HELPCompose > Scene Assets > User Objects > Generic Object
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User Object



Generic Object

The most common type of user object is a generic object. Most scene assets fall in this category. They generally come in 2 forms: "native" and "pretreated" (see Native or Pretreated). "Native" means a file doesn't need any special treatment to be used in Comixware. These include all sorts of movies or static pictures that are of compatible media. For example, a JPEG photo or a QuickTime movie are considered "native". You don't need to give this type of files any special treatment for using them in composition. You just drop them in any of the "scene" bin folders under "user" directory and they are ready to be used for your movie.

A "pretreated" object, on the other hand, means a file is purposely outfitted for Comixware use. This usually means the file is made by Flash and is designed with certain characteristic that takes advantage of Comixware's interactive environment. A "pretreated" object is highly user definable. There are presumably endless ways to go about pretreatment depending on one's purpose and sophistication. Here we are to explain a basic treatment for a generic object.

 


Generic Object How To

A generic object is the most common type of "pretreated" objects. The purpose for such preparation is to optimize the usability of an asset in Comixware environment. Media files come in all shapes and sizes. They don't always work correctly in Comixware environment. Here is a guide for preparing generic object:


1.
You can use any of the following file formats to prepare a generic object.

Static image formats: JPEG, GIF, PNG, BMP, PCT and SWF (Flash).

Movie formats: SWF (Flash), QuickTime, AVI, and MPEG.

Note: SWF format is generally preferred for scene objects because of its scalable vector graphic and versatility for animation. While SWF is mostly seen as a "movie" object, you can always use it to display a still image (taking advantage of its resolution independent vector graphics).


2. Set the dimensions of your object file to 166px (width) by 162px (height). You may, however, use any other size of artwork for your asset (as long as all sides are even numbered). But to avoid the distortion of your bounding box and for optimum on-stage maneuverability, we recommend to stay close to the above recommended size and aspect ratio.

HINT: For bitmap object, you may want to prepare the asset in higher resolution to ensure picture quality. In that case, increase the file resolution according to the preset aspect ratio (of approximately 1 : 1).


3.
For SWF file, place your object (animated or still) at the center of the document within the confine of the recommended dimensions (166px by 162px). Depending on your design, your Flash object usually works better without a background underneath. Also make sure your SWF movie is not compressed. Learn how to publish SWF un-compressed.


4.
Make sure your asset's file name (SWF or otherwise) contained NO SPACE in it. For example, "My_Animation.swf" is ok, "My Animation.swf" is not. Also don't use any illegal character such as: \ / : * & . " ? < > | for your file name.


5. Locate the directory where you store your Scene Assets. On a PC the path to this directory is usually C:\Comixware Assets\user\scene\. You will see 5 bin folders under this directory, "bin1" through "bin5". Place your object file(s) in one of these bins. See The Physical Store of User Assets for more info. The next time you launch Comixware, thumbnail(s) of respective object(s) will appear in the respective Scene Asset Bin(s) ready to be used.

Note: Comixware creates asset thumbnail for you on-the-fly, dynamically drawing picture from the first frame of your user object.


6.
There is a sample user object file come with your Comixware package. Look for an empty Flash source file named "generic_object.fla" in "bin1" of your "scene" folder: C:\Comixware Assets\user\scene\bin1. Use it as a template for creating your own generic object.


7. The way to use a generic object is the same as using any other objects. You simply drag and drop your object onto COMPOSE stage and adjust its parameters as needed.


8.
Just like in the case for background clips, we generally recommend converting your MPEG file to QuickTime or AVI format for better performance.




 

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