Anime Studio Pro 10 Users Manual PDF
Anime Studio Pro 10 Users Manual PDF
Contents Freehand38
Draw Shape 40
Delete Edge 43
Welcome1 Magnet44
Blob Brush 45
Chapter 1: Introduction 2
Eraser46
Demo Limitations 2
Point Reduction 48
New Features in Anime Studio 10 2
Scatter Brush 49
What’s New in Anime Studio 10.1 6
Perspective Points 50
System Requirements 8
Shear Points 51
Activating Anime Studio 9
Bend Points 52
Getting Started 9
Noise52
Creating a Content Folder 10
Chapter 4: Fill Tools 54
Automatic Update Checking 12
Select Shape 54
Chapter 2: License 13
Create Shape 57
End User License Agreement and Limited Warranty 13
Paint Bucket 60
Anime Studio Tools 25 Delete Shape 64
Line Width 65
Chapter 3: The Draw Tools 26
Hide Edge 66
Select Points 27 Stroke Exposure 67
Transform Points 30 Curve Profile 69
Add Point 34 Working with Fills 72
Curvature37
Chapter 5: Bone Tools 75
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Chapter 10: Anime Studio’s Main Window 162 Image Tab 204
Chapter 11: Layers Window 169 Chapter 13: Style Window 216
Overview169 Shapes218
Depth Sort Tab 202 Chapter 15: The Character Wizard 255
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Using the Character Wizard 255 Chapter 17: Other Windows 310
Body Tab 258 Audio Recording 310
Face Tab 261 Actions Window 311
Movement Tab 264
Clothing Tab 266
Anime Studio Menus 318
Style Tab 268 Chapter 18: File Menu 319
Designing a Character and Walk Cycle 269
New320
Making Your Character Walk 271
New from Template 321
Rotating Your Character 360 Degrees 273
Open...321
Designing Your Own Actions 277
Open Recent 321
Creating Content for the Character Wizard 279
Close322
Chapter 16: The Timeline Window 282 Save322
Consolidating Timeline Channels 283 Save As... 322
Condensing and Expanding the Timeline 284 Revert322
Navigating the Timeline with the Mouse 286 Gather Media 322
Using Timeline Markers 286 Export as Version 9 File 324
Choosing an Interpolation Method 287 Project Settings... 324
Choosing an Animation Interval 292 Import332
Onion Skins 293 Real-Time Media Connection 335
Animation Channels 295 Poser Integration 336
Working with Keyframes 298 Import Notes and Tips 338
Sequencer304 Photoshop Tips 339
Motion Graph 306 Refresh Media 344
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Preview344 Preferences...362
Preview Animation 345 Chapter 20: Draw Menu 369
Export Animation... 345
Insert Text... 370
Export FBX 355
Snap to Grid 370
Export OBJ 356
Reset Line Width 370
Export POV 356
Random Line Width 370
Upload to YouTube 356
Peak370
Upload to Facebook® 356
Smooth370
Batch Export... (Anime Studio Pro only) 357
Raise Shape 371
Relaunch in (x)-bit Mode 359
Lower Shape 371
Quit359
Raise to Front 371
Chapter 19: Edit Menu 360 Lower to Back 371
Undo360 Trace Image 371
Redo360 Hide Selected Points 377
Cut, Copy, Paste 360 Show All Points 377
Paste Relative 361 Hide Shape 377
Clear361 Show All Shapes 377
Copy Layer 361 Freeze Points 377
Paste Layer 361 Freeze Selected Points 377
Select All 361 Freeze Visible Points 377
Select None 361 Reset Points 377
Select Inverse 361 Reset All Points 378
Select Connected 361 Chapter 21: Bone Menu 379
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Contents
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Contents
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Appendix420 Import428
Export Formats 429
Appendix A: Product Comparison 421 Upload Features 430
Feature Comparisons 421 Optimization Features 430
Window Menu 422 Appendix B: Technical Support 431
Vector Drawing Features 422 User Manual 431
Vector Modifiers 423 Anime Studio on the Web 431
Fill Features 423 Anime Studio Discussion Forum 431
Fill Modifiers 423 Email Support 431
Bone Features 424
Appendix C: Acknowledgements 432
Contents
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Index447
Contents
1 Anime Studio Pro 10
Users Manual
Welcome
This manual includes embedded video files
that help demonstrate features that are more
easily explained in video format. If you receive a
warning about Acrobat not being able to connect
to a flashserver while trying to play the file, please
refer to “Using the Embedded Media Files” on page
1 in your Anime Studio Tutorial Manual for
instructions on how to disable the warning.
2 Anime Studio Pro 10
Users Manual
Chapter 1: Introduction
3 Anime Studio Pro 10
Users Manual
Constraints” on page 77 for more information about Eraser Tool: Allows you to erase portions of a
Independent Angle and Squash and Stretch Scaling. selected shape. See “Eraser” on page 46 for
Also see “Tutorial 3.6: New Bone Features” on page more information.
147 in your Anime Studio Tutorial Manual.
Point Reduction Tool: Allows you to reduce the
• Smart Bone setup: The Bones > Make Smart Bone Dial number of points in a selected object by painting
command makes it easier to create Smart Bone dials over the areas you want to optimize. See “Point
and actions. See “Make Smart Bone Dial” on page Reduction” on page 48 for more information.
383 for more information.
• Transform Points Tool: The Translate Points, Rotate
• Transform Bones Tool: A single tool now allows you to Points, and Scale Points tools have been combined
translate, rotate, and scale bones. See “Transform into a single tool. See “Transform Points” on page 30
Bone” on page 80 for more information. for more information.
• Render in a separate process: Renders are now • Freehand Tool: Points are automatically hidden when
performed as a separate process. you use the Freehand tool so that you can get a more
accurate preview while you draw. See “Freehand” on
• Bounce, Elastic, and Stagger interpolation methods page 38 for more information.
offer more options for animation of characters and
objects. See “Choosing an Interpolation Method” on • Preview Animations: Use the File > Preview Animation
page 287 for more information. command to generate a movie while you play your
project in the document window. See “Preview
• New Drawing Tools, include: Animation” on page 345 for more information.
Blob Brush Tool: The new Blob Brush tool allows • Multiple Document Support: Anime Studio now allows
you to quickly and easily create vector shapes you to open more than one document at a time, and
and outlines by painting on the screen. See “Blob switch from one to another in a tabbed interface. See
Brush” on page 45 for more information. “Open...” on page 321 and “Show Document Tabs”
on page 408
Chapter 1: Introduction
4 Anime Studio Pro 10
Users Manual
• Keyboard Shortcut Editor: The Help > Edit Keyboard See “Show All Points” on page 377 for more
Shortcuts command allows you to create and save information.
your own keyboard shortcut configurations. See
The Bones > Hide Selected Bones command allows
“Edit Keyboard Shortcuts” on page 416 for more
you to hide selected bones to make it easier
information.
to focus on specific bones in your scene. See
• Multiple Shape Selections: The Select Shape tool now “Hide Selected Bones” on page 383 for more
allows you to select multiple shapes so that you can information.
change fill, stroke, or both simultaneously. Basic color The Bones > Show All Bones command unhides
controls have also been added in the options bar. See bones that have previously been hidden.
“Select Shape” on page 54 for more information. See “Show All Bones” on page 383 for more
information.
• Frame Zero and Sequencer: Each layer now has its own
“frame zero”, allowing you to perform actions normally • Paint Bucket Tool: The Paint Bucket tool now allows
confined to frame zero when the start point of a layer you to fill closed shapes that are not welded. The fill is
has been moved to a negative frame value. created as a separate object. See “Paint Bucket” on
page 60 for more information.
• Hide Points and Bones to reduce clutter in your
document window, with the following commands: • GPU Acceleration allows higher quality display of
The Draw > Hide Selected Points command hides strokes and transparencies in images.
selected points so that you do not accidentally
• Multiple Layer Editing: Select multiple layers, including
select them while editing other nearby points. The
layers of different types, and apply changes to multiple
objects associated with those points are still visible
layers at the same time. See “Editing Multiple Layers”
in the document window. See “Hide Selected
on page 176 for more information.
Points” on page 377 for more information.
Chapter 1: Introduction
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• Variable Width Curves: Line widths are now calculated accurately between keyframes. Threshold works in
based on percentage values. See “Line Width” on conjunction with blur. Thresholds can be applied to
page 65 for more information. layers, shadows, and shading to produce smoother
transitions in corners. You’ll find new Threshold options
• Multi-Brushes: Multibrushes allow you to stroke an in Layer Shadows, Layer Shading, and in some of the
object with multiple shapes. See “Stroke Brush Selector fill effects.
(13)” on page 234 for information on how to select,
use, and create multi-brushes. Blur and threshold options are found in the
following sections: “Layer Shadow” on page
• Random Line Widths: The Random Line Width 189; “Layer Shading” on page 190; “Shaded Fill
command now features a Randomize button that Effects” on page 224; “Soft Edge Fill Effects” on
produces subtle variations between line widths along page 225; “Shaded Fill Effects” on page 224; and
a curve. See “Random Line Width” on page 370 for “Drop Shadow” on page 228
more information.
• Texture Transparencies: The Texture fill effect now • Colorization of layers: The new Colorize Layer
allows you to fill selected shapes with textures that are feature allows you to overlay a color on a layer. See
partially transparent, allowing other areas of the shape “Colorizing” on page 184.
to show through. See “Image Texture Fill Effects” on
page 227. • Depth of Field: Improvements allow you to visually
set up the areas in the camera view that will be in
• Particle Layers: Particle layers can now use arbitrary focus and where other objects will blur. “Tutorial 6:5.2:
shapes to generate particles. See “Particle Layers” on Crowds, Particles, and Depth of Field” on page 243
page 115 and “Particles Tab” on page 210. in your Anime Studio Tutorial Manual shows how to use
these enhancements.
• Blur improvements and Threshold: Any feature that
uses blur (layer blurs, shadows, shading, various fill • Media Plugins/Export Animation: More video formats
effects) now accepts floating point blur radius values. are supported in Windows and Macintosh versions.
This allows for blurs that can be animated more
Chapter 1: Introduction
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Users Manual
See “Export Animation...” on page 345 for more • The File > Export FBX command allows you to export
information. your Anime Studio projects to 2D and 3D application
that support FBX format (such as Unity or Autodesk
• Content Library Updates: The Library palette now uses products). Use the View > FBX Preview Mode
the same color scheme that you specify in Preferences. command to preview and modify your project before
exporting to FBX mode. Changes that you make
• Preview image saved with project: When saving
while in this mode will be carried over when viewing
documents, a preview thumbnail is saved with the
in standard development mode. See “Export FBX” on
project. See “Save” on page 322.
page 355 and “FBX Preview Mode” on page 407.
• Automatic Update checking: See “Automatic Update
• The Edit > Paste Relative command allows you to paste
Checking” on page 12 for more information.
selected keyframes that continue animation from the
• Activation, Serial, and License Management: Anime state at which the keyframes were pasted. See “Paste
Studio now prompts you to activate and serialize your Relative” on page 361.
software. See “Activating Anime Studio” on page
• Layers can be copied and pasted between
9.
documents with the Edit > Copy Layer and Edit > Paste
Layer commands. See “Copy Layer” on page 361
What’s New in Anime Studio 10.1 and “Paste Layer” on page 361.
• The File > Export as Version 9 File saves your project for • The Bone > Freeze Selected Bones and Bone >Freeze
Anime Studio 9 compatibility. See “Export as Version 9 Visible Bones commands allow you to freeze selected
File” on page 324. bones, or all bones that are currently visible in your
Chapter 1: Introduction
7 Anime Studio Pro 10
Users Manual
scene. See “Freeze Selected Points” on page 377 • The Window > Keyframe command opens a Keyframe
and “Freeze Visible Points” on page 377. window that helps you manage settings for selected
keyframes. See “Editing Multiple Keyframes” on page
• Bones can be marked as “shy” with the Select Bone 302.
tool, and displayed or hidden at the same time with
the Bones > Hide/Show Shy Bones command. See • The new Crop Tool allows you to crop an image layer
“Hide/Show Shy Bones” on page 383. to a specified area. See “Crop” on page 144.
• The Animation > Consolidate Layer Channels • The Collapse Layers script allows you to animate the
command allows you to expand or collapse layer collapsing or expanding of layers contained in a group
channels in the timeline or with the Consolidate layer.
timeline channels option in the Preferences dialog. See
“Consolidate Layer Channels” on page 388. • The Unroll Shapes script allows you to unroll multiple
shapes in a layer, cascading their visibility.
• Bone dynamics can be enabled or disabled with
the Animation > Enable Bone Dynamics command,
allowing you to choose between accuracy or
Other Enhancements
performance during animation playback. See “Enable
Bone Dynamics” on page 388. • Switch layers are displayed in the timeline. Mouse over
to see which layer is active at that keyframe.
• Display or hide the Play and View controls in the
timeline with the View > Show Play & View Controls • New documents are now assigned a name of
command. See “Show Play & View Controls” on page Untitled-X, where X is a number that is one higher than
405. the number of opened documents.
• Condense or expand the Timeline Options bar with the • A chevron in the Documents tab allows you to display
View > Show Timeline Options command, or by using the names of other opened documents if there are
a new Timeline Options widget and accompanying more than can be displayed in the Documents tab.
dialog. See “Show Timeline Options” on page 405.
Chapter 1: Introduction
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Users Manual
• Document-wide or layer-specific timeline markers help • DVD-ROM drive (physical version only)
you identify key events in your animation.
• Internet connection for product activation
• Elastic interpolation enhancements allow you to recommended
control the scale and direction (forward or reverse) of
the interpolation. • Windows® Internet Explorer® 9 or newer
Chapter 1: Introduction
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Chapter 1: Introduction
10 Anime Studio Pro 10
Users Manual
• Introductory Tutorial: Opens the Tutorial Manual, which • Don’t Show This Again: Choose this command to
you can also open using the Help > Tutorial Manual prevent the splash screen from opening each time you
command from the Anime Studio menu. start Anime Studio.
Chapter 1: Introduction
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Users Manual
After the content folder is created, a hierarchy of folders When Anime Studio prompts you to create a custom
appears beneath it. Any content stored in these locations content folder, the choices are as follows:
will appear in the “My ...” folders in the Librarty (such as
“My Characters” in the Characters library and so on. This
allows you to store user-created word balloons, brushes,
and other custom items that you can use in Anime Studio.
The Custom Content folder also serves other important
functions:
Choosing a content folder.
• The support files for the Tutorial manual are found in
the Custom Content Tutorials folders.
• Choose: Select this option to browse to the folder that
• Autosave information and files are stored in the you want to use for your Anime Studio content. After
Autosave subfolder. If you do not create a custom you select/create the folder, choose OK.
content folder, autosave information will not be stored.
• Not Now: Choose this option if you want to set up the
• If you open a file in Anime Studio that contains a folder at a later time. You will be prompted with this
reference to a project file that is not found in its dialog the next time you start Anime Studio.
original location, Anime Studio will look in your Custom
• Never: Choose this option if you do not want to set up
Content location to try to find a file of the same name
a folder, and no longer want to receive this prompt
in its Shared Resources folder, or one of its subfolders.
when you start Anime Studio.
These folders must exist at launch, or when the Custom
Content folder is included in your search paths. If there If you choose to never show the dialog that
are multiple files of the same name in your Shared prompts you to create a content folder, you
Resources folder or subfolder, Anime Studio will match can choose the Help > Set Custom Content Folder
against the first one it finds. command at any time to specify a content folder
location.
Chapter 1: Introduction
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Chapter 1: Introduction
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Chapter 2: License
14 Anime Studio Pro 10
Users Manual
public performance, provided such materials are intended Restricted Content may only be used exclusively on one (1)
to educate users as to use of the Software; (b) creating computer.
original Content for sale, distribution, public display, or
“Software” means the SMSI computer software and
public performance; (c) creating materials for use with
associated files (e.g. Content) delivered via the
either Restricted Content or Other Content; (d) creating
accompanying physical media or electronic media.
rendered animations or rendered still images based
“Software” means to also include any upgrades, updates,
on Restricted Content contained with the “Character
bug fixes or modified versions or backup copies of the
Wizard” feature of the Software; or (e) creating characters
Software supplied to you by SMSI or an SMSI authorized
or props based on Restricted Content in proprietary file
representative or agent (whether or not for a fee).
formats (meaning, MOHO, ANME and any subsequent/
“Software” does not include TPS (defined below).
compressed formats), where the original (or modified) art,
texture or other Restricted Content files are not distributed “Unrestricted Content” means Content included with
with such characters or props. or part of the Software that is specifically identified in
the Documentation or listed in this EULA as Unrestricted
“Other Content” means Content that is not Restricted
Content. This version of the Software contains no
Content or Unrestricted Content. Other Content may be
Unrestricted Content.
subject to license terms imposed by the Other Content’s
original creator.
“Restricted Content” means all Content included with
3. Software License
or part of the Software that is not Unrestricted content,
A) Subject to the terms and conditions of this EULA and
including without limitation mesh objects (geometry) in any
your payment of the applicable license fee, SMSI grants
format, files in proprietary file formats (meaning, MOHO,
you a limited, personal, nontransferable and non-exclusive
ANME, and any subsequent/compressed formats), images,
license (without right to sublicense): (i) to use a single
materials, texture, transparency maps, Documentation,
copy of the Software (except as expressly permitted in the
vector-based content, and SMSI’s proprietary data. Except
Documentation) solely for your own internal use on a single
as otherwise expressly permitted by this EULA, Restricted
computer (as set forth in Subsection E below of this Section
Content extracted or exported from the Software remains
3) either loaded in the temporary memory (i.e., RAM) of
Restricted Content. Except as authorized in this EULA,
Chapter 2: License
15 Anime Studio Pro 10
Users Manual
a computer, or installed on the permanent memory of made available to you by SMSI, whether distributed on
a computer (e.g., hard disk and compact disk) or, on a floppy disk, compact disk, or in an electronic format via
temporary basis, on a backup system if such equipment download, BBS, forum, FTP, e-mail, etc.
is inoperative, consistent with the limitations specified or
C) The Software (not including the media on which the
referenced in this EULA and the Documentation; (ii) to use
Software may be provided) is licensed to you, not sold. You
the Documentation provided with the Software in support
expressly acknowledge that SMSI, Lost Marble, Inc., and/
of your authorized use of the Software; and (iii) to copy the
or their respective licensor(s) have a valuable proprietary
Software to make one (1) archival copy of the Software
interest in both the Software and the Documentation.
for your personal archival or backup purposes, and to
All title, ownership, interest and rights in and to the
make sufficient number of copies for Legitimate Uses or the
patent, copyright, trademark, trade secret and any
intended use described in the Documentation, provided
other intellectual property rights in the Software (and any
that all titles and trademark, copyright and restricted rights
derivative works thereof) and the Documentation (and
notices are reproduced on all such copies. Any other uses
any derivative works thereof) not expressly granted to
of the Software, including without limitation the Software
you by this EULA remain with SMSI, Lost Marble, Inc. and/
interface, other than those granted in this EULA must be
or their respective licensor(s). You do not acquire any
expressly pre-approved by SMSI in writing. The terms of
other rights, express or implied, in the Software (and any
this EULA will govern any upgrades and updates, unless
derivative works thereof) and the Documentation (and
accompanied by a separate license, in which case, the
any derivative works thereof) other than those rights
terms of that separate license agreement will govern
expressly granted under this EULA. Without limiting the
accordingly.
generality of the foregoing, SMSI, Lost Marble, Inc. and/or
B) The Software is protected by copyright and other their respective licensor(s) retain all title, ownership, interest
intellectual property laws and international treaties. As an and rights in and to the patent, copyright, trademark,
express condition of this EULA, you must reproduce on the trade secret and any other intellectual property rights
backup copy the SMSI copyright notice in the following in the copy of the Software contained on your archival
format: “Copyright (C) 2004-2014 Smith Micro Software, media, and all of the terms of this EULA apply to such
Inc. All Rights Reserverd.” This express condition extends archival copy as if it were the original SMSI-produced copy
to any further updates, software patches, or bug fixes
Chapter 2: License
16 Anime Studio Pro 10
Users Manual
of the Software that was furnished to you when you paid 4. Restrictions
the licensing fee.
A) You will not, and will not permit any third party to,
D) Portions of the Software include third party software
use, copy, modify, derive, or transfer the Software or
and other copyrighted material (collectively, “TPS”).
Documentation, or any copy, modification, derivation,
Acknowledgements, licensing terms, restrictions and
or merged portion thereof, in whole or in part via any
disclaimers of such TPS are contained in the “About Box” of
means or for any purpose whatsoever except as expressly
the Software and your use of such TPS is governed by such
permitted in this EULA or the Documentation. You will
respective terms. Any terms of this EULA that differs from the
not, and will not permit any third party to, modify, adapt,
terms of any TPS are offered by SMSI alone, and not by any
translate, rent, lease, loan, resell for profit, or create
other licensor.
derivative works based upon the Software or any part
E) Except as otherwise expressly permitted in the thereof. The Software contains trade secrets in its human
Documentation, you will only use the Software on a single readable form and, to protect them, you will not, and will
computer at any given time, meaning that you must treat not permit any third party to, reverse engineer, decompile,
the Software “like a book.” “Like a book” means that the disassemble, or otherwise reduce the Software to any
Software may be used by any number of people and may human readable form without the express prior written
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so long as no possibility exists of the Software being used at by applicable law. You will not relicense, sublicense,
more than one (1) computer at any given time. More than rent, lease, or lend the Software for third-party training,
one person at a time cannot read the same copy of a commercial time-sharing or service bureau use. You will
book, and this restriction applies to the Software. not, and will not permit any third party to, debug, bypass,
F) The licenses granted in this EULA do not allow you to circumvent or defeat any security features of, or interfere
use the Software on a computer that you do not own or with the normal functionality and operation of the Software
control, and you may not distribute or make the Software for any reason whatsoever without the express prior written
available over a network where it could be used by consent of SMSI or except to the extent expressly permitted
multiple computers or devices at the same time. by applicable law. If the Software is an upgrade to a
previous version of the Software, you must possess and
Chapter 2: License
17 Anime Studio Pro 10
Users Manual
maintain a valid license to such previous version in order to which is intended to compete with the Restricted
use the upgrade. Content.
B) You, your employees, and/or authorized agents must 2) To prepare derivative works based upon the
protect the Software’s confidentiality and act to enforce Restricted Content solely for Legitimate Uses and lawful
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otherwise make the Software or Documentation available
to any third party via any means whatsoever, public 3) To reproduce, prepare derivative works based
or private, for any purpose, commercial or not, unless upon, distribute, publicly display, and publicly perform
explicitly allowed by this EULA. content you create using Restricted Content, provided
that such use of Restricted Content shall be solely for
C) You assume full responsibility for your selection of the
Legitimate Uses and lawful uses.
Software to achieve your intended results and for the
installation, use, and results you obtain from the Software. B) Notwithstanding the foregoing, nothing shall limit SMSI’s
SMSI has no obligation to provide support, maintenance, right to independently create, develop, own, market,
upgrades, modifications or new releases under this EULA. distribute, license, sublicense, import, export, sell, or
otherwise exploit any content or materials similar to any
derivative works based upon the Content.
5. Content License
C) Other Content included with the Software and
A) Subject to the terms and conditions of this EULA and Documentation is subject to third-party rights and
your payment of the license fee, SMSI grants you a limited, is copyrighted and owned by the Other Content’s
personal, nontransferable and non-exclusive license original creator(s). You may use the Other Content in
(without the right to sublicense): accordance with all applicable license terms imposed
by the Other Content’s original creator(s). SMSI makes no
1) To reproduce, prepare derivative works based representations as to the quality, suitability, functionality,
upon, distribute, publicly display and publicly perform or legality of the Other Content and you hereby waive
the Unrestricted Content for any lawful purpose any claim you might have against SMSI with respect to the
other than to create a product which is intended to Other Content.
compete with the Software or to create new content
Chapter 2: License
18 Anime Studio Pro 10
Users Manual
D) You will not, and will not permit any third party to, use, SMSI is pleased to offer site licenses (“Site License”) for
copy, modify, derive, sell, distribute, transfer or sublicense multiple simultaneous users. Please contact SMSI at the
the Restricted Content, the Unrestricted Content, or the address below for details. If you purchased a Site License,
Other Content or any copy, modification, derivation, or you may distribute the Restricted Content between all
portion thereof, in whole or in part via any means or for any computers containing valid copies of the Software, other
purpose whatsoever, except as expressly permitted in this SMSI products, and/or other software able to process
EULA or the Documentation. Restricted Content.
E) You expressly acknowledge that SMSI, Lost Marble,
Inc. and/or their respective licensor(s) have a valuable 6. Collection and Use of Your
proprietary interest in the Restricted Content and the
Information
Unrestricted Content. All title, ownership, interest and
rights in and to the patent, copyright, trademark, trade A) Upon your first installation of the Software, you will have
secret and any other intellectual property rights in the the option to register the Software with SMSI. If you choose
Restricted Content (and any derivative works thereof) to register the Software with SMSI, you agree that SMSI and/
and the Unrestricted Content (and any derivative works or its affiliates may collect and process such information
thereof) not expressly granted to you by this EULA remain about you and the Software in order to enable SMSI to: (i)
with SMSI, Lost Marble, Inc. and their respective licensor(s). notify you of updates, bug fixes and/or modified versions
You do not acquire any other rights, express or implied, in of the Software; (ii) provide support and assistance of the
the Restricted Content (and any derivative works thereof) Software; (iii) notify you of new version offerings of the
and the Unrestricted Content (and any derivative works Software; and (iv) comply with all applicable laws and/or
thereof) other than those rights expressly granted under this regulations, or the requirements of any regulatory authority
EULA. or government agency.
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Documentation or unless otherwise provided for herein, you will have the option to “opt-in” to participate in SMSI’s
you will only use the Content on up to one (1) computer at efforts to improve the usability, experience, functionality
any given time (the same as the Software license allows), and performance of its products and services. Your
meaning that you must treat the Content “like a book.”
Chapter 2: License
19 Anime Studio Pro 10
Users Manual
participation to allow SMSI to collect such usage statistics SMSI’s and/or its affiliates’to the transfer of such information
is voluntary. And, you may “opt out” at any time. If you to a location outside the EEA.
choose to participate, SMSI may collect and use certain
information related to your use of the Software and
aggegrate such data that includes information about:
7. Term; Termination
(i) your computer, such as Operation System, screen
A) This EULA remains in full force and effect until
resolution, RAM capacity, CPU frequency, number of
terminated. You may terminate this EULA at any time
monitors; (ii) data about the Software, such as abnormal
by returning or destroying both the Software and
terminations, number of runs, program version; and (iii)
Documentation, together with all copies, modifications,
information about separate feature usage, such as menu
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options or buttons selected. This data ((i) through (iii)
Documentation in any form. SMSI is in no way obliged to
above) is (I) collected anonymously, unless you opt to
issue refunds. SMSI may terminate this EULA at any time
provide your details (as noted above) and (II) tied up to
upon your breach of any of the provisions hereof.
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20 Anime Studio Pro 10
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21 Anime Studio Pro 10
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Chapter 2: License
24 Anime Studio Pro 10
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Chapter 2: License
25 Anime Studio Pro 10
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Anime Studio
Tools
Chapter 2: License
26 Anime Studio Pro 10
Users Manual
Chapter 3: The Draw Click the tool icon in the properties bar to
display a submenu. Choose Reset Tool to
Select Points
Shortcut: G
Select Points
Modifier keys:
Selection methods
By holding the Shift key, you can add to a selection.
Below is a short movie clip showing the different ways to Otherwise, you will always start a new selection when using
select points using the Select Points tool. this tool.
• Holding the Alt key will prevent this tool from selecting
curves or shapes when you click on them (sometimes
when things get crowded it’s hard not to click on a
shape by accident).
Transform Points
Shortcut: T General Options
The Transform Points tool is used to move, scale, or The following options appear in the left portion of the
rotate a group of selected points. It operates only on options toolbar when the Transform Points tool is selected:
the currently selected points, unless fewer than two points
are selected - then it operates on the nearest point to
where you clicked.
It’s important to note that this tool, like most of the Anime
Transform Tool general options
Studio drawing tools, modifies points, not curves. If you
select all the points in an object and use this tool, the entire
object will move, scale, or rotate. However, if you only • Select Group: Used to select a group that was
select some of the points, then you’ll end up distorting the previously created with the Select Points tool.
object (which can be very useful).
Transform Tool general options • Position Y: Allows you to numerically enter a value for
the Y coordinate.
• Auto Weld: When checked, automatically welds a In the pictures below, the selected points are highlighted in
new point to an existing point. The existing point is red. Notice the effect of using the Transform Points tool on
highlighted when the mouse hovers over a point that these points.
can be welded.
• To constrain vertically or horizontally: Hold the Shift key
• Auto Fill: When checked, automatically fills a closed while dragging the selected points left, right, up, or
shape when you create it. down.
• Flip Horizontally: Click this button to flip horizontally. • To nudge: You can nudge the selected point(s)
by small increments by holding down the Ctrl key
• Flip Vertically: Click this button to flip vertically. (Windows) or Cmd key (Mac) and pressing the arrow
keys. Hold down Shift in addition to Ctrl/Cmd to nudge
Translating Points the point(s) by a greater increment.
Top circle fully selected. Bottom circle partially selected After translation
first point on top of the second, press the spacebar Scaling Points
to weld them together into one point.
The Transform Points tool also allows you to scale the
When Auto Weld is on: Anime Studio can
currently selected group of points. Two or more points must
automatically weld points for you. Only the
be selected. The following toolbar options are associated
endpoint of a curve can be automatically welded.
with scaling points:
To automatically weld the endpoint of a curve,
just drag it on top of another point and let go of
the mouse. Below is a movie demonstrating auto-
welding. After dragging each endpoint into place,
it becomes welded to the existing point, and the
two can be moved around Transform Points options for scaling
If you hold the Alt key while dragging a side handle, using the Transform Points tool will constrain the rotation to
Anime Studio will resize the selected points in such a way 45 degree increments.
to maintain the overall volume of the object - this can be
useful for squash and stretch.
Add Point
Rotating Points Shortcut: A
The Add Point tool is what you use to draw most curves in
The Transform Points tool can also rotate the currently
Anime Studio. Just click and drag in the working area of
selected group of points. Two or more points must be
the main window to create a new curve segment. There
selected to use this tool. The following toolbar options are
are four variations to using the Add Point tool - they differ in
associated with rotating the selected points:
where the original click takes place.
• Apply: Click to apply the value entered in the Rotation Add Point
field
Click near the outer boundary of the selected group The first way to use this tool is to click in empty space and
of points. Next, drag the mouse in a circle around the drag - this will start a new curve.
selection to rotate the points. Holding the Shift key while
The second technique is to click on the end of an existing The Add Point tool can also be used to weld two points.
curve to add another segment to that curve. Click and drag in one of the ways described above to add
a new point.
Third, click on a curve segment to add a point there, then
drag it to the final desired position. Drag the new point on top of an existing point. If Auto
Weld is enabled the new point will weld to the existing
Finally, click on a curve midpoint to add a new branching
point. If Auto Weld is off, press the spacebar before
curve that is welded to the existing point. Each of these
releasing the mouse. An example is shown below. (This
uses of the Add Point tool is shown below.
works just like the Transform Points tool, above. Read about
that tool for more details on welding.)
Closing a curve
To prevent the Add Point tool from adding on to an existing Add Point Tool Options
curve regardless of where you click, hold the Alt key to
force the tool to start a new line segment.
The movie below demonstrates the Add Point tool. Notice
how clicking on different parts of an existing curve causes
the new point to be added in different ways. Add Point Options
Curvature
Shortcut: C Curvature
Curvature Options
• Smooth: Smooths the transition between the curves at drawing. For this reason, control points are automatically
the point that you click. hidden when Freehand tool is selected so that you can
focus on your drawing. You’ll also see a more accurate
preview of the strokes that you draw, especially when
Freehand drawing wider strokes. When you release the mouse,
you’ll notice the strokes change slightly due to automatic
Shortcut: F
smoothing.
The Freehand tool lets you draw complex shapes by just
dragging the mouse around. After using the Freehand To display the control points, select one of the
tool, you will often want to go back and use the Delete other tools, such as the Transform Points tool,
Edge tool to delete unwanted lines. You can also use
the Transform Points tool to modify the result, delete
unnecessary points, and weld points together. If you have
a drawing tablet, the Freehand tool can also use the pen
pressure from your tablet to control the thickness of the
lines you draw.
The Freehand tool has been enhanced, such that you
don’t have to draw shapes precisely while using the tool.
If you cross a line, the new line automatically welds to the
line that is crossed if the Auto Weld option is selected. This
allows you to quickly sketch out shapes without worrying Freehand
about stopping your stroke at precise locations. Later,
you can use the Delete Edge tool to remove the hanging
edges. For more information about the Delete Edge tool,
see “Delete Edge” on page 43.
When you’re using the Freehand tool, you are primarily
interested in seeing an accurate display of what you are
Chapter 3: The Draw Tools
39 Anime Studio Pro 10
Users Manual
Freehand Tool Options Click the Freehand Options button in the Options toolbar
to display the Freehand Tool options dialog. The options
are as follows:
resets the layer to the value or values set at frame • Auto Fill: When checked, automatically fills a closed
0. shape when you create it.
Draw Shape
Shortcut: E
The Draw Shape Tool provides a way to quickly draw
commonly used shapes: squares, ovals/circles, triangles,
stars, arrows, and spirals. Each of the shape options are
Freehand options
shown later in this section.
Rectangle
Rectangle
Arrow
Triangles
Delete Edge can then use the Delete Edge tool to remove
unwanted straggling ends, simply by clicking on
Shortcut: D them with the Delete Edge tool.
Delete Edge
Chapter 3: The Draw Tools
44 Anime Studio Pro 10
Users Manual
Magnet
Shortcut: X
The Magnet tool is similar to the Transform Points tool
- it is used to move points around. However, instead
of moving the selected points, it moves points based on
the strength of the magnet. When you click with this tool,
the region of strength is displayed. Any points within this
region will move with your mouse, but the points closer to
the center of the mouse click will move the most. (The Magnet
radius of the magnet’s strength region can be adjusted in
the tool options area.)
This tool is most useful for artwork that has lots of points. For
example, the Freehand tool can create curves with many
points - the Magnet tool can then move them around Magnet Options
smoothly. Imported Adobe Illustrator files and text objects
can also be sources of many control points.
Blob Brush
The Blob Brush tool allows you to block shapes out very
quickly. For example, you can start by blocking in part of
the character as shown below.
• If you hold down the Command/Ctrl key you can erase Blob Brush Tool Options
from the shape, or use the Eraser tool. See “Eraser” on
page 46 for more information.
• Brush Radius: Sets the radius of the brush. A red circle
gives you a preview of the brush size. You can also
The brush tool can create a lot of extra points.
adjust the radius by pressing the Alt key and moving
You can use the new Point Reduction Tool to
your mouse left or right.
reduce the number of points. See “Point Reduction”
on page 48 for more information.
• Use Pen Pressure: Check this option if you are using the
brush with a pressure-sensitive stylus and tablet.
You might notice the viewport jump at times
when using the Blob Brush tool. This happens
when you extend your drawing outside the
boundary of the work area. The viewport resizes to
Brush Options
bring that additional area into view to ensure that
the object that you drew will fit on the screen.
Eraser
The Eraser tool allows you to cut holes in any shape. Simply
select the shape that you want to modify with the Select
Shape tool (described in “Select Shape” on page 54).
Then, switch to the Eraser tool to erase portions of the
selected shape.
In the following example, the Eraser Tool is used to modify
the shape of an animal’s tail.
Blob Brush
Delete Edge
Point Reduction
The Blob Brush, Eraser, and Paint Bucket tools can generate
a lot of extra and unnecessary points. The Point Reduction
tool helps you reduce the point count in any vector object
so that the shapes are easier to animate.
Delete Edge
• Tolerance Angle: If you want to reduce the number 3. Set other options in the Scatter Brush Options panel
of points but not change the shape so much, reduce if you want to increase or decrease variation in
the tolerance angle. Lowering the tolerance angle will the angle, spacing, or color of the objects you are
not remove as many points, but it will keep the shape spraying.
closer to what you originally drew.
Scatter Brush
Scatter Brush
The Scatter Brush allows you to spray shapes into your
scene. There are a number of preset shapes, or you can
also copy any shape to your clipboard and spray multiple
copies of that shape into your scene. Scatter Brush Tool Options
To use the Scatter Brush tool, try the following:
Copy a vector object into your clipboard, or select one of
the preset options from the Preset menu.
Scatter Brush Options
1. Choose the vector layer that you want to paint into.
2. Set the Min and Max Width settings appropriately for • Scatter Brush Options: Click this button to display the
the scale of the objects. following options
Shear Points
This tool works on a group of two or more selected
points. Click and drag left, right, up, or down to
Shear Points Options
shear, or slant the group of points.
Noise
Shortcut: N
Bend Points The Noise tool works on a group of selected points. Click
and drag to move the points around in random directions.
This tool can be used for example when you want to
duplicate an object using Copy and Paste, but you don’t
want the new object to look exactly like the original. Just
use this tool to distort it a little bit.
Noise
Tool Options
Noise Options
Tool Options The Create Shape tool is used to select a region to be filled
with color, or a set of edges to be drawn as an outline. It
operates exactly like the Select Points tool described in
“Select Points” on page 27.
Tool Options
• Fill: Select this option if you only want to change the fill
After creating a shape, if you decide that you only want a of the selected object(s).
fill, and not an outline, you can uncheck the Stroke box in
the Style window. Similarly, uncheck the Fill box in the Style • Stroke: Select this option if you only want to change
window to make your shape have only an outline, and no the stroke of the selected objects(s).
fill color.
• Both: Select this option if you want to change both the
fill and stroke of the selected object(s).
Paint Bucket Below are some examples of sets of curves in Anime Studio,
where the user might click with the Paint Bucket tool, and
Shortcut: P the resulting fills. In each case, the shape on the left is the
starting shape, the red X indicates the point where the
The Paint Bucket tool is used to fill a closed area with color.
user clicked with the Paint Bucket tool, and the result is the
Just click inside a closed shape to fill it with the current
shape on the right:
combination of colors and styles. This can make it much
easier and quicker to fill shapes than with the Create
Shape tool, but keep in mind you’re still working with the
same requirements - a shape must be completely closed in
order to be filled.
Paint Bucket
Clicking outside a closed outline (nothing happens - no fill). A more complex shape. There are some dead-end curves, but
the overall shape is still closed.
A shape with a hole in it. Clicking inside the hole fills just the hole
The shape is not closed (close, but not good enough) - no fill The viewport adjusts to display the entire filled shape after
is created using the Paint Bucket.
If part of the shape is cut off on the edge of the editing You can also draw shapes that overlap, and use the Paint
window, the viewport will change to display the entire filled Bucket tool to fill within areas that overlap. This allows you
shape after you fill it with the Paint Bucket. to quickly create complex boolean shapes.
Tool Options
Delete Shape
To use the Delete Shape tool, click on a fill or outline to
delete it from the project. Remember, in Anime Studio, the
shape of an object is separate from its appearance. If you
use this tool to delete a fill, the underlying points and curves
will remain. If you want to delete those as well, go back to
the Draw tools to work with the points and curves.
Line Width
Shortcut: W
The Line Width tool is used to adjust the width of a line as
Line Width Tool
it passes through a particular point. Using this tool, you
can create lines that taper at the ends, get thinner in the
To use it, just click on the point you want to adjust, and
middle, or change width several times along their length.
drag the mouse left and right to adjust line thickness. (Be
Line widths are stored internally in Anime sure you first either set up an outline through the point, or
Studio as percentage values. For example, a a fill shape with a non-zero line width - otherwise this tool
value of 100% represents the original line width, and won’t do you much good.)
a value of 200% represents double line width. The You can adjust more than one point at a time by selecting
width of the line smoothly varies from the 100% (no multiple points with the Select Points tool from the Draw
custom width) value. tool group.
Tool Options • Magnet Radius: The points that appear within the red
circle area will be affected when you use the Line
Width tool. Use the Magnet Radius setting to increase
or decrease the affected area.
You can set a magnet radius to affect all vertices beneath the
Line Width Magnet Mode Options magnet.
Stroke Exposure
The Stroke Exposure tool is located in the Fill section of the
tool box. Normally, when you apply a stroke to a curve,
you see the stroke along the entire curve. With the Stroke
Exposure tool, you can click and drag on a curve that has
a stroke and control where the curve starts and ends.
• Click and drag back and forth to set the end point
of the stroke on the curve. Dragging toward the left
exposes less of the curve’s end, while dragging toward
the right exposes more of the curve’s end
• Alt-Click and drag back and forth to set the start point
of the stroke on the curve. Drag toward the right to
expose less of the curve’s end, and drag toward the
left to expose more of the curve’s end. Exposing less of the curve’s end
Tool Options
• End Percentage: Allows you to enter a numerical value Curve profiles can be of any shape, but the start and end
for the end of the curve, based on its distance from of the profile should be along the same horizontal line.
the end point While you can create profile curves with or without a stroke
applied to them, it makes sense to draw them with Auto
Stroke off, since you will be applying a different pattern to
Curve Profile the circle based on the style of the curve.
After you select the shape you want to apply the profile to
Even though the resulting shape appears to have more
(a circle in this case, select the Curve Profile tool from the
detail, it still has the same number of control points as the
Fill section of the tool box. Then click on the curve that you
original shape. For example, if you applied the curve profile
want to use as the profile.
to a circle, the resulting shape still has only the four original
control points, even though it appears to have more. You
can edit the shape by repositioning one or more of the
original control points, and the curve profile will still be
applied.
The Repeat Count controls the number of times that the profile
curve repeats along the path
Working with Fills • Use the Create Shape tool to fill closed outlines that do
not have any fill. You will need to select the points in
To define a region to be filled, you must first select all the the outlines before you use the Create Shape tool.
points along its boundary. That’s what defines a fill region
• You can also use the Paint Bucket to fill shapes that do
- the set of points along its outer edge. We’ll take a look at
not yet have a fill. For example, you can use the Add
some examples later. You can also create outlines using
Point or Freehand tool to create a shape that has a
these tools. Outlines are less restrictive than fills - an outline
stroke only, and then later use the Paint Bucket tool to
is not a set of points along an outer boundary. Instead, an
add a fill.
outline can be any set of points you choose. The curve
segments between these selected points will form the
• You can also change colors with the Eyedropper.
outline.
Use the Eyedropper to select a color from any of the
Fills and outlines are stacked on top of each other in the shapes that use the color you want to apply. Then press
order you create them. This determines which fill or outline the Alt key and click other objects with the Eyedropper
will be visible when two or more overlap. There are tools to push the selected color to other shapes.
that allow you to change the stacking order of fills and
outlines, but you’ll learn that you can save yourself a lot
of time by planning ahead and creating fills in the proper
Color Picking
order to begin with. If the Select Shape or Create Shape tools are active and a
There are a number of different ways to fill shapes in Anime shape is selected, you can quickly set the shape’s color by
Studio: picking it from another shape in the current layer. Just hold
down the Alt key and click on the shape you want to copy
• Use the Select Shape tool to select the shape you want the color from. The color (and style) will instantly be applied
to change. The color and fill properties will be “picked to the currently selected shape.
up” in the Style window. You can then change the fill
You can also push a shape’s color and style onto other
colors in the Style window.
shapes. If you hold down Alt + Ctrl (Windows) or Alt + Cmd
(Mac) and click on a second shape, the selected shape’s
color will be pushed onto the shape you click on. This is an
easy way to propagate one shape’s color and style onto
several other shapes in the same layer.
There’s no limit to the kinds of shapes you can create this
way. By adding more boundary curves, you can create
more and more complex fills - feel free to experiment.
The red ring is in fact two objects - one behind the blue
ring, and one in front of it. The next image shows the same
object, but colored differently so that the two parts of the
red ring stand out.
Bone Constraints
With the Select Bone tool selected, click the Bone
Constraints button in the options bar to open the Bone
Constraint options dialog shown below.
For detailed instructions and examples of the options
in this dialog, refer to the Angle Constraints section in
“Tutorial 3.2: Bone Constraints” on page 116 in your Anime
Studio Tutorial Manual.
Color options
In the default position, the last bone is parallel to the ground. If you set Independent Angle on the child bone, it will rotate
independently of its parent.
Transform Bone tool indications • Holding the Shift key will cause the bone to only
translate horizontally or vertically relative to its parent (if
you click near the base)
• To rotate a bone: Click near the bone, but outside
of the handles. A rotate cursor will provide indication • Holding the Shift key while rotating will constrain the
when the mouse is placed correctly. Then drag the rotation to 45 degree increments.
mouse to rotate the bone.
• You can nudge the selected bone by small increments
• To translate a bone: Click and drag the dot at the by holding down the Ctrl key (Windows) or Cmd key
base of the bone. (Mac) and pressing the arrow keys. Hold down Shift in
addition to Ctrl/Cmd to nudge the bone by a greater
• To scale a bone: Click and drag the dot at the end of
increment.
the bone.
• If any objects in other layers have been bound to the
bone, they will not move if the current frame is 0. At
frame 0, you are modifying the bone layout - at later
frames you are animating with this tool, and bound • Reset: If pressed at Frame 0, resets a layer back to its
objects will move with the bone. default length. If pressed at any other frame, resets the
layer to the value or values set at frame 0.
Tool Options • Scale: Allows you to view or enter a numerical value for
the scale of the bone.
If another bone is selected before you click and drag, it will Tool Options
be the parent of the new bone you create. Otherwise, the
new bone will be parentless, a root bone.
Bone Strength
When using bones to control the points in a vector layer or
to warp an image layer, by default every bone has some
degree of influence over every point in the vector layer (or
image). The Bone Strength tool lets you adjust how much
influence each bone has. When this tool is activated, a
Reparent Bone Tool semi-transparent region appears around each bone - this
region indicates the strength of the bone. If you drag side
to side on a bone with the Bone Strength tool, you cause
Tool Options the region of influence to shrink or grow. Points that are
closer to the center of this region move more when the
bone itself is moved.
binding, on the other hand, means that a point will only • Bone Strength: Allows you to view or enter a numerical
move under the influence of the bone(s) in whose region value for bone strength.
of influence it lies. If that point only lies in one bone’s
region, it will only move with that bone - if the point is
overlapped by the regions of two bones, it will move with Manipulate Bones
both of those bones.
The Manipulate Bones tool has two purposes. First,
Flexible binding is the default setting for new bone layers when the current frame is set to 0, it is used to test
because it works reasonably well almost automatically. whether a skeleton is set up and working properly.
The downside is that it leads to rubbery movement of the Although it moves bones and points around, the changes
attached vector artwork. Region binding will give you it makes are only temporary. When you switch to another
cleaner movement, but takes a little more work to set up. tool, the skeleton is reverted back to its original shape.
”Tutorial 3.4: Character Setup” on page 133 in your Anime
Studio Tutorial Manual shows you how to use the Bone When working inside a Smart Bone action,
Strength tool together with both types of binding to quickly the Manipulate Bones tool can introduce
set up a character’s skeleton. extra unwanted bone motion in the Smart Bone
action. For this reason, the Manipulate Bones tool will
be disabled.
Tool Options
The second use of this tool is at frames greater than 0. If the Use this tool to bind an entire layer to a single bone. If you
current frame is greater than 0, then this tool will move the would rather bind certain points in a vector layer to certain
skeleton in the same way, but the move will introduce a bones, then you should use the Bind Points tool instead.
keyframe for animation.
For more information on how to use the Bind Layer tool, see
To manipulate a skeleton, just click and drag the various the Layer Binding section of “Tutorial 3.1: Bone Binding” on
bones that make it up. If points or other layers have been page 107 in your Anime Studio Tutorial Manual.
bound to the bones, they will move as well. The way the
skeleton and the bound points move with this tool is exactly
the same whether at frame 0 or a later frame. If some part
of the skeleton doesn’t move correctly, you can find out
with this tool and fix it before you start animating.
Note: If you only want to rotate a single bone, it’s better to Bind Layer Tool
use the Rotate Bone tool. The Manipulate Bones tool will
move a whole chain of bones, which is definitely not what
you want if you plan to rotate a single bone.
Bind Points
Bind Layer The Bind Points tool operates exactly like the Select Points
tool described in “Select Points” on page 27. Use it to
Other layers can be contained within a bone layer. For select a group of points to bind to a bone. In order to use
example, you could create a hand layer and place that this tool, you must be on Frame 0, and a bone must first
within an arm layer. To bind the hand to the arm, use this be selected. When a bone is selected, the points that are
tool. Just click on the bone in the parent layer that you currently bound to it are automatically selected as well.
want to connect to, and the entire layer will move with that Use this tool to add or remove points from that selected
bone. In the arm/hand example, you would click on the group. When the correct group of points is selected that
bone nearest the wrist to bind the hand to the end of the you want to bind to the bone, press the spacebar - this
arm. tells Anime Studio to perform the binding. This technique is
demonstrated in “Tutorial 3.1: Bone Binding” on page 107 It’s difficult to describe the usefulness of this tool without a
in your Anime Studio Tutorial Manual hands-on example, so look in “Tutorial 3.1: Bone Binding”
on page 107 in your Anime Studio Tutorial Manual.
Offset Bone
The Offset Bone tool lets you add an extra amount of Offset Bone Options
bone movement starting at frame 1 of your animation. The
reason you might want to do this is to simplify the setup of
• Select Bone: Click this menu button to select a bone
a complex character. Often, parts of a character such as
by name.
arms and legs overlap, making it difficult to set up bones
and attach the proper parts of the character’s body to • Animation Offset X: Allows you to numerically enter a
them. The Offset Bone tool lets you draw the parts of a value for the amount of offset on the X axis.
character in disconnected positions, set up bones, and
then move them all back into position.
Bone Physics
When objects that have bones are added to a Group layer
that has physics applied to it (as mentioned in “Tutorial 5.9:
Basic Physics” on page 214 in your Anime Studio Tutorial
Manual), the bones will respond to the physics properties
that you have set for the object. Physics are applied to
each bone based upon the bone’s area of influence, as
set by the Bone Strength tool.
After you set up the objects in your scene, and the • Bone Physics Region: With physics, bones are
bones in your character, you can press the play represented internally with a kind of pill-shaped region
button to see how the character responds to the around them, the physics region. You can enter a
physics as it comes into contact with the other number numerically, but generally you would just
stationary and physics-enabled objects in the use this tool to click and drag on individual bones
scene. to control the size of the physics region, trying to get
it to match the underlaying character as closely as
possible. When you play back the animation, the bone
physics regions are what is used in collisions, not the
character artwork. (This is because the bending of the
character is not directly physics related. The physics
pushes the bones around according to the physics
regions, and the bones then move the character just
like they would if you were hand-animating.)
• Motor Torque: Motor torque controls the strength of • In any layer type that is a child of a bone layer: Layer
the motor. With low torque, when a motorized object translation, Layer scale, Layer Rotation (X, Y, and Z),
bumps into other objects it may come to a stop, Layer Shear, Layer Opacity, Layer Blur
depending on the size and density of the obstacles.
In the same layer as the Smart Bone itself:
With a high torque, it will tend to push obstacles out of
its way. Even with no obstacles, if a motorized object • Bone translation
is unbalanced (off center of its origin), a low torque
setting may mean that it can even lift itself up. • Bone scale
• Return to Neutral: Check this option to return the bone • Bone rotation
to neutral position.
Smart Bones can be used to control the following
additional elements:
• Lock Tip: When physics are in affect, if a bone has its tip
locked it acts as though the endpoint of the bone has
• Stroke exposure: Use Smart Bones to expose more of a
been nailed to a stationary point.
stroke along a path as you rotate the bone.
• Follow path
Make sure the new action incorporates the name of the bone
you want to correct. Bend the bone in the other direction to see if adjustments are
needed.
As you did in the first case, select the vector layer for
the rectangle, and adjust the shape for when B2 is bent
downward. An example is shown in the following figure. Editing a Bone Action
You can also go back to a previous bone action and
make corrections to it. For example, when you created the
first bone action, it simply improved the shape of the bend.
Suppose you want to go back and create something like
a muscle bulge for when an arm is bent upward. Bone • Go back to the main timeline and play the animation.
actions make this process easy to do: The keyframes that you originally added will now also
include the new muscle bulge when the rectangle
• To begin, go back to frame 0 and add a point to the is bent in the appropriate dimension. When the arm
rectangle, located in the area where you want the bends downward, the muscle bulge will not be
muscle bulge to happen. included because it was not added to the B2 2 action
that bends the arm downward.
• Select the first correction action (B2).
• Move the new point like a bulging muscle. Fixing Bad Transitions
You might discover after creating your bone actions
that the object doesn’t look quite right when it’s bent
in intermediate positions. For example, objects might
bend unpredictably if their point count is too high, or
unoptimized. The following solution can help improve the
appearance of intermediate frames.
Frame 60 of the bone action before adjustment. Frame 60 of the bone action after adjustment
Other Uses for Bone Actions go to the actions window, you can create actions that
match each one of the control levers.
Here are some eyes in which bones have been set up to
For example, if you are working on the Blink action you
make the eyes do a variety of movements such as blink,
rotate the bone to the other extreme, and then adjust
dilation, sideways, and up-down. Tags have been put on
the points in the Lids layer to close the eyelids. When you
the bones to show what the bones are used for, but this
go back to the timeline and move the bone, it closes the
is not necessary. The bones aren’t really being used as
eyelid.
bones, but they are being used as control levers.
The bones were initially created with the bone strength Smart Bones and Binding
set to zero. Each of the bones was assigned a name (the
name isn’t really important but helps you keep track of the The original type of binding used in Moho 1.0 was a direct
actions that the bones are intended to control). When you binding method. With direct binding, each point can
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be bound directly to one particular bone. When that need to delete and recreate the smart bone actions, or at
bone moves, the point tracks that bone exactly, without least review them carefully and tweak them to make sure
influence from any other bones. they still look good with the new point binding. As a general
rule of thumb, we recommend that you get the rig to work
Flexible binding was introduced in later releases of Anime
as well as you can first. Adjust bone position, strength and
Studio, and is now the default behavior. The benefit of this
point binding first, and commit to them before you set up
type of point binding is that it’s relatively easy to make
any smart bone actions.
points bend smoothly around joints in a bone structure.
With this method, every bone has some kind of influence
on every point. Points that are closer to a given bone are
more influenced by that bone; but bones that are far away
from certain points can also move those points a small
amount. Bone strength also plays a part in how much each
bone controls each point.
Here’s where the type of binding matters: When bones
move points, that movement is going to be different
depending on the type of binding. When you set up a
bone rig with smart bones, the smart bone actions get set
up as movement relative to the bone rotation.
If you set up smart bones, but then later change the type
of binding on the points, the smart bone actions will no
longer be meaningful. Because the basic point motion
changes when you change binding, you’ll get unexpected
results when you apply an action that was designed for a
different point motion on top of that.
If you need to change the type of point binding for vector
layers when working with smart bones, you will generally
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Chapter 6: Layer Types Of course, most standard image and movie formats
are not vector-based, so when you’re done working on
a Anime Studio project, it must be rendered to create
Drawings in Anime Studio are vector-based. Vector a traditional pixel-based image. During the rendering
drawings are different from pixel-based images (like a process, Anime Studio can apply various effects to the
photograph) in that they use lines and curves to represent objects, such as shading and blurring.
a picture, rather than a grid of colored pixels. This Anime Studio is designed in such a way that projects
difference makes a lot of things easy in Anime Studio that are split into layers. You can have many, many layers in
would be difficult or impossible to do with a pixel-based a Anime Studio project, each representing a different
image. element in a scene or animation, such as background
First of all, since an Anime Studio drawing is represented scenery, a character, or a title. Some layers can even
as a bunch of curves, you can reshape the curves at any contain other layers, so a more complex object, such as
time, without ever losing precision. Also, Anime Studio a character, might contain separate layers for each arm
projects are relatively small, even for complex animations and leg.
- this means Anime Studio doesn’t require much memory
even when working on a long movie. Vectors also have
benefits when it comes to animation. By moving just a few Layer Types
points, you can totally change the shape of an object
Anime Studio currently supports the following types of
over time.
layers:
You’re not restricted to vector artwork, though - Anime
Studio also has Image Layers. Using this type of layer, you • Vector Layers are used to hold vector-based artwork.
can work with regular images within an Anime Studio These are the main type of layer you will use to create
project. So, Anime Studio is not strictly vector-based, but drawings. See “Vector Layers” on page 106 for more
you will probably still use mostly vector layers, as image information.
layers are not as flexible when it comes to animation.
You can use the Scripts > Draw > Simplify Bone Layers contain skeletons that are used to
Curve menu command to reduce the control the artwork in your vector and image layers.
number of points in a complex Vector layer. You manipulate skeletons as if they were “puppets”
by bending arms and legs to make a character
move. See “Bone Layers” on page 109 for more
Image Layers can be used to bring in images
information.
from other applications. Image files created in 3D
programs or photo editing applications can be used
in Anime Studio with Image Layers. See “Image Right-click a Bone layer in the Layers window
Layers” on page 107 for more information. to quickly convert it into a Switch layer.
• Group Layers (Anime Studio Pro only) are used to Switch Layers are just like Bone layers, except they
group together multiple layers. If you created 20 will only display one of their sub-layers at a time.
layers with trees for example, you could put them all Switch layers are an excellent way to perform lip-
in a Group Layer and call it a forest. Group layers are sync animation. Which sub-layer gets displayed is
a useful tool for organizing a complex project. See controlled by a switch data file. You can create this
“Group Layers” on page 108 for more information. data file by hand, or better yet, use a lip-syncing
program like Papagayo. See “Switch Layers” on
Right-click a Group Layer in the Layers page 111 for more information.
window to quickly convert the Group layer
into a Bone or Switch layer.
• Particle Layers (Anime Studio Pro only) are used as a
way to simulate water, sparks, smoke, crowds, or any
number of effects that can be made up of many small
objects. A Particle layer behaves somewhat like a
Group layer, but instead of displaying each of its sub-
layers, it can display many, many copies of each sub-
layer arranged in sort of a “spray” formation. The sub-
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105 Anime Studio Pro 10
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layers appear to be moving outward from the origin of etc. created with Anime Studio’s vector layers. See
the Particle layer. For more information, see “Particle “3D Layers” on page 119 for more information.
Layers” on page 115
• Note Layers (Anime Studio Pro only) are like sticky Enhanced Layer Alignment
notes in Anime Studio. You might use a note layer
when you want to leave a note for yourself or another
Features
animator. For example, you might create a note layer The Layer Alignment features in Anime Studio assist in
at a particular frame that needs some work, or to alignment when using 2D to 3D conversions. New layers
describe why a character is set up in a particular way. align to face with the current camera view. This allows you
See “Note Layers” on page 118 for more information. to create more complex 3D objects in your Anime Studio
scenes.
• Audio Layers allow you to add a sound file to your
project. When adding an audio layer you will be To demonstrate, try this:
prompted to select an audio file.
1. Create a new Anime Studio scene.
• Patch Layers allow you to arrange layers so that part of
2. Use the Draw Shape tool to draw a box in the scene.
a layer can appear behind a layer, and another part
of the same layer can appear in front of a layer. They 3. Use the 2D to 3D conversion features to extrude the
are used in conjunction with the Character Wizard, but 2D box into a 3D box. To convert a 2D vector layer to
can also be used in other ways. 3D, double click on the layer in the Layers Window and
click on the 3D Options tab. Then select ‘Extrude’ from
• 3D Layers (Anime Studio Pro only) can be used to
the 3D Conversion drop down menu.
import 3D objects that were created in a 3D modeling
program. Use the File > Import > 3D command to 4. Use the Orbit Workspace tool to rotate the camera
create a 3D Layer. 3D models can be a good source so that you are looking at the 2D box from a different
of background scenery. Or, use a 3D model for a angle.
character’s head, and decorate it with eyes, mouth,
Vector Layers
movie file, Anime Studio will use the movie’s alpha channel
(if present) to composite the movie with other elements in
the scene.
Group Layers
Group layers are used to group together multiple sub-layers
so that they can be manipulated as one. They’re also very
useful for organizing complex projects. You can think of a
group layer as a folder that can contain files (layers) and
other folders (more group layers). When you move a group
layer, turn it invisible, or apply an effect (such as a layer
shadow), these are all applied to every layer contained
within the group.
Image Layers
Group Layers
Bone Layers
Switch Layers
A bone and vector setup
Switch layers are used to group together multiple layers,
much like Group layers. However, switch layers have
an interesting twist: only one of their sub-layers can be
displayed at a time.
Anime Studio includes several sample mouth sets for doing • You no longer need to select a switch layer’s
lip-sync with Papagayo - take a look at those files to see active child in the Layers palette. You can now
how a switch layer should be set up. Also, check out the lip- simply ALT+COMMAND/CTRL+Right-click on it in the
sync tutorials included in this manual. workspace.
Switch layers have a feature that allows for smooth
• When a layer is added to an empty switch group, it
switching. To use this feature, all the sub-layers need to be
becomes the active child at frame 0.
Vector layers, and they need to have the same number
of control points. Then, when switching, Anime Studio • When a new layer is created inside a switch group,
can smoothly transition between sub-layers. To enable Anime Studio will assign a unique name (which is
this feature, turn on Interpolate sub-layers in the Switch necessary for proper switch group functionality).
layer’s properties dialog. An example of using this feature is
included in one of the mouth sets mentioned above. • When a layer inside a switch group is renamed, the
switch animation channel is updated to use the new
Switch layers can be set up with skeletons, just like bone
name to preserve existing switch animation.
layers. More accurately, a switch layer is a bone layer, just
a specialized one. If you add bones to a switch layer, you • When a new layer is created inside a switch group at
can use them (for example) to change the shape of a a frame other than zero, that new layer is not marked
mouth as it speaks, bending it into a smile or a frown. invisible prior to that time. (The switch layer takes care
Don’t feel restricted to lip-sync animation with switch layers. of its visibility, so setting it separately is redundant and
They have a lot of potential uses (controlling eyes, syncing makes it difficult to re-time the frame-by-frame effect.)
to music & sound effects, switching between different
hand gestures, etc.). • When a new shape is drawn in a vector layer inside a
switch group at a frame other than zero, that shape will
Improvements to switch layers now include behaviors that not be set invisible prior to that time. (Same reasoning
will make them work better for frame-by-frame animation. as for new layers.)
These improvements include the following changes and
enhancements:
Particle Layers
Particle Layers
The direction that a particle layer sprays its particles is
Particle layers are a way to simulate such effects as flowing illustrated below.
water, fire, bubbles, or other effects that you can imagine
are made up of many small objects. A particle layer is like
a group layer in that it can contain sub-layers. However,
instead of just displaying its sub-layers as they are, a
particle layer will automatically animate its sub-layers so
that they appear to be flowing outward from the particle
layer’s origin.
• Particle Count: The total number of particles visible at • On at start: Whether the particle layer should be on at
any one time the start of the animation
• Preview particles: The number of particles displayed in • Full speed start: If the layer is on, this checkbox
the working view (a smaller number than Particle count indicates if it should be running at full speed, or just
keeps the working view from slowing down too much) starting
• Lifetime (frames): The number of frames before a • Orient particles: If checked, then the particles will
particle is recycled and sent back to the source. If set rotate to face the direction they’re moving in
to zero, the particles will keep going for the duration of
the animation. • Free-floating: If unchecked, then the particles will be
tied to the particle layer if it is moved
• Source width: The width of the spray source
• Evenly spaced: if checked, then the particles will be
• Source height: The height of the spray source released in even time increments
• Source depth: The depth of the spray source. If set to • Randomize playback: Normally, particles will start
a number greater than zero, then some particles will their animation from the beginning when they are
appear closer to the camera than others. first created. If this box is checked, then particles will
start playback at a random time. This is useful when
• Velocity: The speed that particles start at (a value of 2 simulating things like crowds of people when you use
will cause a particle to cross the entire screen vertically effects (see “Effects” on page 221 in your Anime
in one second) Studio Tutorial Manual).
• Velocity spread: The amount of random variation in • Use Base Layer as Source: Check this option if you
the particles’ velocity want to use the bottommost layer as a shape that
generates your particles. For more information on
• Damping: This acts kind of like air resistance, or
this feature, see “Tutorial 6.4.2: Custom Particle
backwards acceleration
Generators” on page 235 in your Anime Studio Tutorial refer to specific parts of your animation (ex. “Use more
Manual. exaggeration here!”).
Audio Layers of the model. Anime Studio supports importing OBJ files
into 3D layers - OBJ is a common 3D file format that most
Audio layers allow you to add an audio file to your project. 3D programs can read and write.
You will be prompted to select a file after choosing this When importing OBJ files, Anime Studio will also load any
layer type. A graphic representation of the audio file associated material file, importing the objects’ colors and
appears in the timeline after the file is selected. texture maps.
3D layers can also be used with skeletons. Using a bone
layer, you can warp a 3D model by moving bones
around. Keep in mind that while 3D layers are truly three-
dimensional, bone layers are only 2D. So, any manipulation
you do with bones is going to be limited to some degree.
Because Anime Studio is not a true 3D program, not all
3D features are supported. In particular, lighting. Any 3D
model you import will be flat shaded. However, because
Anime Studio does support texture maps, you can simulate
lighting if a texture map has lighting effects baked into it.
There are lots of quality 3D programs we recommend for
use with Anime Studio Pro. The following are products that
Audio Layers
will work well with Anime Studio Pro:
• Poser
3D Layers • Amapi
3D layers are a way for you to import true 3D models into For further information on importing 3D objects within
Anime Studio. When a 3D layer is rotated in space (or the Anime Studio Pro please see the Anime Studio Tutorials
camera moves around it), you actually see that backside section at http://my.smithmicro.com/tutorials/.
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When preparing a 3D model for use with Patch layers are intended for use when you are
Anime Studio, it’s usually a good idea to constructing a character such as a humanoid figure. For
triangulate the model before exporting it as an OBJ example, let’s say you are drawing different body parts on
file. This will eliminate any problems with concave or different layers in a bone group. The head is on one layer,
complex faces. the torso on another, upper left and right arms on their own
layers, and so on. Each layer has its own outline and fill.
However, when one joint meets another joint, there are
Patch Layers outlines that overlap with other body parts. This is where
patch layers come in, because you can blend the two
Patch layers are used in the Character Wizard to create layers together and “hide” the line where they connect.
objects that appear both in front of and behind objects on
Look at the following example, which shows a number of
another layer. You can also create patch layers manually.
body parts that are placed inside a Bone layer named
Skeleton.
Patch Layers
Let’s say you want to blend the area between the torso
and the right upper arm (Upper Arm R), which appears
directly above the torso in the Layers window. To do this,
you would follow these steps:
1. Select the Upper Arm R layer, so that the new Patch
layer will appear above it.
• To rotate a layer: Click in the area between the inner When you are working with a 3D camera, the
and outer rectangles, and drag up, down, left, or right original plane of the object might not be the
to rotate the layer around its origin point. best place to move the object. You can use the
Pan and Tilt camera tools to position the camera
• Hold the Shift key while rotating to snap the rotation to along the plane in which you want to move the
45 degree angles. object, and then use the Transform Layer tool to
move the object along the plane of the camera’s
• To scale a layer: Click one of the corner handles to
current view.
scale the layer uniformly. Drag a handle on the top,
bottom, right, or left edge of the rectangle to scale the
If the Show Path box in the tool options area is checked,
object horizontally or vertically.
then the motion path for the current layer will be displayed
• Press the Alt key while scaling to maintain the volume in the working area when this tool is active. This makes it
of the object while you scale ... in other words, if easier to visualize and plan out the motion of a layer.
you increase the height of an object, the width will Direct Path Editing: To edit the motion path directly, hold
decrease; or if you increase the width of an object, the down the Ctrl key (Windows) or Cmd key (Mac) , then
height will decrease. click and drag anywhere on the motion path to adjust the
curve that the layer will follow through space.
Nudging: When this tool is active, you can nudge a
layer by small increments by holding down the Ctrl key
(Windows) or Cmd key (Mac) and pressing the arrow keys.
Hold down Shift in addition to Ctrl/Cmd to nudge the layer
by a greater increment.
Transformation
Tool Options (for Translating) • Scale Y: Allows you to enter a numeric value for scaling
along the Y axis.
• Flip Layer Vertically: Click this button to flip vertically. If a layer follows a path, an extra squiggly line
will appear on top of their icon in the Layers
palette.
Follow Path
This tool allows you to assign any layer to follow a path in
your scene. You will need two layers, one with the path,
and the other with the object that will follow the path.
You can click and drag left or right with the Follow Path
tool to position the object along the curve at any point.
You can then move to a later frame in your animation and
set the object to a new position. This allows you to animate
the object travelling along the path.
You can set the object to rotate so that it follows the path. You can also combine path following with
Double-click the object’s layer in the Layers window, which the Stroke Exposure tool, and expose the
opens to the General tab. Check the Rotate to follow path stroke of the curve while the object moves along the
option in the Options section of the Layer Settings dialog path.
and click OK. This causes the object to automatically orient
itself to follow the path to which it is assigned.
If you hold down the Alt key while clicking on
a curve, the object will now bend along the
curve. This allows for text bending, characters that
warp along a path (like a snake), and so on. You
can animate this effect. For example if you go to
another point in the timeline, you can Alt-click
somewhere else on the curve.
Rotate Layer XY
Click and drag up and down to rotate the layer around
the X (horizontal) axis. This is a true 3D rotation, so that one
half of the layer rotates into the screen and the other half
out of the screen.
Click and drag side-to-side to rotate the layer around
Press the Alt key while using the Follow Path tool to bend the
the Y (vertical) axis. This is a true 3D rotation, so that one
object along the path
half of the layer rotates into the screen and the other half
out of the screen. You can verify this by using the Orbit
Workspace tool to change your view of the scene.
Tool Options
Tool Options
Layer Selector
The Layer Selector helps you quickly find and edit the Layer Selector
vector, image, and 3D content in your layers. It is very
helpful, especially when you have dozens or hundreds of
layers in your project and can’t remember which layer a
specific shape appears on.
Inserting Text and Word Balloons
Anime Studio allows you to enter text in your projects. While
This tool can be also be used by Alt+Right-
doing so, you have the option to automatically create a
clicking on the object that you want to
word balloon that encloses the text.
select.
The following example explains how you can add text and
You can Alt+Right click any layer type that has visible a word balloon inside a project:
contents. If you click a shape that appears in a Bone 1. Choose one of the following to open the Insert Text
group, for example, it will select the vector layer that dialog:
appears within that Bone group.
There are no options for this tool. Simply click on the object Click the Insert Text Tool, located in the Layer Tools
you want to select, and its layer is automatically selected section.
for editing. If there are multiple objects in the layer, the
object that you click on is the selected object.
Insert Text
3. Enter the text in the Text field. The project window will
update as you type.
If your text is added as a vector object, you Create Text Layer: With this option checked. a
can use the Freehand tool and Delete Edge new text layer will be created, and you can easily
tool to create uniquely colored text. First, create edit the text afterward. To do so, open the Layer
your text as normal, making sure that there is a Settings dialog and click the Text tab to make your
stroke on the text. Then use the Freehand tool (with changes.
its Auto Weld option on) to slice the text or letter up
Scale: Use the Scale slider to increase or decrease
into shapes that you can color differently. Finally, use
the text size, or enter a scale value in the Scale
the Delete Edge tool to remove the lines that hang
field.
out from the edges of the text. See “Freehand” on
page 38 and “Delete Edge” on page 43 for Leading: Use the Leading slider to adjust the
more information on how to use those tools. spacing that appears between multiple lines of
text. Move toward the left to decrease space,
and toward the right to increase space. Negative
values are also valid.
Create colorful text using the Freehand and Delete Edge tools 6. Additional word balloon options (custom for each
with the Insert Text tool. word balloon type) appear beneath the selection.
These options allow you to change the appearance
of the word balloon. For example, you might find
Chapter 7: Layer Tools
138 Anime Studio Pro 10
Users Manual
options that affect the appearance and placement 7. Use the following settings to determine the color and
of the balloon tail, or whether the outer edges of the size of the word balloon:
balloon are smooth or cloud-like. Each of these balloon
morphs are set to zero, initially. You can move the dials
in any combination to change the appearance of the
balloon. The preview window updates as you make
your changes. The text will appear in your document,
pre-filled with the current fill color and style, and it can
be resized and positioned just like any other object.
Choose a word balloon type, if desired, and use the balloon Custom Stroke: Check this option if you want to
morphs to customize its appearance. select a stroke (outline) color for the balloon. Click
• If you want to add morph targets to your word balloon, gradient shape will be copied to the clipboard in a
you will need to use the Window > Actions command Web color format. You will then be able to paste that
to open the Actions window. Use the New Action property into the Color Picker to assign that color to a
button in the Actions toolbar to design single-frame fill, stroke, or project background color.
animations that you can use for your morph targets.
For further information on this process, see “Creating
Morphs” on page 315.
Eyedropper
To use the Eyedropper, click on a shape to copy its
parameters.
Hold the ALT key to push the current color.
Chapter 8: Special
Tools
Anime Studio includes a number of special tools that are
available in specific circumstances. These tools appear in
the Special section of the tool palette when the conditions Reset tool options.
are met. The sections that follow describe how these
special tools are uses.
Poser
extension, depending on whether you use compressed files After the Poser scene has been imported, the Poser tool
or not. In Anime Studio, choose the File > Import > Poser is enabled in the Special section of the tool box. You can
Scene command, and select the scene that you saved click one of the body parts to rotate it with the Poser tool,
from Poser. or you can use the Poser Parameters dialog (Window >
Poser Parameters) to rotate or scale the selected body part
Poser scenes that use dynamic hair are very through the use of sliders.
resource intensive. If your Poser scene uses
dynamic hair or other resource-intensive features, be
careful not to use extreme settings.
Particle Layer
Switch Layer
Crop tool
Tool Options
Crop tool
• Center Image: Click the Center Image button to • Clear Mask: Click the Clear Mask button to remove
center the cropped image around the point that the all areas from the mask and restore the image to its
entire image was originally centered. unmasked state.
Image Masking
Many Anime Studio users do not use Photoshop or other
similar programs, making it difficult to create images with
transparent backgrounds. The Image Masking tool assists
with this task. This tool helps you clear out and remove
background areas from images that you import into Anime
Studio.
Tool Options
After you import an image, select the Image Masking tool
from the Layers section of the tool box. Click on an area
that you want to remove from the background. Click and
drag left or right to control the sensitivity of the tool. Drag
toward the left to decrease the sensitivity, and toward the
Image Masking tool
right to increase it. Release the mouse button when you following sections describe the process of how the video
have masked out the desired area. tracking feature works
Click with the Image Masking tool to mask out areas of the
image that you want to hide Video Tracking tool
Click on the first point you want to track. You can click, and
Video Tracking then drag to position the point exactly where you want to
place it. It is optional, but recommended, that you name
To use the video tracking feature, you need to have a the tracked point in the Tracker Name field of the status
movie file in your project. Either import a movie into an bar. For example, since we are tracking a thumb here, we
existing project or open a movie file from scratch. The name the tracking point Thumb.
Chapter 8: Special Tools
147 Anime Studio Pro 10
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The first tracking point is added to the thumb The second tracking point is added to the wrist
Now we add the second tracking point for the wrist, and After you place your tracking points, make sure the Video
name it (appropriately) Wrist. Tracking Tool is still selected. Play the video back and
watch the tracking points follow the points you selected.
Playback runs a little slower during video tracking.
As you play the video back, you’ll notice keyframes
being added to the timeline. While the video is playing,
watch for any problem spots in the way that the tracking
points follow the items you want to track. When you see a
problem, don’t worry ... there are ways to fix them!
The tracking point loses focus after reaching the paper on the
wall (SWF file)
points. First, move back to find the last good point before
the thumb crosses the face. Delete the keyframes from that
point until the thumb passes across the face and reaches
the other side.
... and we delete the keyframes that occur until the thumb
reaches the other side of the face
Here we move to the point just before the thumb passes over
the face ..
want the origin of the exclamation point to track the Wrist secondary tracking point. Then we check the option to
point. So, we select Wrist here and choose OK. When control Angle.
we play the result, the origin of the exclamation point
(represented by the crosshairs) tracks the wrist.
The exclamation point now follows the wrist, and points in the
same direction as the thumb (SWF file)
You can offset the object from its origin with the Transform
Offsetting the Origin Points tool
You can use the Transform Points tool in the Draw panel to
move the tracked object away from the origin. The origin Once you have applied video tracking points to another
still tracks to the two tracking points, but the object that layer, the two layers are totally independent. The tracking
you are tracking can be offset. feature creates standard keyframes. You can edit, add
or remove keyframes to the tracked object. You can also
hide or delete the video layer that was used to initially
create the tracking points and keyframes. The layer that
was tracked to the video will still continue to follow the
Chapter 9: Camera
and Workspace Tools
Workspace Tools
Change your view of the workspace Zoom Workspace
The last group of tools in the toolbar is always available, The Zoom Workspace tool is similar to the Pan Workspace
regardless of the current layer type or the current selected tool: it moves your view of the project, without modifying
object. These are the Workspace tools, and are used to the objects themselves. With this tool, dragging the mouse
control your view of the project, but don’t actually modify left or right zooms your view of the project in and out.
the project itself.
A shortcut for the zoom tool is to click and drag left or
right in the working area using the right mouse button
Pan Workspace while holding down the shift key - it’s a quick way to zoom,
regardless of what tool is selected in the toolbar.
When the Pan Workspace tool is selected, you can click
and drag in the working area to move the project side
to side and up and down. Note that this isn’t the same as
moving the objects in your project - only your view of them
is changing, not where they appear in the final image. A
shortcut for the Pan Workspace tool is to click and drag Zoom Workspace Tool
in the working area using the right mouse button - it’s a
Chapter 9: Camera and Workspace Tools
160 Anime Studio Pro 10
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Anime Studio
Windows
Overview
The Anime Studio interface has various windows that are
used for controlling different aspects of a Anime Studio
project. In this chapter we’ll briefly describe some general
components of the Anime Studio project window.
The more complex parts of the Anime Studio interface, Anime Studio Pro interface
such as the Layers window, have their own chapters that
follow this one. Although this chapter will describe how the
main window works, it won’t go into detail about creating
a drawing or animation. Working Area
Most of the Anime Studio project window is taken up by the
working area. This is the region where you will create and
view your drawings and animations. In every project, even
an empty one, two items will be displayed in this area. The
first is a cross marking the center of the currently active
layer. The second is a blue rectangle that indicates the
visible region of the project. Only objects that are within this
rectangle will appear in your final animation.
Working Area
Toolbar
Although every project has a fixed image size (for example The toolbar to the left of the main Anime Studio window
640x480 pixels), the working area is basically an endless is where you select which tool you want to work with. The
flat space on which you can draw and animate. The available tools will change depending on whether you’re
blue visibility rectangle mentioned above indicates the currently animating, which objects are selected, and what
actual image area for the project. While working, you type of layer is currently active. The purpose and use of
may want to zoom in or out to see more or less detail in each tool is described in the following chapters:
your project. A quick way to do this is by using your right
mouse button. By dragging the right mouse button in the • Draw Tools: See “Chapter 3: The Draw Tools” on page
working area, you can move around from side to side. If 26
you hold down the shift key while right-clicking and then
drag left or right, you can zoom in and out. If you want to • Fill Tools: See “Chapter 4: Fill Tools” on page 54
restore a reasonable overall view in the working area, press
• Bone Tools: See “Chapter 5: Bone Tools” on page 75
Chapter 10: Anime Studio’s Main Window
164 Anime Studio Pro 10
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Status Bar
The status bar along the top of the Anime Studio window
displays a short description of the currently active tool in
the toolbar. If you don’t know what a tool does, the best
thing is to read this manual. However, if you just need a
quick reminder, the status bar can be helpful.
Status Bar
Playback controls
Note that this only applies to the editing view - when • Antialiasing: Draw shapes with smooth edges.
rendering your final project, everything will be drawn in full
quality, regardless of the following settings. • GPU Acceleration: Check this option to enable GPU
acceleration; uncheck to disable it. GPU Acceleration
• Paths: Display points and curves for vector layers. improves the display of image and vector layers. An
OpenGL-compatible graphics card is required.
• Fills: Display the fill colors of vector shapes.
so on up to the top. When two layers contain objects that Layer Visibility
overlap, this ordering determines which object is in front
and which is behind. At the left side of a layer’s entry in the list is a visibility
control, which controls whether a layer is visible or not. If
A layer’s entry provides you with three pieces of
a pair of eyes is visible in this box, any objects drawn in
information: what type of layer it is, its name, and whether
the layer will appear in the main Anime Studio window, as
the layer is visible. Each layer is represented in the list with
well as in any rendering of the project. If you click this box,
an entry that looks something like this:
the layer will turn invisible and will not appear in the main
Anime Studio window. This can be a convenient way to
remove clutter in the main window when you don’t need
to see all the layers at once. Also, only visible layers will
appear when you render a view of the project or export an
animation - you can generate test movies much quicker if
you turn some layers invisible that don’t involve what you’re
currently working on.
• When you change a setting that is common to all Colorizing (“General Tab” on page 178): Colorize
selected layer types, those common changes will be Layer, and Color.
applied to all of the selected layers when you click
the Apply or OK button in the Layer Settings dialog.
In other words, you can change the Blur or Opacity
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178 Anime Studio Pro 10
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Layer Shadow (“Shadows Tab” on page 188): All Settings in the 3D Options tab (“3D Options”
Shadow On, Offset, Blur, Shadow color, Shadow on page 210): Any changes that you make in
threshold, Expansion, and Shadow direction. the 3D Options tab will be applied only to other
layers if they are the same type as the primary
Layer Shading (“Shadows Tab” on page 188):
layer. For example, if the primary layer is a 2D
Shading On, Offset, Blur, Shading threshold,
vector layer, the changes that you make in the 3D
Shading color, Contraction, Inverted, and Shading
options tab will only be applied to 2D vector layers.
direction.
If the primary layer is a true 3D layer (such as an
3D Shadow (“Shadows Tab” on page 188): imported Poser scene), the changes will only be
Perspective shadow on, Blur, Shadow threshold, applied to other true 3D layers.
Scale, Shear, and Color.
Physics Settings (“Physics Tab” on page 212):
Motion Blur (“Motion Blur Tab” on page 192): Enable physics, Gravity direction, Gravity
Motion blur on, Frame count, Frame skip, Start magnitude, Use baked physics.
opacity, End opacity, and Blur radius.
here, and the name will appear in the layer list after
you click the OK button. Good names make working
with large projects much easier. Examples of layer
names might be Background, Body, or Head.
• Don’t render this layer: If this box is turned on, then the
layer will not appear in any rendered/exported movies.
This option is usually used for some kind of helper layer.
For example, you might draw a layer with some guide
lines to help you draw and animate a scene, but you
don’t want those guides to appear in the final output.
Note layers have this option turned on by default.
General Layer Settings
• Allow animated layer effects: When checked allows
you to animate layer effects by varying settings
• Name: This field allows you to change the name of the
through the timeline. When unchecked, layer effects
layer. You can type in any name for the layer you want
do not animate.
Compositing Effects
This group of controls allow you to change certain layer
properties over time. When you modify any of these at
a frame greater than 0, you will add a keyframe to the
corresponding layer effects channel. For example, if you Compositing Effects
go to frame 1 and uncheck Visible, then go to frame 20
and re-check Visible, that layer will not appear in the final
animation until frame 20. • Visible: Controls whether a layer is visible in the final
output. It is important to note that this checkbox is
totally independent of the visibility box displayed in the
layer list: these are two separate notions of visibility,
and don’t affect each other at all. The visibility control
in the layer list is meant for your editing convenience:
you can turn one layer off while you work on another.
The visibility checkbox in this dialog is meant to allow
certain effects during an animation. For example, if you
had a layer with a drawing of a glowing lightbulb, you
could uncheck the visibility of this layer at frame 1, then
Outline
With Auto Shading
The General Tab of the Layer Settings dialog displays the
following options for outlines:
• Threshold: Works in conjunction with blur, and can be
used to produce smoother transitions in corners. The
more an object is blurred, the more the threshold will
have an effect. The blur is computed first, and then
the threshold is added on top of it to smooth out the
overall shape.
Outline Options
Colorizing Options
blurring of objects with different distances from the Face Image Plane X Axis: Rotates the layer on its
camera. This option allows you to turn off this effect for X (horizontal) axis as best it can to keep the layer
any particular layer. parallel to the camera plane.
• Rotate to face camera: In previous versions of Anime Face Image Plane Y Axis: Rotates the layer on its
Studio, a layer would pivot only on the Y axis and face Y (vertical) axis as best it can to keep the layer
the center of the camera. In Anime Studio 9.5.2 or later, parallel to the camera plane.
you can choose different pivot axes, and the layer Face Image Plane Free Rotate: Rotates the layer
can face the camera center or the image plane. This on both its X (horizontal) and Y (vertical) axis as
can be useful when using Anime Studio’s 3D camera - best it can to keep the layer parallel to the camera
especially for scenery-type objects. Trees, for example, plane.
that always face the camera can save you a lot of
work. Choose a rotation option from the popup menu: In the diagrams that appear below, the X
and Z Axes are shown in red and blue. The Y
No: Turns off the Rotate to Face Camera feature.
axis points straight up, so being that we are looking
Pivot X Axis: Rotates the layer on its X (horizontal) at the scene from the top, the Y axis points at you.
axis as best it can to make the layer’s Z axis point at The black pyramid represents the camera view, with
the camera. the point of the pyramid representing the eye. An
image plane appears in front of the camera. This
Pivot Y Axis: Rotates the layer on its Y (vertical) axis
image plane is like film, and represents where the
as best it can to make the layer’s Z axis point at the
rendered image gets focused.
camera.
In the first image, the camera is in its default position When the camera is moved to the left of the scene,
and rotation. Layer A, which has the Rotate to Face and rotated to face the center, the image plane
Camera feature off, will not move when the camera also rotates to the same angle. Notice now that
is moved. Layer B, which is set to rotate on the Y axis, Layer A remains in the same position because
turns to face the camera. Layer C, which is set to Rotate to Face Camera is off. Layer B, which is set to
rotate with the image plane, is rotated the same as rotate with the Y axis of the camera, rotates to face
the image plane. the new position of the camera eye. And Layer C,
which is set to rotate with the Y axis of the image
plane, rotates in parallel with the image plane.
An Anime Studio scene viewed from the top, with the camera
moved to the left side
Shadows Tab
The controls in this tab allow you to apply automatic
shadows and shading to an entire layer.
• Copy all Shadow settings to other selected layers: • Offset: Controls how far the shadow appears from the
When multiple layers are selected, check this option actual objects. A larger offset makes objects appear
and click the Apply button to copy all shadow tab higher up above the layers below them.
settings to all other applicable selected layers.
• Blur: Determines how hard or soft the edges of the
shadow appear.
Layer Shadow
• Shadow Threshold: Works in conjunction with blur,
This section lets you apply a drop-shadow effect to a layer. and can be used to produce smoother transitions in
The options are: corners. The more an object is blurred, the more the
threshold will have an effect. The blur is computed first,
and then the threshold is added on top of it to smooth
out the overall shape.
Layer Shadow options. • Shadow Direction: Controls the direction the shadow
is cast. Just drag the knob in circles to change the
• Shadow On: Checking the Shadow on checkbox will direction of the shadow.
make all objects in the layer cast shadows on the
layers underneath.
Layer Shading • Blur: Determines how hard or soft the edges of the
shading appear.
This section is similar to the “Layer Shadow” section above.
However, instead of producing a shadow effect behind • Shading Threshold: Works in conjunction with blur,
the layer, these controls let you apply a shading effect on and can be used to produce smoother transitions in
top of the layer. corners. The more an object is blurred, the more the
threshold will have an effect. The blur is computed first,
and then the threshold is added on top of it to smooth
out the overall shape.
3D Shadow options.
Masking Tab
This tab is used to control layer masking. Layer masking
controls the visible region of a layer - objects in a layer that
are not within the visible region of the mask will not appear
in the final output. This tab is available when a group or
bone layer is selected.
No masking in this group: Means that no masking will occur • + Clear the mask, then add this layer invisibly to it:
in this group.
• Exclude Strokes: Check this option to exclude outlines
• Reveal all: Means that masking is on, and by default all from the mask.
sub-layers will be fully visible.
• Expand mask by a pixel: Adds an additional pixel
• Hide all: Means that masking is on, and by default all around a layer mask.
sub-layers will be invisible (this is the most common
option when using layer masking). • Copy all Masking settings to other selected layers:
When multiple layers are selected, check this option
All other layers inside a group will have the following
and click the Apply button to copy all masking settings
options for layer masking:
to all other applicable selected layers.
• Mask this layer: Clip this layer against the current mask.
The masking controls are simple but powerful
options that can be used for all kinds of
• Don’t mask this layer: Skip all masking operations for
creative tricks. The best way to explain these is with
this layer.
a hands on example. See “Tutorial 2.7: Layer
• + Add to mask: Add this layer to the mask. Any higher Masking” on page 84 in your Anime Studio Tutorial
layers will be visible wherever this layer is visible. Manual.
This example starts with a group that contains five layers. A group with five layers, each with a different shape.
each with a different shape. This group renders with no
fringe because it follows the rule of only adding to a mask. To mask an example such as this, use the following settings:
• Layer 1: Set to +Add to mask. here enable the vector “noise effect”. By adding “noise”
to a layer, you can make it look more hand-drawn, or at
• Layer 2: Set to -Subtract from mask (this layer will be least get rid of some of that pesky computer precision.
invisible) Of course, that’s up to artistic interpretation: if you like
computer precision, the noise effect may not be the
• Layer 3: Set to Mask this layer
feature for you.
After you apply the above settings, the end result will look
as shown in the following figure, when rendered.
Vectors Tab
This tab is only available for vector layers, and controls
the appearance of lines and fills in the layer. The controls
Image Tab
This tab is only available for image layers. There are five
options in this tab.
• Set Source Image: Lets you select the image to be reaches the last frame of the movie in the timeline.
used in the image layer. Use this if you want to change When unchecked, the movie will no longer appear in
the image, or if it got lost for some reason. the project after the playhead moves beyond the last
frame in the movie.
• Reveal Source Image: Click the button to open
Explorer (Windows) or Finder (Mac) to the folder that • Premultiplied Alpha: If an imported movie has
the current source image is contained within. an alpha channel and the edges look bad after
importing, it may be because the movie has
• AVI movie has alpha: Turn this on if the image layer is premultiplied alpha. Check this option to improve
using an AVI movie, and that movie includes an alpha appearance.
channel.
• Movie FPS: Sets the speed of the movie in Frames per
• Loop movie indefinitely: When checked, the movie Second
plays in a loop for as long as required in the animation.
When unchecked, the movie plays once and stops • Warp using bones: If this box is checked and the image
when it reaches its end. layer is placed inside a bone layer, the bones can
be used to warp the image as if it were printed on a
• Play backwards: When checked, plays a movie layer rubber sheet.
backwards (in reverse frame order).
• Nearest neighbor sampling: When this option is not
• Persist First Frame: When checked, displays the first checked, Anime Studio will try to smooth out the areas
frame of a movie continually until the playhead in between pixels when you enlarge the image. If you
reaches the frame at which the movie begins to play. want the images to look blocky when they are resized,
When unchecked, the movie will not appear in the turn this option on. Anime Studio will not smooth
project until the playhead reaches the first frame in the the image and it will start to look blocky when it is
movie. enlarged.
Toon Settings and apply the toon effect filter. Immediately afterward,
import the animation as a new movie file. Use the new
The Toon Effect filter is used with images and movies. Load movie file, with the toon effect applied, in your final project.
an image or movie into a new layer. Open the Layer
Some types of images work better than others. Faces
Settings dialog to the Image tab and check the Toon Effect
should be pretty large in the image. If the face is small then
option. The image or movie will be processed through the
a lot of detail will be lost or blurred together.
Toon Effect filter.
The Toon Effect filter has several parameters in the Image
tab:
Switch Tab
This tab is only available for switch layers.
• Select Audio Sync Source: Lets you select a data See “Tutorial 5.1: Automatic Lip-Sync” on
file used to control the switch layer. A data file is not page 177 in your Anime Studio Tutorial
required (you can control a Switch layer manually by Manual and “Tutorial 5.2: Phoneme Lip-Sync” on
right-clicking its entry in the Layers window), but if you page 179 in your Anime Studio Tutorial Manual for
do want to use a data file you have two choices: examples of using audio lip-syncing functions.
• Edges: Allows you to control which elements get edges that are closer appear in front of those further away,
(or outlines) and to what degree. You can choose to regardless of the layer order. However, if you turn
enable or disable outlines around silhouettes, materials, this checkbox on for layer X (a 3D layer), then when
or creases. The Crease Threshold setting controls the layer X gets rendered it first resets the z buffer. This is a
level of crease outline that will appear. The Edge way to force a 3D layer to appear in front of other 3D
Extension setting makes the outline thicker. layers that it might actually be behind. In other words,
sometimes you may want multiple 3D layers to interact
• Shading: Controls the type of shading that appears in the Z dimension (hide behind each other, or even
on the 3D object, along with the shading color and interpenetrate so that some parts of one object are
density. Choices of shading include None, Smooth, in front of another and some parts behind). This is the
Toon, or Hatched. normal behavior. Turning on the Reset Z Buffer option
forces 3D objects to act like regular 2D layers and just
• Polygon orientation: Allows you to adjust whether the
be in front of or behind each other according to the
polygons in your model are oriented clockwise or
layer order in the Layers palette.
counter-clockwise. After importing a model, if it looks
turned inside-out or otherwise distorted, try switching • Copy all 3D settings to other selected layers: When
the polygon orientation. multiple layers are selected, check this option and
click the Apply button to copy all 3D settings to all
• Warp using bones: If this box is checked and the 3D
other applicable selected layers.
layer is placed inside a bone layer, the bones can be
used to warp the 3D model. Be aware that although
the model is three-dimensional, bone layers are only Note Tab
two-dimensional, so you will be limited in the ways you
can control the 3D object using bones. This tab is only available for note layers, and lets you
change the text label in the note.
• Reset Z buffer: Anime Studio uses a z buffer rendering
algorithm and the result is that all 3D objects in the • Copy all Note settings to other selected layers: When
scene interact in a visually consistent way. Objects multiple layers are selected, check this option and
Physics Settings
Bones Settings
Shapes
• <None>: This option deselects all saved styles. • STYLE: In this mode the style you define will either
create a new style or edit an existing one, depending
• List of style names: If you have created any saved on the option you select from the style management
styles there will be a list of their names. Selecting one of drop-down menu.
these will open that style for editing.
A fill is the color inside of a closed shape. This option is only The color picker allows you to select the color and
available when you have an existing shape selected. transparency of the fill or stroke of your style. The large field
to the left is where you can chose the color saturation and
brightness. The vertical colored bar to the right of this is
where you chose the color hue. The next, checkered bar is
where you set the color alpha value (opacity). At the top
right are two color chips. The top one is the current color
and the lower one is the previous color ( click to restore).
Below these are manual inputs for the red, green, blue,
Fill Enable Checkbox and alpha values. And last is a hexadecimal field where
you can copy or paste hex values to set the color.
Halo Fill Effects • Halo Only: Check this option to only add the halo
effect without the fill.
When you choose Halo Fill effects, a dialog displays the
following options: Gradient Fill Effects
• Type: Allows you to choose one of four types of Image Texture Fill Effects
gradient effects:: Linear, Radial, Reflected, or Angle.
The preview shows an example of each type. When you choose Image Texture Fill effects, a dialog
displays the following options:
• Allow transparency: Check this option if you want the
gradient to appear partially or completely transparent
in some areas.
• Don’t Repeat: Choose this option if you do not want When the Through Transparency option is checked, you will see
to repeat image used for the fill. The image will be a change after you render a preview. The transparent areas in
rescaled proportionally as needed to fit the width or the texture will now be transparent through the entire shape.
height of the area that will be filled. This causes the transparencies in the image to function similar
to a mask.
• Through Transparency: Check this option to mask areas
of an underlying shape with transparent areas in a
texture fill.
When you apply a texture fill effect, you can select images
that are partially transparent. After you select the image,
the preview in the Texture dialog will apply the partially
transparent image over the shape so that you can see the
underlying color through the texture.
Drop Shadow
The Drop Shadow feature allows you to quickly and easily
create a drop shadow for your objects. The feature allows
you to set the angle from which the light shines, how much
the shadow is offset from the object, and the blur radius (or
A shape filled with a partially transparent image.
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softness) of the shadow. In addition, you can set the color also enter a numerical value. Zero degrees is located
of the shadow through a color swatch. at the bottom of the dial.
When you choose a Drop Shadow, a dialog displays the
• Offset: Allows you to assign a value for how far the
following options:
shadow is offset from the filled area
Crayon
Drop Shadow Effect Options
The Crayon feature allows you to simulate the effect of
something that is drawn with a crayon. The feature allows
• Light Angle: Provides a dial that allows you to change
the direction that the light is coming from. You can
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you to adjust the width and density of the crayon stroke. • Minimize frame-to-frame randomness: Check this
You can also use the crayon as an eraser. option to keep the crayon effect from jittering during
the animation.
When you choose the Crayon effect, a dialog displays the
following options: A preview of the settings appears in the preview window
as you adjust them. When you are satisfied with the effect
preview, click OK to apply the settings.
Legacy Effects
Legacy Effects (Anime Studio Pro only). These are older
effects that significantly slow down render speeds, do
not respond to bone influence, and may have other
limitations and drawbacks. You must decide for yourself
whether these effects are worth the extra time to render an
animation that makes use of them.
Spots
Splotchy Options
• Width spacing: This option determines the space Fill Effects Settings Button
between the sides of the spots.
• Spot color: Allows you to choose the spot color from a Stroke Enable Checkbox (10)
color palette.
This checkbox determines whether a selected shape has
Fill Effect Settings Button (9) a stroke.
A stroke is the outline of a shape. Shapes can exist without
Each of these buttons become active when you have
a stroke or only composed of a stroke. This option is only
an effect selected in the effect drop-down menu next to
available when you have an existing shape selected.
it. These buttons allow you to access and edit the effect
settings dialog of the selected effect.
• Brush selection menu: This displays all of the available • Random Order: When checked, randomizes the order
brushes. You can click on one to select it for use or of the Multi-Brush shapes while the stroke is painted.
select None for no brush.
• Brush preview: This displays a preview of the chosen
• Current Brush: The name of the currently selected brush settings.
brush appears in the line immediately below the brush
selector. Using Multi-Brushes
• Align brush with curve: This option changes the Anime Studio 10 includes a new feature called Multi-
orientation of the brush to the vector curve it is applied Brushes. If you go into the Brush Settings dialog you will
to. notice several new brushes. Multi-brushes are indicated in
the Brush Settings dialog with three dots in the upper left
• Brush jitter angle: This option determines how much the corner of the brush preview.
orientation angle varies, with zero being to variance.
Creating Multi-Brushes • Fifth number: Tint Brush Using Stroke Color off (0) or on
(1).
It is very easy to create your own Multi-Brushes. First,
locate your User Content folder. If you did not create • Sixth number: Random Order off (0) or on (1).
a User Content folder when you first ran Anime Studio After you create the folder, place PNG files, with
(as described in “Creating a Content Folder” on page transparent backgrounds, for each shape that you want
10) you can use the Help > Set Custom Content Folder the Multi-Brush to paint. The following figure shows three
command to create one. different flower shapes added to the Flowers 1 Multi-Brush
Your Custom Content folder includes a brushes category folder.
folder within it. Beneath this brushes folder, create a new
folder that has the same name as the Multi-Brush that you
want to create.
The following naming convention can be used to save
settings that apply to the brush. The foldername can
contain six numbers, separated by underscores as follows:
Brushname_#_###_###_#_#_#
The numbers represent the following brush settings: Create a Multi-Brush folder in your custom content folder,
within the brushes category folder, and place PNG files into the
• First number: Align brush with curve off (0) or on (1). new folder.
• Radius: Adjust the radius of the effect. • Radius: Adjust the radius of the effect.
Older files will open with plain end caps to retain their
original appearance. New artwork will default to round
end caps unless the Round Caps option is unchecked.
Expanded Menu
Applied Styles Drop-Down Menus You can define global shading, line width, etc. to maintain
a consistent look throughout your project.
A saved style is a set of information used by a shape (color,
line width, line brush, effects, etc.), but it doesn’t actually
appear on its own in your animation. Instead, after creating
3D Conversion Thickness Field (20)
a style, you can apply that saved style to one or more This option (20) is only available for the default style or
shapes. For example, you might create a “Skin” style, and selected shapes on vector layers that are using either the
apply it to all the body parts of a character. Later, if you Extrude or Inflate options of the vector layer Layer Settings
want to change the color of the character, just modify the > 3D Options tab > 3D Conversion drop-down. This field
Skin style, and any shapes that use that style will change displays the 3D thickness of the default style or selected
instantly. Use the Style management drop-down menu to shape. After clicking this field, you can type in or use the
create new styles and to select a style for editing. mouse wheel to adjust this value.
You can select any saved style you have created to apply These swatches appear in the Color Swatch (22) below.
to the default style or the selected shape. Select <None>
to clear the applied style.
Swatches
Swatches menu
Expanded menu
Chapter 14: The Library The Library tab contains eight categories, discussed below.
Each category is further divided into subcategories. You
etc.). You cannot add folders to the default library From left to right, these icons are:
categories that are furnished with Anime Studio.
Creating Subfolders
You can create new subfolders in the library to store your
Content Pane content. Follow these steps:
1. Click the category icon that applies to the subfolder
you want to create. For example, if you will use the
new folder to store your own characters, select the
Characters category.
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2. Highlight the folder beneath which you want the new Adding Items to the Library
folder to appear (such as the Anime Characters folder
shown in the following figure. Saving an item to the Library palette adds the appropriate
item to the currently selected category/subfolder. To add
3. Click the Create New Folder icon located at the an item to the Library palette:
bottom of the Library palette. You are prompted to
enter a name for the new folder. 1. In the Layers window, locate and highlight the
item that you want to save to the library. Assign a
4. Enter a new folder name and choose OK. The folder descriptive name to the object, if necessary, as the
appears in the Library window. Library uses the layer name to identify the Library
object name.
Creating a Subfolder
Library Icons
Presets
The Presets drop-Down allows you to choose from a
number of different character types: Boy Spiky, Creature,
and Mannequin. Each of these different humanoid
character types has a different appearance to start with,
varying in proportion, body shape, head shape, and so
on. Some presets are more “human” while other are more Presets available in the Character Wizard
fantasy-like. You can use the other tabs to customize the
appearance of the Preset even further.
Use the + button beside the Preset drop-Down to create Changing the Character Views
your own preset, or the - button to delete a preset that you
have previously saved yourself. Built-in presets cannot be On the right side of the Character Wizard, you will see a
deleted. preview of the current character. Beneath the preview is a
slider, that allows you to view your character in one of eight
The preset will be saved at its current state. If angles. Move the slider to the right or left to change the
you go back and later change the perspective view of the character. The first bar displays the
character’s appearance (such as changing features character in its front view. As you move the slider toward
or colors), the saved preset does not automatically the right, the view changes to reflect 1/8 of a circle (as if
update to reflect those changes. You can resave the character has turned 45 degrees).
the character under its original name to overwrite
the old one, or save a new preset under a different
name.
Exporting Views
After you complete your character in wizard, either with
a preset or by customizing in the other tabs (described
Proportions
Legs
• Leg width: Move the slider toward the left to make the
legs and hip thinner, and toward the right to make the
legs and hip wider.
Leg options
• Leg muscles: Move the slider toward the left to make
the legs appear less muscular (and more bony). Move
the slider toward the right to add more muscle to the
legs. Arms
• Foot length: Move the slider toward the left to • Arm length: Move the slider toward the left to shorten
decrease the size of the feet, or toward the right to the arms from the shoulder, and toward the right to
increase the size of the feet. lengthen them.
• Feet: Use the Feet drop-Down menu to select the • Shoulder width: Move the slider toward the left to
appearance of the feet. Choose Generic to create decrease the width of the shoulder (bringing the
a simple representation of a bare foot with no toes. arms closer toward the body), or toward the right to
Other choices include Anime Boy Sneakers, Bare (with increase the width of the shoulder (moving the arms
toes), Bowling Shoes, Female Sandals, Male Sandals, away from the body).
Reference, and Simple.
• Arm width: Move the slider toward the left to decrease
the size of the arms (making them thinner), or toward
Arm options
Head
Eyes Mouth
• Eye selector: Use the Eyes drop-Down list to select one • Mouth selector: Use the Mouth drop-Down list to select
of several different eye shapes. one of several different mouth shapes.
• Size: Move the slider toward the left to decrease the • Size: Move the slider toward the left to decrease the
size of the eyes, or toward the right to increase the size size of the mouth, or toward the right to increase the
of the eyes. The size will increase or decrease from the size of the mouth.
center point of each eye.
• Height: Move the slider toward the left to lower the
• Height: Move the slider toward the left to lower the mouth, or toward the right to raise the mouth.
eyes, or toward the right to raise the eyes.
Mouth options
Nose
Eyes options
• Nose selector: Use the Nose drop-Down list to select
one of several different nose shapes.
• Size: Move the slider toward the left to decrease the • Size: Move the slider toward the left to decrease the
size of the nose, or toward the right to increase the size size of the head prop, or toward the right to increase
of the nose. its size.
• Height: Move the slider toward the left to lower the • Height: Move the slider toward the left to lower the
nose, or toward the right to raise the nose. head prop, or toward the right to raise it.
Actions options
• Torso bend: Move the slider toward the left to add less
bend to the torso (making the posture straighter). Move
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267 Anime Studio Pro 10
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Shirt
Pants
Style Tab
The Style tab allows you to change the skin color, hair color,
and stroke color and width for your character.
• Hair color: Click the color chip to open the color decrease its size, and changes to stroke width will need
palette, and select a new color for the hair. to be made manually.
3. Click the Character Wizard to open the Character 7. Click OK to exit the Character Wizard. Your character
Wizard. now appears in the scene. Press the Play button and
you will see the character walking in the center of
4. From the Presets menu at the top of the screen, select the scene. Press the Stop button after you view the
the My First Character preset that you created in the animation.
previous exercise. Your custom character appears in
the preview area. 8. Click the Rewind button to move the timeline back to
Frame 0. Then use the Transform Layer tool to move
your character off the screen to the left.
Transformation
2. Click the Character Wizard to open the Character As a general rule, you will want to select the
Wizard. Switch Layer (the top layer) when you
translate, scale, or rotate your character. This applies
3. From the Presets menu at the top of the screen, select the changes to all views of your character. If you
the My First Character preset that you created in the want your character to face a different direction at
previous exercise. Your custom character appears in a specific point in the timeline, you simply move to a
the preview area. later frame, and make the appropriate switch layer
active. This will be demonstrated in the next few
4. Select the Front view before you export the character.
steps. For more information about switch layers, see
This is the view that will be visible when you initially
“Switch Layer” on page 143.
import the character into your scene.
5. Make sure that the Export All Views option beneath the 8. If you are not already at Frame 0 in the timeline, use
preview window is checked. This step will be necessary, the Rewind button to return there. Your character
because you will be working with all of the exported should be facing toward the front.
views in this project.
9. Now, advance the timeline to Frame 6. Expand the
6. Click OK to exit the Character Wizard. The character character’s switch layer so that you see the various
appears in your project. views, as shown in the following figure. The view that
has the filled-in bone is the layer that is currently in view.
7. The top layer of the character is a Switch layer, and
the various character views appear as bone groups
beneath it. With the character’s switch layer selected
(the topmost layer), use the Transform Layer tool to
resize your character as needed.
14. Now select the Transform Layer tool. You won’t actually
use this tool, but you will use the Flip Horizontal button
later in this tutorial.
At Frame 30, select the Back 3/4 view and then flip it
horizontally.
Frame 42: Right-click the switch layer to choose the 3. Open one of these projects, and save it into the
Front ¾ view. Character Wizard folder that resides in your custom
Anime Studio Content folder (see “Creating a Content
Frame 48: Right-click the switch layer to choose the
Folder” on page 10). Name the file according to the
Front view.
action that you want to create (twist, dance, Jumping
18. Save the project if you like, and then play back the Jack, etc). This step is important ... if you save the file
animation. You should see your character spin around under its original name and location you will overwrite
in a circle. the original action that is furnished with Anime Studio.
8. After all five views of your character have been “Designing Your Own Actions” on page 277. In addition
animated, save the modified file. You should now see to the Actions folder previously discussed, the Resources >
your new action appear in the Actions menu in the Support > Character Wizard folder contains other subfolders
Character Wizard Movement tab. that store the ANME files for the Character Wizard content
that you select in the Body and Face tabs.
Eyes, Feet, and Hands come in pairs ... you Heads, Head Props, Mouths, and Noses don’t
have a right eye and a left eye, a right foot come in pairs, so you won’t need to add the
and a left foot, and a right hand and a left hand. Right or Left prefix as you do with paired body parts.
When you create content for paired body parts, When you create switch layers for a “single” body
precede the topmost layer (switch layer, bone part, name the switch layer according to the view
group, or image) with a name that starts with Right that you are creating. For example, if you create a
or Left, where Right corresponds to the right part, head for the Front 3/4 view, place the head in a
and Left corresponds to the left part. For example, if switch layer named Front 3/4. Names are case-
you create a set of animated eyes for the front view, sensitive and should be initial-capped.
place the character’s right eye in a switch layer
named Right Front, and the character’s left eye in a Here are some additional notes and tips about creating
switch layer named Left Front. Names are case- content for use in the Character Wizard. Again, we
sensitive and should be initial-capped. Open one of recommend that you study the various ANME files in the
the files in the Eyes, Feet, or Hands folders and Character Wizard subfolders to learn more about how
examine the layers within them to view the naming these features work.
conventions used.
Pay attention to the point of origin for the layer that you
are working on. The point of origin is important for the main
• Head Props: Contains the Prop content that you select folder (the topmost layer for the part - whether it be a
from the Head Prop section of the Face tab. switch group, a bone layer, or an image). For example, if
there are multiple eyes contained in a switch layer to make
• Heads: Contains the Head content that you select an animated eye, you only need to set the point of origin
from the Head section of the Face tab. on the switch layer, instead of on each individual eye layer
within that switch layer. If you only have one layer for a
• Mouths: Contains the Mouth content that you select
body part, set the point of origin on that one layer.
from the Mouth section of the Face tab.
• The points of origin for eyes, mouth, and nose should
• Noses: Contains the Nose content that you select from
generally be set at the center. On the other hand,
the Nose section of the Face tab.
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281 Anime Studio Pro 10
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if you are creating something like a broken nose, • Skin color is also controlled within the Style tab of the
the point of origin might look better being a little bit Character Wizard. When designing your character,
off center. For moving parts (like hands, feet, and assign the color R 255, G 255, B 0 to any parts that you
head) you should set the point of origin at the point of want to replace with the Skin color selected in the Style
rotation. tab.
• Parts can be resized, but only to a limited degree. In • Stroke color is also controlled within the Style tab of the
order to work well within the “normal range”, parts Character Wizard. Any strokes in your Character Wizard
should be designed to the size of the blue output content file that are pure black (R 0, G 0, B 0) will be
rectangle. This rule can be broken ... for example, if you replaced with the Stroke color that is specified in the
intentionally want small, beady eyes you can make Style tab.
them much smaller.
Chapter 16: The Changes are not displayed in the timeline until you actually
create a keyframe change in a channel. For example, you
Timeline Window won’t see a change in the Bone channel until you actually
move a bone.
If you then rotate the layer, you’ll see the Rotation channel
added to the timeline, along with its keyframe.
Consolidating Timeline Channels of a layer that has several channel changes (top), and
what the layer looks like if the Consolidate Timeline
There is a Preferences option that allows you to consolidate Channels option is active (bottom).
timeline channels. This option is off by default in Anime
Studio Pro, and on by default in Anime Studio Debut.
Controlling Time
The top of the Timeline window has controls for setting the
current time. Whenever you modify an object in Anime
Studio, the modification is recorded at the current time. The
process of modifying an object, changing the time, and
modifying it again is how an animation is created in Anime
Studio.
Time in Anime Studio is expressed in terms of “frames”, length of the animation is defined by the shaded area
where there are x number of frames in a second. By in the time ruler). The step forward and back buttons
default, a new Anime Studio project has 24 frames per advance and back up by one frame. The play button
second, although this value can be adjusted in the Project plays back the animation in the main editing area,
Settings dialog. repeating playback in a loop. Finally, the stop button stops
playback.
The first set of controls for adjusting time is a set of VCR-like
playback buttons. (These are actually at the bottom of the At the top-left of the Timeline window is a text control that
main window, not in the Timeline window itself.) From left to indicates the current frame number. You can change the
right these buttons are: rewind, step back, stop, play, step current frame by typing in a new value here and pressing
forward, and jump to end. enter.
Directly below the frame field is a sort of ruler that measures
time. This time ruler has small tick marks, one per frame, and
has labeled frame numbers at intervals along its length.
The time ruler also displays the current frame with a red
triangular marker above the current frame’s tick mark. The
time ruler is used both as an indicator of the current time,
as well as a control to adjust it. By clicking (or clicking and
dragging) anywhere on the time ruler, you can change the
current frame.
A certain range of frames in the time ruler are shaded with
a darker color. This shaded region indicates the length of
your animation. When you play back your animation in
Playback controls Anime Studio or export it as a movie file, this shaded region
is the part that will play back. You can change the start
and end frames of your animation in the Project Settings
Rewind sets the current frame to 0, while jump to end sets
dialog, or you can Alt-click in the time ruler to set a new
the current frame to the last one in the animation (the
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Users Manual
start and/or end time. Alt-Click with the left mouse button of text that identifies the marker. They can be added for an
to set the start of your animation, and Alt-click with the right entire document, or per layer.
mouse button to set the end.
• To add a timeline marker, go to the frame at which you
want the marker to start. Click the Add Marker button
Navigating the Timeline with the in the timeline.
Mouse
To navigate through the timeline with your mouse, you can
use the following:
• Press the Alt key while you use the scrollwheel to move
the playhead right and left through time.
Add Marker button (circled)
Edit Marker dialog You can manipulate markers just like any
other keyframe type.
Select one of the available interpolation methods from provide a real-time preview of the changes as they are
the menu. applied.
• Linear: Moves an object in a straight line, with no • Ease In: Creates a smooth transition at the beginning.
acceleration or deceleration from one keyframe to the
next.
Ease In interpolation
Linear interpolation
• Ease Out: Creates a smooth transition at the end.
• Bezier: Allows you to use Bezier handles to shape an • Noisy: Can be used to simulate a handheld camera,
animation curve. but it can be used to interpolate any value. It adds
jitter to the interpolation process so that the object
appears wobbly from one keyframe to the next.
Bezier interpolation
Noisy interpolation
• Step: Holds an object, unmoving, at the previous
keyframe’s position until the next keyframe is reached.
Then it suddenly jumps (or steps) to the new position. • Cycle: Cycles back to a specific frame number
(absolute cycling), or back by a specified number of
frames (relative cycling).
Cycle interpolation
Bounce interpolation
Stagger interpolation
Onion Skins
The Onionskin options are as follows:
Next, just below the time ruler, is the onionskin controller.
Expand the Onionskins menu to enable this feature and set • Enable onion skins: Turns on the display of onion skins
additional options. and allows you to set onion skin markers in the timeline.
You will be unable to add onion skin markers unless
this option is checked. You’ll notice has marks that line
up with the frames in the time ruler. By clicking one of
these tick marks, you can turn on an “onionskin” frame.
Anime Studio can display up to 8 onionskin frames.
To remove an onionskin marker, click the marker form. Onionskins before the current frame will be
that you want to remove. colored red in varying transparencies. Onionskins after
the current frame will be displayed green in varying
transparencies.
the timeline if you have keyframes associated with that Layer Motion Channels
particular animation channel.
Different types of layers have different animation channels Layer Translation
Layer Blur
Camera Channels
Line Color
Camera Tracking
Selected Line Color
Camera Zoom
Vector-Only Channels
Bone Translation
Point Motion
Selected Bone Translation
Bone Scale
the layer, a keyframe will appear in the layer scale channel
at frame 24.
Selected Bone Scale Keyframes appear as small markers on the channels. At
points in time that lie in between keyframes, Anime Studio
Bone Lock automatically calculates how to move an object from one
keyframe position to the next.
Selected Bone Lock
Keyframes are not just static elements displayed in the
animation channels. They can be moved, deleted, and
copied. Anime Studio remembers what key frames are
Switch-Only Channels selected when you change layers, delete keys, move keys,
and so on.
Switch Layer
Keyframes with a color label applied. 2. Press CMD/CTRL+C to copy the keyframes to the
clipboard.
Keyframes are added automatically when you make a 4. Set the current frame to when you want the copied
change (such as position, rotation, scale, etc) on any keyframe to appear (using the time ruler or the step
object in your project. forward/back buttons).
Use the Animation > Add Keyframe command to add
5. Press CMD/CTRL+V to place a copy of the keyframes
a new keyframe to any animation that already has
at the current time. When you paste keyframes, they
keyframes.
become the new selection so that you can move,
You can also add a keyframe to the current frame at scale, or finetune them.
any time by double-clicking the timeline in any animation
channel. This also works in graph mode.
Selecting Keyframes
To modify a keyframe, first it must be selected. This is
accomplished simply by clicking a keyframe in the timeline
panel. A selected keyframe shows up in a highlighted
color.
Multiple keyframes may be selected by holding the shift
key while clicking on keyframes. Alternatively, you can click
and drag a rectangular selection box around the group of
keyframes you want selected.
You can also right-click a keyframe and then use the Select
Keys to Right command in the context menu to select all Keyframe context menu
keyframes that appear in time after the currently selected
keyframe. This helps when you need to add space in the
middle of a long animation, because you won’t have to Deleting Keyframes
scroll through to the end of the animation while selecting
keyframes manually. To delete selected keyframe(s), press the Delete key.
Deleting a keyframe removes motion from an object.
Moving Keyframes
Keyframes can also be moved by dragging them forward
and back in time. If you want some motion to take less
time, drag its keyframe to the left. To take more time, drag
it to the right. You can also move selected keyframes
beyond other keyframes.
Coloring Keyframes
You can use color to label the keyframes in your timeline
in ways that are meaningful to you. For example, you
can assign one color to keyframes that pertain to a
particular character in your scene, and another color for
another character. This helps you visually keep track of the
movements associated with a particular object or group of
objects.
To add color to keyframes, select the keyframes that you
want to assign color to. Then right-click to display the Assigning a color label to keyframes
Keyframe context menu, and choose Label > followed
by your color choice (Gray, Purple, Blue, Green, Yellow,
Orange, or Red).
Editing Multiple Keyframes
If you have a number of keyframes that you want to edit.
you can now select multiple keyframes and edit them
at the same time. For example, if you want to move an
object to a different part of the screen but want to keep appear in the frames where the keyframe is held in its set
the animation of that object the same, you can select all position.
the keyframes and translate them all at the same time.
You can also right-click the keyframe in the timeline to
Select all the keyframes for that object and use the mouse
display the keyframe context menu, and then enter a hold
to move the object to the new location. Then release the
duration (in frames) in the Hold Duration dialog.
mouse button to complete the movement.
This works for both layer movement and point movement.
For example, let’s say that you have a circle that squashes
and stretches, but you want to turn it into a petal shape.
You can select all of the keyframes and then reshape the
object on the first keyframe as needed. Then the reshaping
will be applied to all of the keyframes that follow.
Hold Durations
Hold durations shown in the timeline.
There are times when you need to hold an object in the
same position for a while, before the animation starts. In
cases like this, you can add a hold duration that keeps
the object in place for a set number of frames. Place a
Keyframe Transitions
keyframe in the first frame where you want the object to
As mentioned before, Anime Studio automatically
stay still, and then add a hold duration for the number of
calculates what happens in between keyframes. However,
additional frames where you want the object to pause.
you do have some control over this. By default, Anime
To directly modify the hold duration for a selected Studio will compute a smooth transition from one keyframe
keyframe, hold down the ALT/OPTION key while dragging to the next - most of the time, this is probably what you
the keyframe in the timeline. A red-colored rectangle will want. However, you can change the transition type by
right-clicking a keyframe and choosing a new method
from the popup menu that appears. The transition methods The Sequencer allows you to easily move a layer forward
are: smooth (the default), ease in/out (also a smooth or backward in time. Move the clip toward the left to have
motion, but the object starts off moving kind of slowly and it start sooner, or toward the right to have it start later.
slows down again as it approaches the next keyframe), The green arrow in the time ruler, located at the top of
linear (motion is straight from one keyframe to the next, the Sequencer timeline, indicates the frame at which the
leading to a somewhat mechanical look to the motion), currently selected clip will start.
step (there is no transition at all - the object just jumps
from one keyframe to the next), noisy (the object moves You can also reposition your clips in the
in a slightly wobbly motion), and cycle (the value from Channels timeline view. Select the channel
this keyframe to the next will be taken from some earlier you want to move, then right-click in the Time Ruler
section of the timeline). to drag the green arrow to the right or left. You’ll
notice the keyframes and arrow relocate with the
mouse.
Sequencer
For example, you can reposition a layer from frame 1 to
The sequencer provides another view of the timeline. It frame 38, causing the animation in that layer to start at
displays each layer as a block of time. Keyframe changes a later time. To move a layer and its sublayers, click the
are not displayed in the sequencer, but you can create topmost layer and move all of them at the same time. To
keyframe changes in this view. move a sublayer, click the desired sublayer to move it on
its own.
The Sequencer
To make the layer reappear later in the timeline, repeat character disappears from the scene. You can place the
the process. Select the layer you want to unhide, open pop in the right place.
the Layer Settings dialog, and check the Visible checkbox.
It works the same way if you import a video layer. For
After you close the Layer Settings dialog the layer will
example, if you want an explosion to happen just before
reappear in the sequencer.
the pop, you can import a video layer and place it just
before the sound effect.
Motion Graph
The sequencer shows a break where the layer is hidden
In the Motion Graph in the Timeline window, you can
If you import an audio file, it has a fixed duration in the enable Anime Studio’s graph mode. In graph mode, the
sequencer. You can see where the sound effect will animation channels of the current layer are displayed
happen. Say you want a pop to happen when your graphically, rather than just as points along a line. In the
example below you can see what graph mode looks like:
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Use the scrollwheel on your mouse to increase the vertical Double-click a channel icon to make it the active channel.
range of the animation curves.
In graph mode, you can still add keyframes (use the popup
To further reduce clutter, only one channel can be active menu through the right mouse button), delete keyframes,
in editing mode at a time. The active channel’s icon on the and move keyframes back and forth. In addition, you can
left is outlined to indicate this - here the Layer Z Rotation move keyframes vertically - that is, change the value of
channel is active. Double-click a channel icon to activate keyframes.
it. The active channel is the only one that has its keyframes
Something that will become apparent in graph mode is
displayed in the graph - the keyframes look the same as in
that some channels have more than one value for every
regular mode.
keyframe. For example, the Layer Translation channel has
separate values for X, Y, and Z translation. These values will
appear as separate colors in the graph: Red for X, Green
for Y, and Blue for Z.
Chapter 17: Other • Sync with Timeline Playback: If this box is checked, the
timeline will play back while you record the audio (and
Windows when you play back the audio). This lets you record in
sync with the visuals if you choose to do so.
• Record Button: Press the Record button to start a • Add to Project: Once you are satisfied with the
recording. After you have recorded the content you recording, click this button to save the recording as
want to record (speech, sound effects, etc.), press the a WAV file. The WAV file also appears in the Layers
same button to stop the recording. window as a new audio layer, and in the timeline of
your current project.
You can start a recording at any selected
frame in the timeline. Simply select the frame
at which you want the recording to begin, and start
your recording at that frame.
head turns, walk cycles, etc. The Actions window (as you
may have guessed) is where you create and use actions.
“Tutorial 5.6: Actions” on page 194 in your Anime Studio
Tutorial Manual shows you step-by-step how to use actions
in Anime Studio.
When you start up Anime Studio, the Actions window is
hidden. To bring it up, select “Actions” from the Window
menu. The Actions window looks like this:
Actions Window
In Anime Studio, “actions” are short clips of animation that
can be inserted into the timeline and re-used over and
over again. You might use actions to create little bits of
animation that you don’t want to have to re-create each
and every time you use them - for example, eye blinks, The Actions window
Across the top of the window are four buttons: New Action,
Insert Reference, Insert Copy, Delete Action.
Below the buttons is the actions list, which contains a list of
all actions available for the current layer. You can display
the Actions list in one of four views:
Using Actions
When you simply create actions, they won’t appear in the
final animation - they need to be used in the main timeline.
To use an action, you just need to insert it into the main
timeline, which is a simple process.
Make sure the “Mainline” action is active (double-click it so
that it has a red arrow next to it).
1. Set the current time to the frame at which you wish to
use the action.
The Blink action in editing mode.
2. Click once on the action you wish to use to highlight it.
When you’re editing an action, you’ll also notice a couple
3. Click either the “Insert Reference” or “Insert Copy”
things change in the Timeline window. First, the title bar of
buttons in the Actions window. This is what the Actions
the timeline will indicate the active action. Second, the
window would look like just before inserting the “Step”
background of the timeline changes color to remind you
action:
that you’re editing an action, and not the main timeline.
As you edit an action, the timeline works like normal,
but instead of working on your main animation, you’re
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Inserting an action.
Deleting Actions
To delete an action, click once to make sure it is
highlighted, then click the Delete Action button. When you
delete an action, if that action was inserted by reference
into the mainline at any point, those inserted references will
also disappear. If you inserted the action as a copy, those
copies will remain unchanged.
Creating Morphs
Anime Studio allows you to blend several different morph
targets together to create a combination of actions or The Actions window.
effects. For further information on this feature, see “Blend
Morphs” on page 411. To create a new morph, click the New Action button (the
first button in the Actions toolbar). Enter a name for your
To create morph that you can use with the Window > Blend
morph in the Action Name dialog.
Morphs command, choose Window > Actions to open the
Actions window. This window allows you to create little
reusable clips of single-frame animations.
Anime Studio
Menus
File Menu
• To switch to the previous document press Ctrl+Shift+Tab documents from Windows Explorer or Finder to open them
(Windows) or Alt+Shift+Tab (Mac). in Anime Studio. Each document will open in its own tab.
Autosave files are generated for all open documents. If the
Anime Studio will display an alert if you try to
application doesn’t shut down properly for some reason,
open more than 64 documents.
a dialog will give you the opportunity to reopen them the
next time you launch Anime Studio. Viewport settings and
See “Multiple Document Support” on page 320 for more
tool selections will also be restored.
information.
Save As...
Prompts you for a name and location, then saves the
project to disk.
Click the X in the tab to close the current document.
Revert
Save Revert the current document to its last saved state.
Saves the current project to disk.
If your project contains many external files, we recommend After choosing the command, you are prompted to select
that you place them in a common folder. When you do or create a folder in which to store the project-related files.
that, you have a self-contained folder that you can copy, You then enter a name for the gathered project and click
archive, or move the project and the project will still work. Save to save it to the selected folder. When you look in
the folder, you will see the Anime Studio project file, along
If you haven’t kept your files in a single folder, the File >
with Audio, Images, and/or Movies folders that store the
Gather Media command allows you to create a single
collected media associated with it.
location for all related project files. This is very useful
if you need to send your project to someone else for
Poser scenes will not get gathered, due to the
collaboration or for technical support.
complex structure of the Poser library folder
hierarchy.
• Hidden bones
• Shy bones
• Stagger interpolation
• Dimensions menu: Allows you to set Custom YouTube: 480 x 320 pixels, 24 frames per second
dimensions, or choose from a wide variety of presets.
YouTube HD: 1280 x 720 pixels, 24 frames per
Presets include the following:
second
Custom: Allows you to enter or edit your own
iPhone: 480 x 320 pixels, 24 frames per second
settings.
iPhone 4: 960 x 640 pixels, 24 frames per second
NTSC D1: 720 x 534 pixels, 24 frames per second
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iPhone 5: 1136 x 640 pixels, 24 frames per second Frame Rate: The number of frames per second in
the animation.
iPad: 1024 x 768 pixels, 24 frames per second
Start Frame: The starting frame of the animation.
iPad HD: 1280 x 1024 pixels, 24 frames per second
End Frame: The ending frame of the animation.
Android: 480 x 360 pixels, 24 frames per second
to set up multiple layers with different depth values Pen. The preview window updates as you make your
so that some can be in focus, and others out of selections.
focus. If you move the layers (or the camera)
in your animation, the focus will automatically
change based on distance from the camera.
Render Style
The Render Style section allows you to select the type of
rendering that will be performed when you choose the File
> Preview command, or use the Cmd +R (Mac) or Ctrl+R
(Windows) shortcuts.
The following settings are included in this section:
• Fill Style: Select the fill style that you want to use each
time you render. Choices are Normal, None (same
as turning the Fill option off in the Style window);
Background; Back Transparent; Crayon; Hatched, and
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• Layer Style: Select the layer style that you want to use
each time you render. Choices are Normal, Heavy
Global Stroke styles.
Outline, and Cutout. The preview window updates as
you make your selections.
Other Settings
grain, a value of 16 is a good start for a subtle noise Choose View > Stereo to see a live preview of
effect. the Red/Blue stereo effects. This makes it
easier to preview and reposition your 3D objects
• Stereo Rendering: Use the Stereo Rendering drop-Down
to select the type of stereo rendering you want to
perform: • Eye Separation: This setting controls how far apart the
right and left eyes are when rendering two images
None: Turns off stereo rendering capabilities. for a stereo rendering. If the value is too close, the 3D
effect is lost. If the value is too far apart, the 3D effect
3D Rendering settings should be set to None if
will cause eye strain or won’t look as effective.
you do not want to render out in a 3D
format). • Extra SWF Frame: Check this option to add an extra
frame at the end of the video
Red/Blue Anaglyph: When you render or preview
your project with this setting enabled, you will see
3D objects rendered as a red/blue stereo pair. You
will need special red/blue stereo 3D glasses to see
the object in three dimensional space.
Import
Anime Studio can import several kinds of other media files
into an animation project. The commands in this sub-menu
let you import these files.
3D Stereo view
Checkboxes appear to the left of each of the items • Movie: Imports a movie file as a new Image layer.
in the scene you want to import. Check one or more Anime Studio supports importing QuickTime (Windows
of the layers to add it to your own project (a preview and Mac OS) and AVI (Windows only) movie files. A
of the selected layer appears on the right side of the movie that you import into Anime Studio will play back
dialog. The Uncheck All or Check All buttons can be along with the Anime Studio animation, allowing you
used to deselect or select all of the items in the project. to combine 2D and 3D elements, or to composite an
Press OK to copy the selected layers into your open Anime Studio animation on top of a pre-recorded
project, including any animation in the layer. This is an video sequence. On Windows, if you have problems
easy way to share objects between project files and importing QuickTime movies, then you probably need
reuse bits of animation here and there. to download and install QuickTime (http://www.apple.
com/quicktime/). Anime Studio will also import native
Several files are included with Anime Studio that Moho files (files ending with .moho).
contain scenery, characters, props, etc. You are
welcome to include these in your own projects by using • Vector File: (Anime Studio Pro only) Asks you to select
this menu command. an Adobe Illustrator (.ai) file (http://www.adobe.com),
SVG file, or EPS file. Anime Studio will import the bezier
• Image Imports an image file as a new Image layer. The curve shapes in this file into a new Anime Studio vector
most common type of file to import into Anime Studio is layer. These objects can then be further edited and
images. It doesn’t matter how the images are created, animated in Anime Studio. Anime Studio can import
so feel free to use pictures from digital cameras, vector artwork created in other vector illustration
backgrounds from scanned drawings or painted on programs. These files can be in Adobe Illustrator, EPS,
the computer, textures, computer-generated 3D or SVG format. If your files are in Illustrator format,
scenery, etc. The image formats supported by Anime make sure that you save them as Illustrator 8 (or earlier)
Studio are: JPEG, BMP, Targa, GIF, and PNG. Generally, format.
we recommend PNG, since the PNG format provides
for variable levels of transparency, allowing you to You can open multiple Illustrator files at once.
create non-rectangular images that can blend in Simply drag and drop multiple Illustrator files
smoothly with other elements in the scene. into the Anime Studio window.
• Tracing Image: (Anime Studio Pro only) Loads an export to OBJ. OBJ files can include texture maps, and
image file to be used for tracing purposes. The image if your model uses one, Anime Studio will import and
formats supported by Anime Studio are listed in use it as well. If you’re new to 3D, and you’re looking
“Appendix A: Product Comparison” on page 421. for a program to create 3D models for use with Anime
The Tracing Image command is the same thing as Studio, we recommend Poser (http://store.smithmicro.
“Select Tracing Image” in the View menu. com/ProductDetails.aspx?pid=10430).
• Audio File: Loads a sound file to be used as a • Poser Scene: If you already own Poser, you can import
soundtrack for the current animation. The audio Poser scenes directly as discussed in “Import Notes and
formats supported by Anime Studio are listed in Tips” on page 338.
“Appendix A: Product Comparison” on page 421.
This command is the same thing as “Select Soundtrack”
in the Animation menu. Anime Studio has limited
support for audio, but you can import a single sound
file as a soundtrack for your animation. Anime Studio
uses libsndfile to handle sound files (see http://www.
mega-nerd.com/libsndfile/), so any format that
libsndfile supports is fair game. Generally, it’s best to
stick with uncompressed WAV or AIFF files.
They are also editable in the Style window. You can When you are using a 3D layer, you can open
turn the stroke on or off, and adjust the width of the the Layers window and go to the 3D Options tab
stroke. to control some additional properties. See “3D
Options” on page 210 for more information.
Many OBJ files and Poser objects have multiple
materials. The multiple materials will show up as
Shapes in the Style window. Select a material from the The lower section of the File > Import menu displays
Shapes drop-Down (discussed in “Tutorial 3.1: Bone several different categories that allow you to open
Binding” on page 107 in your Anime Studio Tutorial content that is furnished with Anime Studio. You will also
Manual) and change material settings if desired. If you find these items in the Library (see “Chapter 14: The
select None from the Shapes drop-Down it controls the Library Window” on page 246). In the Import menu
default material and stroke. this content is arranged in the following categories: 3D,
Audio, Characters, Effects, Images, Props, Scenes, and
Video.
Poser Integration
Anime Studio allows you to import Poser scenes into your
Anime Studio projects. In order for this feature to work,
Poser 7 or later must be installed on your system, and
content used in your Poser scene must be installed into a
Library folder that is recognized by your Poser application.
Choose File > Import > OBJ 3D Model. You will be allowed
to choose OBJ files or Poser scenes (PZ3). Locate the file
that you want to import. After a brief wait, the Poser file will
be imported into your scene. It appears as a 3D layer, so
you will be able to control the appearance of the Poser
content by opening the Layer Settings dialog and clicking
the 3D Options tab.
in the Layer section of the tool box, allows you to select After importing the Poser scene, you may
a Poser figure or actor (such as a body part) within the notice a difference in the time length of your
scene, and then modify the parameters of the selected animation after you import into Anime Studio. Poser’s
item. You will be able to edit many of the same parameters default frame rate it 30 frames per second, whereas
as you can in Poser. For example, you can select a Anime Studio’s default frame rate is 24 frames per
body part and then adjust the Bend, Twist, Front-Back, second. To make the time match up to that created
or Side-Side parameter to rotate the body part to a in the Poser program, choose File > Project Settings,
different position. You can also use the Window > Poser and set the frame rate of your Anime Studio project
Parameters command to open the Parameters window to 30 frames per second.
for the selected body part. When you move a body part,
keyframes appear in the timeline.
Referenced Files
Please note that Anime Studio references the directory
location of images, OBJ’s, sound files and movies files that
have been imported for use. When exporting into movie
format, Anime Studio continues to reference this directory
location. Moving referenced items from one location
to another will prevent the item from being displayed
or heard. We recommend that all items used in your
animations or artwork accompany it’s native file format
(ANME) and final exported format.
Startup Folder
Use the Poser Parameters window to adjust scale or position of Adding your own .anme file to the “Startup Folder”
body parts. (located in the root directory of your Anime Studio
installation) will always make Anime Studio open this .anme
document first when it’s initially launched. Please make
sure to rename your .anme file to “StartupFile.anme”.
Photoshop Tips
RGB files with regular pixel layers are the best way to go for Exporting from Photoshop
compatibility.
Anime Studio is equipped with a Photoshop export script
Anime Studio has been tested with several Photoshop
that will give you the ability to take your PSD files and
examples, and the following Photoshop features are known
export them into .ANME format. The .ANME format is the
to work within Anime Studio:
native Anime Studio format. This process helps users from
• Blending modes are supported having to re-draw or export individual layers as images into
Anime Studio.
• Layer opacity is supported
The PSD to ANME script is named Export Layers To Anime
• Groups are supported. Groups where only one child of Studio.jsx. To access this script, please make sure you’ve
the group is visible come in as switch layers. configured a content location as described in “Creating
a Content Folder” on page 10. The script will be copied
• Smart objects and smart filters do work internally to the into that folder.
PSD. They store a flat representation of themselves. To use the script within Adobe Photoshop, copy the Export
The following Photoshop features are not supported in Layers To Anime Studio.jsx file to your .../Photoshop/
Anime Studio: Presets/Scripts folder. You should then be able to open up
a Photoshop document, run this script from File > Scripts >
• Layer effects are not imported. Export Layers to Anime Studio, and it will generate a new
Anime Studio file complete with an image layer for each
• Any layer that has a mask in Photoshop gets skipped.
original Photoshop layer. Basically, the script converts PSD
formatted files to .ANME files. It exports every layer that
• 3D layers, text layers, and other kinds of non-basic or
was created originally in Adobe Photoshop and makes it
non-pixel layers cannot be imported.
completely readable when imported into Anime Studio. All
• Layers that have visibility turned off in Photoshop will versions of Adobe Photoshop since version 7 should support
have their names grayed out in the Anime Studio this script.
Layers palette.
The script exports the following 2 things: Firstly, it converts is of lower quality, but is quicker to generate than a fully
the PSD file into a .ANME file. Secondly, all the individual rendered image.
layers of the PSD file are converted into individual PNG files
When the Preview window opens up to display your work,
and are placed in a folder of the same name as the .ANME
you can save the preview as a still image, using the popup
file. The folder with the PNG’s and the newly converted
menu in the Preview window. By default, the file will be
.ANME file will be located side by side. It is important
named with the name of your project, followed by the
to note that whenever you open the .ANME file, it will
frame number.
reference the PNG folder. So please keep them side by
side. If the PNG folder and the newly converted .ANME are The following options are available in the Preview window:
not located in the same folder, the layers within your newly
opened .ANME will not work properly in Anime Studio.
Refresh Media
The File > Refresh Media command (or the keyboard
shortcut Command/Ctrl+M) causes Anime Studio to
check the modification dates of all of the media that is
referenced in the project, and will reload the media that
has changed.
Preview
Preview window.
Generates a preview image of what your project will look
like. If you’re in the process of animating your project,
the image will be of the current frame in your animation. • Render Cache: Click to place a preview render in
A preview image does not contain all the fill styles, and your render cache. By default you can store up to 100
• Render at half dimensions: Check this box to render a • Variable line widths (SWF) (Anime Studio Pro only):
smaller version of your movie. The output resolution is Exports variable line widths to SWF. See “What to
as indicated in the dialog. This makes rendering faster if Avoid” on page 354 for more information about
you just want a quick preview, and is useful for making variable width lines and Flash.
smaller movies for the web.
• Enable multi-threaded rendering: With this option
• Render at half frame rate: Check this box to skip every unchecked, only one thread will be used to rendering.
other frame in the animation. This makes rendering With the option checked, up to four threads will be
faster, and results in smaller movie files. used.
When exporting a movie, Anime Studio will include an
• Reduced particles (Anime Studio Pro only): Some
alpha channel if the codec you’re using supports it. This
particle effects require hundreds of particles to
makes it possible to composite Anime Studio movies with
achieve their effect. Check this box to render fewer
other media in a video editing program.
particles. The effect may not look as good, but will
render much faster if all you need is a preview.
If you’re using QuickTime, set the color depth to
“Millions of Colors+”. The “+” is QuickTime’s indication
• Extra-smooth images: Renders image layers with a
of an alpha channel. The codecs that support this
higher quality level. Exporting takes longer with this
include Animation, None, PNG, TGA, and TIFF.
option on.
What Can be Exported Studio to play MP3 format audio files, you must have
QuickTime installed
Most common objects in Anime Studio can be exported to
Flash. These include: What Can’t be Exported
• Vector layers On the other hand, some things in Anime Studio are just not
compatible with Flash, and cannot be exported to a SWF
• Fills/Outlines/Colors file. The following list covers the most important of these
objects and effects.
• Transparency
• Brushes
• Gradients
• Fill and line effects (except gradients)
• Variable-width lines (try to use these sparingly - see
below) • Layer effects (shadows, shading, layer blur, motion blur,
etc.)
• Bone warping of vector layers
• Image warping or 3D movements in image layers
• Image layers (PNG and JPEG only, and only if they are
not warped by a bone layer) • Image layers that use progressive JPEG images (Flash
can’t handle progressive JPEG images)
• Particle layers (careful - a complex particle effect can
easily overwhelm Flash) • Layer masking
• 3D layer rotation (X or Y rotation, or perspective • Consider using a lower frame rate (12 fps, for example)
rotation) for your animation. Fewer frames means a smaller file.
• Uneven scaling in the X and Y directions • If most of a layer is stationary, except for one small
object, move that object into its own layer if possible.
• Point animation
Example: a character who is waving his arms, but
• Bone animation is a common cause of non-optimized is otherwise still - move the arms into a separate
layers. What’s happening is that because Flash doesn’t layer from the rest of the body. The body will remain
have a bone system like Anime Studio, Anime Studio optimized and take up much less space.
needs to export a lot of extra information for Flash to
• If an object sits still for a time with no animation,
be able to produce the same effect. One way to use
consider replacing it with a non-animated object for
bone animation and to stay optimized is to attach a
that time period.
vector layer to a single bone, instead of letting the
bones warp all the points in the vector layer. The vector What to Avoid
layer will then remain optimized. While you can’t do this
in all cases, sometimes you can break up a character If your goal is to create a SWF animation, there are some
into multiple body parts - some parts will be warped things you should try to avoid. Besides the effects that
with the bones, and some will be attached to a single just are not possible to export, you should try to avoid the
bone. At least some parts of the character can remain following effects if possible. These are all things that can be
optimized. exported - it’s just that they make for a less efficient SWF file.
Of course, you won’t want to avoid all of these things all
Here are some other things to think about when exporting
of the time. However, if you plan your animation carefully,
to SWF:
and use as few of the following effects as possible, the
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resulting SWF file will be smaller, and will load quicker over Exporting Still Images
the web.
Finally, you can export an animation as a sequence of
• 3D camera moves - no Flash optimization is possible numbered still images. This option is not used very often, but
when you’re moving the camera around in 3D. Simple sometimes for certain post-processing tasks, you may prefer
side-to-side pans and zooms are OK, but when you to work with a sequence of separate still image files. You
start using camera pan/tilt, Flash efficiency goes down can choose between JPEG, BMP, PSD, Targa, or PNG.
the drain.
Export POV Before using this features, you will need to sign
in to your Facebook account and authorize
You can use the File > Export POV command to export Anime Studio as an application that can upload to
3D objects from Anime Studio to POV format, which is your Facebook account.
compatible with POV-Ray, a free raytracing application
that produces high quality 3D renderings. For more
After logging in to your Facebook account and choosing
information about POV-Ray, see http://www.povray.org/.
the Upload to Facebook command, your browser will
display a screen that prompts you to allow the Smith Micro
Software Video Uploader to upload files to your Facebook
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You can change rendering options by • Render at half dimensions: Check this box to render
selecting a file and then changing the a smaller version of your movie. This makes rendering
options at the top of the window. The options that faster if you just want a quick preview, and is useful for
are set before you queue up any files will apply to all making smaller movies for the web.
the files as you add them. The output file format you
select will be the same for all files in the batch. • Render at half frame rate: Check this box to skip every
other frame in the animation. This makes rendering
faster, and results in smaller movie files.
The plus (+) button at the bottom of the
dialog allows you to read items that are • Render layer comp: When you batch export layer
already in the export list. This button is helpful for comps, the name of the layer comp will be added
when you are exporting multiple layer comps from to the name of the output file. Check the option and
the same file. You won’t have to go back to add the select the layer comp you want to render.
files over and over again, just select the file in the
export list and press + to add it again. • Reduced particles (Anime Studio Pro only): Some
particle effects require hundreds of particles to
achieve their effect. Check this box to render fewer
• Antialiased edges: Normally, Anime Studio renders your particles. The effect may not look as good, but will
shapes with smoothed edges. Uncheck this box to turn render much faster if all you need is a preview.
this feature off.
• Extra-smooth images: Renders image layers with a
• Apply shape effects: If this box is unchecked, Anime higher quality level. Exporting takes longer with this
Studio will skip shape effects like shading, texture fills, option on.
and gradients.
• Use NTSC-safe colors: Automatically limits colors to be
• Apply layer effects: If this box is unchecked, Anime NTSC safe. This is only an approximation - you should
Studio will skip layer effects like layer shadows and layer still do some testing to make sure your animation looks
transparency. good on a TV monitor.
• Do not premultiply alpha: Useful if you plan to • Start: When all your files have been added and the
composite your Anime Studio animation with other options set, press the Start button to begin batch
elements in a video editing program. export. The window will display the progress of each file
as it is exported. When a file is finished and disappears
• Variable line widths (SWF) (Anime Studio Pro only): from the list, you can find the rendered result in the
Exports variable line widths to SWF. See “What to same folder as the Anime Studio file itself.
Avoid” on page 354 for more information about
variable width lines and Flash.
Relaunch in (x)-bit Mode
• Overwrite existing files: You can also check an option
to overwrite existing files if desired. If you choose not to The Universal installer allows you to install Anime Studio Pro
overwrite existing files, a number will be appended to in both 32-bit and 64-bit versions. The File > Relaunch in
name of the new file to prevent overwriting the existing 32-bit Mode and File > Relaunch in 64-bit Mode commands
version. allow you to switch between modes.
Redo
This command will redo the last operation that you “un-
did” with the Undo command.
keyframes in, the object will move back to the start point
and repeat the same action.
Paste Layer
After using the Edit > Copy Layer command, select the
layer above which you want to paste the copied layer.
Paste Relative Then choose Edit > Paste Layer to paste the layer in the
clipboard above the selected layer.
When using the Edit > Paste Relative command to paste
keyframes that are copied into the clipboard, the pasted
keyframes will continue animating the object from the
last keyframe that was copied. In other words, if you copy
Select All
keyframes that translate an object from a start point to an Selects all the points in the active vector layer.
end point and then use the Paste Relative command to
paste them later in the timeline, the object will continue
from wherever it is at that point. Select None
De-selects all the points in the active vector layer.
Clear
This command is the same as pressing the backspace or Select Inverse
delete key: the currently selected object in the working
area will be deleted from the project. Selects the opposite points in the active vector layer.
Selected points will become de-selected, and de-selected
points will become selected.
Copy Layer
Places a copy of the selected layer into the clipboard so Select Connected
that you can paste it into the current document or another
opened document. Selects all points that are connected to any other currently
selected points. For example, if you have a complex shape
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like a character’s head, just select a few points on it, then Options Tab
choose this command: if all the points on the head are
somehow connected together, the whole head will now
be selected.
Preferences...
Mac users will find the Preferences command
in the Anime Studio menu category.
Options
to match. If you don’t want this behavior, turn off this • Status bar at top of window: Shows the status bar at the
option. You can also control this on a per-layer basis in top of the window, rather than the bottom. The status
the Layer Settings dialog. This option controls it for any bar is where tools show their descriptions, like what
new layers you create. modifiers keys do what, etc.
• Show paths for new layers: Determines whether the • Inline Layer Naming: Allows you to name the layer in
paths (previously called construction curves) are the Layers panel when you create a new layer.
displayed for new layers. They’re always shown for the
selected layer, but usually hidden otherwise. • Auto-scale imported vectors: Makes it easier to import
multiple Illustrator files (for example, multiple body parts
• Auto-name new shapes: Shapes can be named by in a character). The imported files will all be in scale
the user. If this is turned on, all bones and shapes get with each other when this option is checked. When this
names like “1”, “2”, etc. option is turned off, you may need to press the Esc key
to automatically zoom in to the selected points after
Anime Studio names bones automatically as you import the files.
you create them. For more information, see
“Add Bone” on page 82. • Automatically check for updates: When this option is
checked, Anime Studio will automatically check for
updates upon startup. Uncheck this option if you prefer
• Zoom with drag box: When this option is on, allows you
to manually check for updates.
to draw a box around the area that you want to zoom
into, rather than using a continuous zoom. • Open and switch to new file after gather: If you gather
a document when this option is checked, Anime Studio
• Consolidate timeline channels: Instead of showing
will close the current document (the document that
separate channels (point animation, bone animation,
you gathered) and open the gathered document.
layer translation, layer rotation, etc.), this option groups
If the preference has not yet been set, Anime Studio
all channels into one in the timeline palette. This is on
will give you the opportunity to select the default
by default in Debut, and off in Pro.
preference the first time you gather a document.
• Disable GPU: Check this option to disable GPU • Show angles in degrees in timeline: Angle values
acceleration if it is not supported by your hardware. (like layer rotation or bone rotation) are shown in
radians in the timeline’s Motion Graph. This is because
• Highlight frame 0: If on, a red box is drawn on the angle values in radians are smaller numerically and
canvas if the current time is set to 0. This can be helpful fit in better with other values in the graph. But if the
to remind you when you’re working on frame 0 (the user chooses to, they can display these curves using
setup frame) vs. some other frame. degrees with this option.
• Enable drawing tools only on frame 0: Creation tools • Disable custom tool cursors: A long time ago there was
(Add Point, Freehand, Draw Shape, Add Bone) are a bug on some Windows systems where tool cursors
only available on frame 0 if this option is on. Otherwise, didn’t display correctly. Turning on this option will
they can be used at any time. just use the standard system arrow cursor, regardless
of what tool is active on the canvas. It may not be
In Anime Studio, there are certain tasks that
needed anymore (I’m not sure if that bug happens for
can only be performed on Frame 0, many of
anyone these days).
which pertain to rigging. Beginning with Anime
Studio 10, when you move to Frame 0 in your • Disable audio feedback: When welding points, you
project, each layer will go to its own “Frame 0,” hear a “clicking” sound in Anime Studio. Turning this
regardless of where it starts in the project timeline. If option on will disable the click.
a layer starts before Frame 0, you will now be able to
make edits to that layer without moving it back into • Legacy curves for new layers: When checked, uses the
the project timeline. old style curves, rather than the smoother curves found
in Anime Studio 8 and later.
• Use SMPTE timecode: Shows time in the timeline using • Nearest neighbor sampling for new image layers:
SMPTE timecode instead of frame numbers. SMPTE When an image is scaled up larger than its original
timecode looks like this: 00:02:34:07 That would be 0 size, Anime Studio will try to smooth out the areas in
hours, 2 minutes, 34 seconds, and 7 frames. between pixels to create a smoother image. Turn this
option off if you want the enlarged image to appear • Allow sending analytics information to Smith Micro:
blocky. When this option is checked, Anime Studio will send
hardware information and feature usage statistics to
• Auto save for crash recovery: When turned on, Anime Smith Micro. Analytics will not be sent until after the
Studio will automatically save your work every thirty application has been properly activated/serialized.
seconds to a temporary file. If the application crashes,
you can recover your work the next time you start the • Default Startup File: Allows you to start Anime Studio
application. In the event that you are working on very with a default startup file, an empty document, or a
large files and your workflow is slowed down by saving specified project file.
every thirty seconds, you can turn this option off to
improve performance. • Document Preview Thumbnail Size: Anime Studio can
automatically generate thumbnails when you save
• Auto Center New Layers: If the camera is in its default your documents. The default maximum size for the
position (such as it would be in a new document) this thumbnails is 128x128 pixels. Other options are None
option won’t do anything. The option will become (will not automatically generate a thumbnail), 256x256,
noticeable if you have moved the camera (for 512x512, and 1024x1024.
example, if you are looking 90 degrees to the left). If
this option is unchecked in such a case, new layers • Max Render Cache Size: Enter the number of renders
will be centered at 0,0,0 and will be off-camera. If that you want to store your Anime Studio render
this option is checked in such a case, the new layers cache. The default setting is 100 images. In order to
will appear centered in front of the current camera store these images, you must create a user content
position. folder. If you did not do this during setup, see “Set
Custom Content Folder” on page 419.
• Confirm before reverting document: When checked,
Anime Studio will ask for verification before a • Poser Location: Allows you to specify the location of
document is reverted to the last saved version. the Poser executable.
Web Uploads:
This tab is used to enter your YouTube user account name
and passwords. Anime Studio will log into this account to
post YouTube videos when you select the File > Upload
to YouTube command to send a project file to another
person.
Enter the following information:
• Private uploads: Check this option if you want your Web Uploads
Anime Studio uploads to be private uploads rather
than public uploads.
Editor Colors:
Allows you to change the color scheme for the editor
window, including various options for background and
object colors. Press the Reset button to return to default
application colors. The Default Stroke Width option allows
Editor Colors
GUI Colors
Draw Menu
Insert Text... You can use the Randomize button to randomize the
transitions between minimum and maximum percentages.
Choose Draw > Insert Text or use the keyboard shortcut
Command/Ctrl+T to open the Insert Text dialog, which is
described in “Inserting Text and Word Balloons” on page
133.
Snap to Grid
If the grid is turned on in the working area, then this
command can be used to snap all selected points to the
nearest grid intersection.
Lower to Back
Works like Lower Shape, but lowers the shape below all
others in its layer.
• Detail reduction: Move the slider toward the left to add Maximum detail (left); reduced detail (right).
more detail to the vector layer. This will increase the
number of points in the object and make it harder to • Fatten Lines: When Black and White is selected as an
edit, but it will look more like the original image. image type, this option controls the width of the lines in
the black and white drawing. Move the slider toward
the left to decrease the width, and toward the right to
increase the width.
After you click OK, Anime Studio traces the image and
adds a new vector layer to the Layers palette. The image
layer that contains the original bitmap image is turned off.
Tracing Color
When you choose a Color conversion, the following settings
are available:
Maximum detail (left); reduced detail (right). After you click OK, Anime Studio traces the image and
adds a new vector layer to the Layers palette. The image
• Outlines: When converting to a Color vector layer, you layer that contains the original bitmap image is turned off.
can check this option to also convert outlines in the
drawing, or uncheck the option to omit the outlines. Tracing Photo Edges
To create a vector image that only contains the outlines in
your original bitmap, check the Photo Edges option at the
top of the Trace Image dialog. You are presented with the
following settings:
Bone Menu
Bone Menu
Release Points influenced by all the bones in the parent bone layer,
depending on the strength and region of influence of each
This command detaches the selected points from any bone. This results in more of a “squishy” type of motion
bones they may be bound to. when the skeleton is animated.
You can offset the bone from the artwork to amplify the bend
effect.
Minimum Angle: Enter the value that represents 4. Click OK. A bone appears on the screen, labeled
the minimum setting of the bone. You can use with the name that you assigned in the Create Smart
negative values to create the opposite state (for Dial dialog. The Actions window opens to display the
associated action.
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Modify the scene for the minimum and maximum dial settings.
Freezing a pose
Animation Menu
Allow Frame Skipping For more information about bone dynamics, refer to
“Tutorial 3.3: Bone Dynamics” on page 126 in your Anime
Normally when playing back an animation, Anime Studio Studio Tutorial Manual.
will display each frame one at a time. Depending on the
complexity of your animation, the display quality settings,
and the speed of your computer, the animation may play Reset All Layer Channels
back slower than its specified speed. Select this command
Resets all channels in the current layer to their initial values,
to force the animation to play back at actual speed.
adding a new keyframe at the current time.
In order to accomplish this, Anime Studio may have to
skip some frames to keep up to speed, so the animation
will play back at the correct overall speed, but may not Consolidate Layer Channels
appear as smooth. The best way to see the animation
at final speed and quality is of course to use the Export This command corresponds to the Consolidate timeline
Animation command in the File menu. channels preference (see “Options Tab” on page 362).
Choose this command to consolidate timeline layers into a
single track in the timeline.
Enable Bone Dynamics
Use the Animation > Enable Bone Dynamics command to
preview bone dynamics on the canvas. Playback of bone
dynamics is much more accurate in Anime Studio 10.1 and
later, but it can also cause animations to run slower as the
more accurate dynamics are calculated.
When this option is unchecked, animation playback is
faster, but will not preview the automatic bone dynamics
animation. The dynamics will still appear in final renderings.
Rescale Keyframes...
With this command you can rescale a group of keyframes
so that a portion of your animation takes more or less time.
• New End Frame: Enter the new target frame for the
end of the scaling.
• Rescale entire document: Check this option to rescale • You can shift a section of your animation by changing
all frames in the document. the start time. For example, to shift the range of
keyframes between 30 and 60, you could set the start
frame to 30, the end frame to 60, the new start frame
to 90, and the new end frame to 120. The duration will
be the same (120 - 90 = 60 - 30), but the animation will
take place between frames 90 and 120, instead of 30
and You can rescale a portion of the entire document
by clicking the “Rescale entire document” checkbox.
Nudge Physics Object causes the ball to fly off again to the left. Smaller nudge
values cause objects to wobble.
A nudge is an instantaneous force that affects a physics
object in small or large amounts, depending on the setting
in the Physics Nudge dialog. It can be a large force, but Mute Audio
after the nudge keyframe, the object will start falling, or
Mutes the soundtrack when playing back your project
bouncing, or whatever the situation requires. It won’t keep
in Anime Studio, but the soundtrack is still a part of the
going in the nudge direction forever.
project. Just un-mute it to hear it again.
Audio Level
Opens a dialog that allows you to enter a numerical value
The Physics Nudge dialog. for the audio level.
Chapter 23: Scripts The Scripts menu contains commands that are provided by
script files or plug-ins. Anime Studio includes several scripts
Menu for a variety of different tasks, and you can also download
more scripts written by other Anime Studio users. These
scripts are all written in the Lua programming language - if
you’re interested in creating your own scripts, feel free to
examine the scripts in the scripts/menu sub-folder in the
Anime Studio program folder.
The scripts in this menu are divided into several sub-menus,
according to their function:
3D
The scripts in this menu are used to create or manipulate
3D models.
Auto-Scale
When you import a 3D OBJ file into your scene, it may
be way out of scale with the Anime Studio scene. For
example, a building may be so large that the Anime Studio
camera is inside it, or off to one side, and you don’t really
see anything on import. This script centers the object and
Scripts Menu scales it to an appropriate size for the default Anime Studio
camera.
Cube Torus
Creates a new 3D layer that contains a simple cube. The Creates a new 3D layer that contains a simple torus
color of the cube is determined by the current fill and line (donut). The color of the torus is determined by the current
colors. fill and line colors.
Rotate X Camera
Rotates the current 3D layer 90 degrees around the X These scripts are used to move the camera around and to
axis. This can be useful when importing a 3D model if the create camera-related effects.
model’s “up” direction is not the same as Anime Studio’s -
just use this command (and the other rotate commands) to
align the model properly. Handheld Camera
Adds noisy interpolation to the camera animation channels
Rotate Y to simulate a handheld camera.
Finds vector points that are near each other and welds
them together. Only operates on selected points. This can Star...
be useful if you have accidental gaps in a drawing, or
sometimes when working with imported Adobe Illustrator Draws a star shape in either the current vector layer, or a
files. new layer. Uses the current fill and line colors to color the
star.
Polygon...
Toggle Legacy Curves
Draws a polygon shape in either the current vector layer, or
a new layer. Uses the current fill and line colors to color the Turns on old style curves, which are less smooth than the
polygon. new curve style. However, this is beneficial for use with files
created in older versions of Anime Studio.
Layer Effects
Image
These scripts can be used to generate special layer effects.
These scripts can be used to process image layers.
Layer Trail...
Fisheye
Creates an animated trail effect that follows the origin
Turns a fisheye image into a curved, wide-angle surface point of the current layer.
that can be panned around with the camera tools.
Magic Lines
Import Image Sequence...
Allows you to create a number of curves and apply this
Imports a numbered sequence of images. Each image is script to create an effect. For example, you can use the
imported as its own layer, and the entire group is enclosed Freehand tool to draw several curves that represent smoke
in a switch group. The image files should be named using a or swirly magic lines, and then run the script to create a
numerical sequence. For example, “file0001.jpg”, “file0002. smoky or magical effect.
jpg”, “file0003.jpg”, etc.
Perspective Shadow...
Automatically creates a pseudo-3D shadow effect for the
current layer.
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Smoke...
Particle Effects
Inserts a plume or cloud of smoke.
These scripts can be used to create particle effects like
smoke, fire, or rain. Many of these effects can be time-
consuming to render, so be aware of that if you plan to use Snow
several of them in a single animation. Also, even though
Creates a falling snow effect.
they can be exported to Flash, these effects can be too
complex for the Flash player to play at full speed. Plus,
without the blur effects these scripts use, they won’t look Sparkles...
very good in Flash. These effects are really useful only if you
plan to export to a movie or still image format, not Flash. Inserts a cluster of spiraling sparkles. This effect is very
effective if you bind it to another moving object - for
example, the end of a magic wand.
Energy Cloud...
Creates a blobby glowing cloud effect.
Automation Test
Print Anime Studio API
Shows how you can write a script that will open or save
a document, create a new document, and render a Prints out all functions, constants, and global variables that
document. The script opens all documents in a given Anime Studio provides through its scripting interface. This
directory and renders a frame for each one. is not meant to be the documentation for Anime Studio’s
scripting interface, but some script writers may find it useful.
Error Test The Resources > Support > Extra Files folder in your
Anime Studio Pro installation folder contains Lua scripting
This script intentionally creates a runtime error. The purpose documentation that you might find useful.
is to show how the Lua Console appears to display the
error. When you write your own scripts, the console window
will be very helpful when tracking down errors.
Anime Studio merges user scripts and factory If the version is missing or lesser than the factory
scripts internally at runtime. If you name a user default, the factory default will be used and a copy
script in the same corresponding folder (tools, utility, of the factory default will be saved to the user folder
etc) with the same name as a factory script in the with the name _reference_tool_list.txt.
corresponding location, the user script will be
preferred over the factory script. User scripts that do
The _reference_tool_list.txt file is not for
not replace factory scripts are loaded after factory
editing. It is a reference to use when updating
scripts, as previously supported, unless a different
your custom _tool_list.txt for the current version. This
order is specified in the active _tool_list.txt file for tool
allows new tools and other changes to be
scripts.
accounted for when you make your customizations.
When the factory defaults version changes, a new
The _tool_list.txt factory default file now begins with a copy of this file will be saved for you to reference.
line that is similar to this:
Tiling
Layer Audio Wiggle...
These two scripts allow you to create a repeating texture
Use this script to make a layer move in sync with a sound. pattern to fill the workspace. These tiled surfaces can be
animated.
Text
Visibility
Allows you to add credits or spinning text to your projects.
These scripts affect the visibility of a layer - for example,
causing it to fade in and out.
Credits
Allows you to select a text file that contains your credits.
You can specify font, duration for each screen, delay
between screens, and number of frames for fade.
Wavy Fade...
This script combines the Fade effect above with the Wavy
effect below. It can only be used with vector layers.
Scripting Documentation
Opens your web browser to www.animestudioscripting.
com, where you can view the latest scripting
documentation.
View Menu
When the grid is turned on, control points will snap to the
nearest grid intersection as you draw them and move Select Tracing Image
them around. Select this menu command to disable grid
snapping - that way you can use the grid as just a visual Use this command to select a tracing image to display in
guide, without it interfering in your drawing. Anime Studio’s editing view. This image will not appear in
your final output - it’s just used as a tracing guide to help
you draw your artwork in Anime Studio.
Video Safe Zones
This command turns on the display of NTSC “safe zones”. Show Tracing Image
When creating output for video, it is important to keep
important action and titles within the safe zones, because Use this command to show or hide the tracing image that
most televisions cut off some portion of the outside of the you have added to the scene using the Select Tracing
picture. (The inner rectangle is the safe zone for titles, and Image command.
the outer one for important action.)
character animates, or that things are not bending and Select only the bones that you want to use to animate
stretching as they should. This gives you the opportunity to a selected body part, and then apply the command.
make modifications that will help improve performance in Repeat this for any body part that uses point binding.
other applications. When you turn FBX Preview mode off Make sure to preview again in FBX Preview Mode to
after making changes (such as changing point binding to see the result of the change.
flexi-binding), the project will play back using the original
methods, but the changes that you made while working in • Use the Bone Strength tool to verify bone strengths
FBX preview mode will be carried over. for each of the body parts to make sure they are not
being under- or over-affected. Adjust bone strengths
The following general comments address Anime Studio
as needed before exporting the project.
features that are not compatible with FBX format:
• Bone scaling and stretching is not supported in FBX
• Vector layers will be exported as though they are
format.
images.
Timeline
Shows/hides the Timeline window. The Timeline window
is shown by default when you start Anime Studio. See
“Chapter 16: The Timeline Window” on page 282.
Style
Shows/hides the Style window. The Style window is shown
by default when you start Anime Studio. See “Chapter 13:
Window Menu Style Window” on page 216.
Actions
Tools
Shows/hides the Actions window. The Actions window
Shows/hides the Tools window. The Tools window is shown is hidden by default when you start Anime Studio. See
by default when you start Anime Studio. Tools are discussed “Actions Window” on page 311.
in the section beginning with “Anime Studio Tools” on
page 25.
Blend Morphs
You can use the Window > Blend Morphs command
to blend poses (or morph targets) together to create a
combination pose or morph. This feature in Anime Studio is
very easy to use.
Layer Settings
Opens the Layer Settings dialog, discussed in “Chapter 12:
Layer Settings” on page 176.
Keyframe
Use the Window > Keyframe command to apply changes
to a selected group of keyframes. For more information
about the Keyframe dialog, see “Editing Keyframe
Settings” on page 298.
Poser Parameters
Opens the Poser Parameters dialog, which allows you to
rotate or scale Poser objects that are imported into your
scene. For more information, see “Chapter 8: Special
Tools” on page 141.
Help
Opens this document, the Anime Studio User’s Manual.
Online Tutorials
Opens a web browser with Anime Studio online tutorials.
Internet connection will be required.
Welcome Screen
Opens the Welcome Screen.
Help Menu
Community Forums is a great place to get inspired and see what others have
created with Anime Studio.
Opens your web browser to the Lost Marble forum, where
you can communicate with your peers and ask for help
on any topic related to Anime Studio and animation. The About Anime Studio Pro
forum is extremely large with over ten thousand registered
Displays some information about Anime Studio, including
members.
which version of Anime Studio you’re running.
Deactivate License
Choose this command to deactivate the license before
you uninstall Anime Studio, or if you want to activate the
license on another computer.
You cannot edit the default configuration. In order to name, or window; and the right side of the list displays
create your own shortcut configurations, you’ll need to the associated shortcut if one is configured.
create a custom settings file.
• Scroll To: Jumps to a specific shortcut category. The
The following options appear in the dialog:
categories are named in the order in which they
appear in the shortcut list. Select the desired category
• Current Settings: Displays the name of the shortcut
to jump to that location.
configuration that is currently in use.
• Shortcut Suggestions: Click this button to have Anime
• New: Allows you to assign a name to a new shortcut
Studio suggest an unused keyboard shortcut.
configuration. Anime Studio will notify you if the
filename is too long. After you assign a name choose
• Done: Click the Done button when you are finished
OK. Your new custom file will appear in the Current
editing your shortcuts.
Settings list, and you can begin to assign your custom
shortcuts.
Adding Shortcuts
• Delete: Select a custom shortcut configuration from the
Current Settings list, and then click this button to delete To create a custom keyboard shortcut file, follow these
it. You cannot delete the Default configuration file. steps:
• Restore Defaults: Restores all keyboard shortcuts to If a user content folder is defined, Anime will
the default values assigned with the Anime Studio save custom keyboard shortcuts files to a
installation. Keyboard Shortcuts folder in the user content folder.
If names conflict with custom files saved to the
• Shortcut List: Displays all shortcuts by category: Menu, default location, the user location will supercede the
Tools, and Windows. You can use the scrollbar at the default location.
right side of the shortcut list to scroll further down the list.
The left side of the list displays a menu command, tool 1. Choose Help > Keyboard Shortcut Editor to open the
Keyboard Shortcut window.
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Appendix
No
Yes (2)
Yes
Scripting No Yes
Timeline X X Curvature X X
Style X X Freehand X X
Actions X Multi-brushes X X
Arrow X X
(1) Character Wizard in Pro lets you use and create
Shear Points X X
reusable actions that can be applied to any character
created with the Wizard. Shear Points Y X
Perspective Points H X
Perspective Points V X
Delete Shape X X
Vector Modifiers Line Width X X
Hide Edge X X
Feature Anime Anime
Stroke Exposure X
Studio Studio Pro
Curve Profile X
Debut
Texture Transparency X
Peak X X
Smooth X X
Raise Shape X X
Particle X
(1) Requires Poser 7 or newer
3D X
(2) Limited to 3 tracking points Physics (Layer property) X
(3) Limited to 2 audio layers Note X
2D to 3D Layer Conversion X
Text Layer X X
Zoom Camera X X
Colored Keyframes X X
Timeline Features
Feature Anime Anime
Action Features
Studio Studio Pro
Feature Anime Anime
Debut
Studio Studio Pro
Keyframes X X
Debut
Playback Controls X X
Store Reusable Animation X
Animation Channels X X
Edit Reusable Animation X
Ruler X X
Delete Reusable Animation X
Onionskins X
Graph Mode X
Smooth Interpolation X
Stereo Rendering X
Noise Grain X
Feature Anime Anime
Up to 120 Frames/Second X X
Studio Studio Pro
Maximum
Debut
Maximum export size (pixels) 900 x 900 9000 x 9000
Options X X
Maximum number of frames 3000 Unlimited
Editor Colors X X
GUI Colors X X
Content Visibility X
Script Writing X
Feature Anime Anime
Studio Studio Pro
Debut View
Built in Content X X
Feature Anime Anime
Third Party Content X X
Studio Studio Pro
3D Object X
Debut
Character Wizard X X
Grid X
Camera X
Draw X Import
Image Sequences X
Feature Anime Anime
Layer Effects X
Studio Studio Pro
Particle Effects X
Debut
Sound X
2D FORMATS
Warp X
JPEG X X
(2) Directly through File menu.
Sequential BMP X
Sequential PSD X
Optimization Features
Sequential PNG X
(2) MOV: If you are using a 64-bit Windows operating Multiple Document Support X X
(Tabs)
system, you will need to use the 32-bit version of Anime
Keyboard Shortcut Editor X X
Studio Pro to export in MOV format.
Automatic Update Checking X X
Appendix C: Acknowledgements
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• The Pirate, Monster, Monster and Rabbit was Illustrated • Freakish kid http://www.freakishkid.com
by Óscar Chávez: http://www.flickr.com/chavezonico
• Naive: http://www.naive.se
• The Carnivorous Plant was illustrated by Alfredo
• Mike Scott Animation http://www.909pop.com
Cáceres: http://Alfredocaceres.tumblr.com
• Curious Projects: http://www.curiousprojects.com
• The Pirate, Monster, Monster, Rabbit and Carnivorous
Plant rigging and animation was made by Víctor • Dave Cockburn’s Squeaky Pictures: http://www.
Paredes: http://www.youtube.com/tazatriste squeakypics.co.uk/
• The Smith Micro Content Team • Charles Kenway (Studio: Square Brush): http://
Smith Micro would like to thank the following artists for squarebrush.com/
imagery used in collateral and Promos.
• Víctor Paredes (Studio: Taza Triste): http://www.
• DK Toons http://www.contentparadise.com/Search. youtube.com/tazatriste
aspx?searchText=DKToons
Appendix C: Acknowledgements
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Library >Video > Animated Samples > Version 5 User • Burt Abreu: blurtest, bumpy1, curvetest1, epidea1,
Samples hair1, hand1, leaf1, man1, mouth, myfish2, myfish3,
oldman1, rasbora_maculata, robohead1, sparkdraw,
• Burt Abreu: fishtank1
weedy1
• Christian -Samb- Wasser (Studio: By Samb): sunscene
• Christian -Samb- Wasser (Studio: By Samb): people
• Dave Cockburn (Studio: Squeaky Pics): Squeaky_10sec
• Erik Svensson: Fire, Tree, Water ripple
• Erik Svensson: Ghost
• Philippe Cizaire: collection
• Mike Scott (Studio: Red Pepper): COOL_CATZ_INTRO_1
• Vladimir O.: flag, glaz1, glaz2, glaz3, glaz4, glaz5,
gudok, noga, palec
Appendix C: Acknowledgements
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Appendix C: Acknowledgements
436 Anime Studio Pro 10
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Studio Shortcuts
Ctrl+Shift+S Shift+Cmd+S File > Save As
Studio Ctrl+Shift+R
Ctrl+E
Shift+Cmd+R
Cmd+E
File > Preview Animation
Once you’ve been using Anime Studio for a while, you’ll Ctrl+Alt+E File > Export OBJ
probably want to find ways to speed up certain operations. Ctrl+B Cmd+B File > Batch Export
Luckily, Anime Studio provides several shortcuts for
Ctrl+Q Cmd+Q File > Quit
common operations, such as activating tools, navigating
the workspace, and entering data.
Edit Menu
Menu Shortcuts
Windows Mac Command
Ctrl+Shift+Y Shift+Cmd+Y Bone > Freeze Pose Shift+Ctrl+2 Shift+Cmd+2 View > Stereo
method of moving the mouse to a toolbar and clicking Alt+Shift+} Alt+Shift+} Rotate View Right
a button, and are worth learning to reduce your drawing
and animation time. However, all these features are
also available through standard user interface elements Style Window
(buttons and menus), so learning these shortcuts isn’t a
requirement to using Anime Studio. Windows Mac Function
Ctrl+9 Cmd+9 Set Interpolation Cycle Anime Studio auto-reverts to the previous tool
Shift+{ Shift+{ Previous Selected Key
selection when a shortcut for a different tool is
selected and held for two or more seconds, or if held
Shift+} Shift+} Next Selected Key
and a mouse click occurs on the canvas before the
Alt+Shift++(plus) Alt+Shift++(plus) Zoom In
shortcut is released.
Alt+Shift+_ Alt+Shift+_ Zoom Out
(underscore) (underscore)
Fill Tools
Tool Tool
Shortcut
Q Select Shape
U Create Shape
P Paint Bucket
Press the T key to activate the Transform Points tool.
W Line Width
H Hide Edge
Draw Tools
Special Tools
Tool Tool
Shortcut Tool Tool
G Select Points Shortcut
T Transform Points A Video Tracking
A Add Point
F Freehand
Bone Tools
J Blob Brush
Tool Tool
S Draw Shape
Shortcut
E Eraser
B Select Bone
R Point Reduction
T Transform Bone
D Delete Edge
A Add Bone
C Curvature
P Reparent Bone
X Magnet
I Bind Points
Right Bracket ] Increases the line width setting in the Style window Working with Bone Tools
Keyboard Function
Working with Vector Layers Shortcut
Delete/ Delete the selected bone (and any child bones)
Keyboard Function Backspace
Shortcut Spacebar Bind points to selected bone
Delete/ Delete the currently selected points Up Arrow Select parent of current bone
Backspace
Down Arrow Select child of current bone (only works if current
Spacebar Weld two points together - usually used with the bone has just one child)
Translate or Add Point tools
Down Arrow Lower selected shape down one level - hold shift Page Up When in graph mode, zoom in on the timeline
to lower to bottom - hold shift to move the graph up
Timeline Scrubbing
Workspace Navigation
To scrub the timeline in small increments, press Alt and roll
The right mouse button can be used to navigate the main the mouse wheel back and forth.
Anime Studio workspace.
To pan the workspace, click and drag with the right mouse Numeric Fields and Angle Knobs
button.
An easy way to make small adjustments in numeric text
• If you hold down the spacebar while you click fields and angle knobs is to hold the mouse over the control
and drag any tool with the mouse, it will let you and spin the mouse wheel back and forth. Of course, you
pan the workspace. This is similar to the panning can still enter values into a text field by typing them, but
this method lets you make small adjustments and view the right-dragging allows you to adjust the value of a text field
changes immediately. without having to switch back to the keyboard.
• Smoothing and zooming support has been enhanced More than two Behaves similarly to two-finger gestures
fingers
to support multi-touch actions, and should also work
Four-finger drag Allows you to rotate an object in 3D
better with the touch ring on Wacom tablets.
The following tables outline the tools that offer this support. Camera Tools
Draw Tools Camera tools that support multi-touch actions are Track
Camera, Roll Camera, Zoom Camera, and Pan Camera.
Draw tools that support multi-touch actions are Transform
Points, Transform Points, Transform Points, Select Points, Multi-touch Function
Freehand, and Draw Shape. action
One finger gesture Tracks or Pan/Tilts camera
Multi-touch Function
Two-finger gesture Rolls or zooms camera
action
More than two Behaves similarly to two-finger gestures
One finger gesture Translates selected points
fingers
Two-finger gesture Scales or rotates selected points
Multi-touch Function
action
One finger gesture Pans the canvas
Other Actions
Multi-touch Function
action
Two-finger Resets whatever property you are currently
double-tap editing.
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Cube 395 Script Writing 399 Show Play & View Controls 405
Rotate X 395 Alert Test 399 Show Timeline Options 405
Rotate Y 395 Automation Test 399 Smart Bones 90
Rotate Z 395 Error Test 399 and Binding 101
Torus 395 List Channels 399 Creating an action 92
Camera 395 Load Data File 399 Creating a second action 95
Handheld Camera 395 Print Globals 400 Editing actions 96
Orbit Camera 395 Print Moho API 399 Fixing transitions 97
Draw Print Test 400 Other uses 101
396 Sound 401
Soft Edge Fill Effects 225
Apply Sketchy Effect 396 Bone Audio Wiggle 401
Auto Weld 396 Layer Audio Wiggle 401 Special tools 141
Polygon 396 Visibility 401 Spinning Text 401
Simplify Curve 396 Fade 402 Spirals 43
Split Curve 396 Wavy Fade 402 Stars 42
Star 396 Warp 402 Status Bar 165
Toggle Legacy Curves 396 Black Hole 402 Stroke Brush Selector 234
Image 397 Wavy 402
Stroke Color 233
Import Image Sequence 397 Select Bone Tool 75
Layer Effects 397 Stroke Effect 239
Select Points Tool 27
Layer Trail 397 Stroke Effect Settings 241
Select Shape Tool 54
Magic Lines 397 Stroke Enable 232
Sequencer 304
Perspective Shadow 397 Stroke Exposure Tool 67
RT: Break Apart Shapes 398 Set Origin Tool 127
Stroke Line Width 238
Particle Effects 398 Shaded fill effects 224
Stroke properties 232
Energy Cloud 398 Shapes 218
Style Management 219
Explosion 398 Shape Selection 218
Rain 398 Style Window 216
Shear Layer Tool 132
Smoke 398 Swatches 243
Shear Points Tool 51
Snow 398 Switch Layers 111
Shortcuts 436
Sparkles 398 Switch Layer Tool 143
Scripting Documentation 403
Show Output Only 405
Index
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Index