this point, it is up to you! Be sure when laying out your recording in your CD burning
program that you enable the "Disk-At-Once" option so you don't have a 2 second gap between
tracks!
Ulead Cool 3D
Ulead Cool 3D is a 3D utility program that helps you achieve still and animated 3D titles and
headlines for Web pages, documents, videos, and multimedia..
User Level
Beginning, intermediate, and advanced PC users. It is intuitive enough for beginners who can
use the preset examples, while powerful enough for more advanced users who want to create
their own effects. There are numerous sophisticated controls to fine-tune features.
Toolbars
Standard–contains frequently used commands such as Open, Save, Undo, andRedo; and tools
for changing font style, size and orientation.
Animation–lets you specify the key frames for creating animated series of images. Can also
specify the object property for each frame.
Location–allows you to fine tune the current special placement of the title, lights, and title
texture depending on which tool is active.
Text–allows you to adjust space between characters and lines and align your text. Text
creation is straightforward in the Text dialog box. You can scroll through a list of fonts and
Cool 3D automatically displays an on-the-fly sample. You can add 3D effects to the text, such
as light, color, texture, camera angles, backgrounds and type styles. You can start from
scratch or use one of the program's preset combos. Each preset folder has a different group of
thumbnails.
EasyPalette–Lets you drag-and-drop still and animated features into your image. You can use
presets, that combine style, color, lighting, and texture, from the Gallery. You can customize
features by using the Attribute Toolbar, and then can save these settings on the EasyPalette
for future use. The EasyPalette contains:
Object Style–contains the Gallery (samples combining style, color, lighting, and texture),
Bevel, Light & Color, Texture, Board, and Motion sub-folders where attributes can be fine-
tuned.
An easy way to start for a beginner is to use the Compositions under Templates in the
EasyPalette. I used this approach. After dragging-and-dropping a composition onto the
window, I replaced the sample text with my own. Then I examined the attributes for each
feature to see how Ulead got the result. Then I applied other thumbnails and changed
attributes. In no time, I was creating spinning, twisting, exploding, and on-fire images.
Realtime
Cool 3D uses Microsoft Direct 3D to create and render 3D titles, thus you can manipulate 3D
text in real time, with no lag for redrawing and re-rendering. The presets take longer to
render, though. There are five image display and output settings from draft to optimal to
balance the detail of the display with the speed of rendering.
Animation
By using Ulead's tutorials on X-, Y-, and Z-Axis, Key Frames, and Fire and Explosion Plug-ins
you easily create an animation. Key Frames let you set points in the duration of a video where
changes to text objects occur. Thus if you want a text object to spin left for the first half of
your video, then suddenly change directions and spin down, you would use key frames to
change the text object's spin-attributes at the desired point. And each individual object can
now be given its own texture, color, font, bevel, and animation path.
Saving
· The Options tab controls the way GIF Animator manages your files.
· The Animation tab controls characteristics of your animation.
· The Image tab controls characteristics of individual frames in your animation.
You can add images to the animation display column by using drag and drop, by pasting an
image from the Clipboard into a frame, or by opening an existing .GIF file from within GIF
Animator. Set the Import Color Palette options in the Options tab before you add images to
your animation. Use the scrollbar to view all the images in the current animation. Images are
inserted before the current selected frame.
Toolbar
The toolbar that displays when you open the GIF Animator provides the following basic file and
image handling features.
Button Description
Move Up/Down Position the selected image one frame closer to the beginning or to the
end of the current animation.
Animation Width : Allows you to specify the width of the space in which the animation plays.
GIF Animator supplies a default value that you can modify. Specify a wider space for frames
that move horizontally.
Animation Height Allows you to specify the height of the space in which the animation
plays. GIF Animator supplies a default value that you can modify. Specify a taller space for
frames that move vertically.
Image Count Displays the number of frames in the current animation. More images with
smaller movements provide smoother motion, but create larger files and longer download
times.
Looping Click to select this check box if you want your animation to repeat.
Repeat Count Allows you to specify the number of times you want your animation to repeat.
The Image tab of GIF Animator provides control over characteristics of individual images within
the animation.
Left Allows you to specify the position of the left edge of the selected image within its frame.
Top Allows you to specify the position of the top edge of the selected image within its frame.
Duration (1/100 s) Allows you to specify the amount of time, in 1/100 of a second
increments, that the selected image displays during the animation. Varying duration
throughout an animation can enhance the appearance of starts and stops and other effects.
Undraw Method Allows you to specify how frames display in the animation from the
following choices:
Undefined Directs the browser to do nothing to the background before displaying the next
image.
Leave Directs the browser to leave the previous graphic image as the next is drawn. This
choice can create a shadowing effect.
Restore Background Directs the browser to redraw the original background as the
current image is drawn.
Restore Previous Directs the browser to redraw the previous image as the current image is
drawn.
Transparency Click to select this check box if you want to specify that one color in your
animation will not display.
Transparent Color Click the box to display a palette from which you can choose a color that
GIF Animator will treat as the transparent portion of the image. You can choose only one
transparent color.
The Options tab of GIF Animator enables you to specify which palette GIF Animator uses to
represent the images within the animation, and how colors are represented in the saved
image.
Thumbnails Reflect Image Position Click to select this check box to see each image in the
animation space that you specify in the Animation tab instead of as a full frame image.
Main Dialog Window Always on Top Click to select this check box to enable the GIF
Animator window to remain the frontmost window on your desktop. This disables drag and
drop to GIF Animator.
Import Color Palette Allows you to choose between the Browser palette, which provides a
direct match to the most common browsers, and an “optimal” palette you can specify by
clicking the dialog button to locate the Windows .PAL file you want to use.
Browser Palette GIF Animator uses a single palette that best matches the whole
animation. Most efficient.
Optimal Palette GIF Animator creates a separate palette for each frame. High overhead;
very good quality.
Load GIF Animator uses the palette you specify in the Open dialog.
Import Dither Method Allows you to choose a drawing method from the following list to
best represent your color palette.