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ANIM is a
file format A file format is a Computer standard, standard way that information is encoded for storage in a computer file. It specifies how bits are used to encode information in a digital storage medium. File formats may be either proprietary format, pr ...
, used to store digital movies and computer generated animations (hence the ANIM name), and is a variation of the
ILBM Interleaved Bitmap (ILBM) is an image file format conforming to the Interchange File Format (IFF) standard. The format originated on the Amiga platform, and on IBM-compatible systems, files in this format or the related PBM (Planar Bitmap) for ...
format, which is a subformat of
Interchange File Format Interchange File Format (IFF) is a generic digital container file format originally introduced by Electronic Arts (in cooperation with Commodore) in 1985 to facilitate transfer of data between software produced by different companies. IFF file ...
.


Main Features


Anim FileTypes

Known filetypes for Anim into
AmigaOS AmigaOS is a family of proprietary native operating systems of the Amiga and AmigaOne personal computers. It was developed first by Commodore International and introduced with the launch of the first Amiga, the Amiga 1000, in 1985. Early versions ...
are: Anim1, Anim2, Anim3, Anim5 and Anim7. Anim1 to Anim3 did not support audio. Anim 5 and Anim7 should be able to contain Audio Data, being a complete movie animation file format.


Additions to IFF Standard

In addition to the normal ILBM chunks, ANIM filetype also defines: * ANHD (ANimation HeaDer) * DLTA - stores changes between frames, with various compression methods supported to make use of the redundancy between frames. Compression modes: * ANIM-0 ILBM BODY (no delta compression) * ANIM-1 ILBM XOR * ANIM-2 Long Delta mode * ANIM-3 Short Delta mode * ANIM-4 General Delta mode * ANIM-5 Byte Vertical Delta mode (most common) * ANIM-6 Stereo Byte Delta mode (
stereoscopic Stereoscopy, also called stereoscopics or stereo imaging, is a technique for creating or enhancing the illusion of depth in an image by means of stereopsis for binocular vision. The word ''stereoscopy'' derives . Any stereoscopic image is ...
frames) * ANIM-7 Anim-5 compression using LONG/WORD data * ANIM-8 Anim-5 compression using LONG/WORD data * ANIM-J Eric Grahams compression format ( Sculpt 3D / Sculpt 4D) It is possible to have several compression modes inside a file.


History

The ANIM IFF format was developed in 1988 at Sparta Inc., a firm based in
California California () is a U.S. state, state in the Western United States that lies on the West Coast of the United States, Pacific Coast. It borders Oregon to the north, Nevada and Arizona to the east, and shares Mexico–United States border, an ...
, originally for the production of animated video sequences on the
Amiga Amiga is a family of personal computers produced by Commodore International, Commodore from 1985 until the company's bankruptcy in 1994, with production by others afterward. The original model is one of a number of mid-1980s computers with 16-b ...
computer, and was used for the first time in Aegis Development's ''Videoscape'' and ''Video Titler'' programs for the Amiga line of computers. Being very efficient and an official subset of existing Amiga ILBM/IFF standard file format, it became the de facto standard for animation files on the Amiga. The file format must have these characteristics: *Be able to store, and playback, sequences of frames and to minimize both the storage space on disk (through compression) and playback time (through efficient de-compression algorithms). *Maintain maximum compatibility with existing IFF formats and to be able to display the initial frame as a normal still IFF picture. Several compression schemes have been introduced in the ANIM format. Most of these are strictly of historical interest, as the only one currently used is the vertical run length encoded byte encoding developed by
Atari Atari () is a brand name that has been owned by several entities since its inception in 1972. It is currently owned by French holding company Atari SA (formerly Infogrames) and its focus is on "video games, consumer hardware, licensing and bl ...
software programmer
Jim Kent William James Kent (born February 10, 1960) is an American research scientist and computer programmer. He has been a contributor to genome database projects and the 2003 winner of the Benjamin Franklin Award (Bioinformatics), Benjamin Franklin Aw ...
. Amiga Anim7 format was created in 1992 by programmer Wolfgang Hofer. A video file format originally created for the Commodore
CDTV The CDTV (from Commodore Dynamic Total Vision, later treated as a backronym for Compact Disc Television) is a home multimedia entertainment and video game console – convertible into a full-fledged personal computer by the addition of optiona ...
, and later adapted for the
Amiga CD32 The Amiga CD32 (stylized as Amiga CD32) is a home video game console developed by Commodore as part of the Amiga line, as well as the final hardware to be developed by the company. Released in September 1993 in Europe, Australia, Canada, and B ...
, was called
CDXL CDXL is motion video file format developed by Commodore in the late 1980s and early 1990s for the Amiga computer platform. It is notable for being one of the earliest formats created for motion video playback from CD-ROM. Background In an era shor ...
and was similar to the ANIM file format. The ANIM format is supported by at least one current online image editor.


Technical Overview

A minimum Anim file consists of three ILBM interleaved bitmap images. The first bitmap is a full image, necessary for the creation of the "next" frame whilst the other two are "delta" images, calculated as differences from the first one. The initial frame is a normal run-length-encoded, IFF picture, and this allows a preview of the contents of the file. Subsequent frames are then described by listing only their differences from a previous frame. While the first frame is displayed, the subsequent frames are loaded into a buffer in graphics memory. The Amiga switches between the screens almost instantaneously while loading further frames using the blitter. Utilising its DMA capabilities, the graphics chipset could access memory without interrupting the CPU. This technique is called
double buffering In computer science, multiple buffering is the use of more than one buffer to hold a block of data, so that a " reader" will see a complete (though perhaps old) version of the data instead of a partially updated version of the data being created ...
. To better understand this, suppose one has two screens, called A and B, with the ability to instantly switch the display from one to the other. The initial frame is loaded in to screen A and B. Screen A is displayed. The differences between frame 1 and frame 2 are calculated and altered in screen B, which is then displayed. Then the differences from this and frame 3 are used to alter screen A, which is then displayed, and so on. Note that frame 2 is stored as differences from frame 1, but all other frames are stored as differences from two frames back. ANIM is an IFF FORM and its chunk structure is as follows: FORM ANIM *FORM ILBM (first frame) **BMHD (normal type IFF data) **ANHD (optional animation header chunk for timing of 1st frame) **CMAP (Colormap) **BODY *FORM ILBM (frame 2) **ANHD (animation header chunk) **DLTA (delta mode data) *FORM ILBM (frame 3) **ANHD **DLTA (And so on...) The initial FORM ILBM can contain all the normal ILBM chunks, such as CRNG, etc. The BODY will normally be a standard run-length-encoded data chunk (but also any other legal compression mode as indicated by the BMHD). If desired, an ANHD chunk can appear here to provide timing data for the first frame. If it is here, the operation field should be =0. The subsequent FORMs ILBM contain an ANHD, instead of a BMHD, which duplicates some of BMHD and has additional parameters pertaining to the animation frame. The DLTA chunk contains the data for the delta compression modes. If the older XOR compression mode is used, then a BODY chunk will be placed here. In addition, other chunks may be placed in each of these as deemed necessary (and as code is placed in player programs to utilize them). For example, the CMAP chunks to alter the color palette. A basic assumption in ANIMs is that the size of the bitmap, and the display mode (e.g. HAM) will not change through the animation. The DLTA chunks are not interleaved bitmap representations, thus the use of the ILBM form is inappropriate for these frames. However, this inconsistency was not noted until there were a number of commercial products either released or close to release which generated/played this format.


Compression methods used in Anim format

Anim format allow five methods of compression: XOR mode, Long Delta mode, Short Delta mode, General Delta mode and Byte Vertical Compression.


Playing ANIM files

Playback of ANIMs will usually require two buffers, as mentioned above, and double-buffering between them. The frame data from the ANIM file is used to modify the hidden frame to the next frame to be shown. When using the XOR mode, the usual run-length-decoding routine can be easily modified to do the exclusive-or operation required. Note that runs of zero bytes, which will be very common, can be ignored, as an exclusive or of any byte value to a byte of zero will not alter the original byte value. The general procedure, for all compression techniques, is to first decode the initial ILBM picture into the hidden buffer and double buffer it into view. Then this picture is copied to the other (now hidden) buffer. At this point each frame is displayed with the same procedure. The next frame is formed in the hidden buffer by applying the DLTA data (or the XOR data from the BODY chunk) and the new frame is double-buffered into view. This process continues to the end of the file.


Influences of ANIM on other Animation filetypes

The Anim standard of Amiga influenced the development of
Animated GIF The Graphics Interchange Format (GIF; or , ) is a Raster graphics, bitmap Image file formats, image format that was developed by a team at the online services provider CompuServe led by American computer scientist Steve Wilhite and released ...
format.


References

{{Media player (application software) Graphics file formats Amiga Graphics standards Computer file formats Digital container formats Computer files Film and video technology