Anime Studio Pro 11 Users Manual
Anime Studio Pro 11 Users Manual
Blob Brush 52
Welcome1 Eraser54
Point Reduction 56
Chapter 1: Introduction 2
Scatter Brush 57
Demo Limitations 2
Perspective Points 58
New and Enhanced Features in Anime Studio 11 2
Shear Points 59
System Requirements 6
Bend Points 60
Activating Anime Studio 7
Noise60
Deactivating Anime Studio 12
Chapter 4: Fill Tools 62
Creating a Content Folder 16
Select Shape 62
Automatic Update Checking 18
Create Shape 65
Chapter 2: License 19
Paint Bucket 68
End User License Agreement and Limited Warranty 19
Delete Shape 72
Anime Studio Tools 31 Line Width 73
Hide Edge 74
Chapter 3: The Draw Tools 32
Stroke Exposure 75
Transform Points 36 Curve Profile 77
Add Point 40 Working with Fills 80
Curvature43 Color Points 83
Freehand44
Chapter 5: Bone Tools 84
Draw Shape 47
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Using Layer Colors 188 Applied Styles Drop-Down Menus (26) 259
Chapter 12: Layer Settings 190 Copy, Paste, and Reset Buttons 261
Advanced Window Checkbox (14) 262
Editing Multiple Layers 190
Checker Selection (27) 262
General Tab 192
Shadows Tab 202
Chapter 14: The Library Window 263
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The Library Tab 263 Navigating the Timeline with the Mouse 306
Controlling Library Appearance 265 Using Timeline Markers 306
Displaying the Library Window 268 Choosing an Interpolation Method 307
Loading and Managing Items using the Library Icons Choosing an Animation Interval 312
268 Onion Skins 313
Searching the Library 272 Animation Channels 315
Favorites Tab 273 Hiding and Showing Timeline Channels 319
Importing Library Content 274 Working with Keyframes 320
Chapter 15: The Character Wizard 275 Sequencer326
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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 11
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Chapter 1: Introduction
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animation. For a brief description of this feature, see • Animated Bone Parenting: Bone parenting can now be
“Frame by Frame Layers” on page 126. For a hands- animated. See “Tutorial 3.8: Animated Bone Parenting”
on tutorial, see “Tutorial 5.10: Using Frame by Frame on page 155 in your Anime Studio Tutorial Manual for
Layers for Animation” on page 221 in your Anime a hands-on tutorial.
Studio Tutorial Manual.
• Tool enhancements: Several enhancements to existing
• Layer Referencing: Layers can be referenced in the tools, such as:
current document as well as in external documents.
Transform Points: New Auto Stroke option. See
See “Using Layer Referencing” on page 189 for an
“Transform Points” on page 36 for more
overview, and see “Layer Referencing” on page 276
information.
in your Anime Studio Tutorial Manual for some hands-
on tutorials. Add Point: New Auto Stroke option. See “Add
Point” on page 40 for more information.
• Animated Shape Order: A new option in the Vectors
tab of the Layer Settings dialog allows you to enable Curvature tool: Now allows positive and negative
animated shape ordering. See “Vectors Tab” on value curvatures. See “Curvature” on page 43
page 214 for more information. See “Tutorial 5.11: for more information.
Animated Shape Ordering” on page 228 in your Freehand tool: Improved shape simplification,
Anime Studio Tutorial Manual for a hands on tutorial on Trim Start, Trim End, Merge Strokes, and enhanced
how to use animated shape ordering. Smoothing options. See “Freehand” on page 44
for more information.
• Animated Bone Targets: Bone targets can now be
animated. No longer are you stuck using just one Blob brush: Straight lines are preserved as
target bone. This opens up new animation possibilities. accurately as possible and shapes are preserved
See “Tutorial 3.7: Animated Bone Targets” on page when additional strokes are added with the Blob
153 in your Anime Studio Tutorial Manual for a hands- brush. Auto Stroke, Point Reduction, Merge Stroke,
on tutorial. and enhanced Smoothing options. See “Blob
Brush” on page 52 for more information.
Chapter 1: Introduction
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Scatter Brush: Fill Color Jitter and Stroke Color Jitter can also be animated. See “Select Bone” on page
options. Scatters animated sample objects (point 84.
positions, curvatures, and line widths). Animation
is automatically cycled. See “Scatter Brush” on • Smart Bone dials: When Smart Bone dials are created,
page 57 for more information. Anime Studio now creates separate actions for positive
and negative rotation directions, thereby preserving
• Color Points Tool: The new Color Points tool allows the neutral position of the bone.
you to select one or more points and assign a color
to them. The fill color will blend between the colors • Group with Selection Layers (Anime Studio Pro only):
assigned to the points. See “Color Points” on page After selecting two or more groups, choose the
83 for more information. Group with Selection layer type to create a group
that contains the selected layer(s). See “Group with
• New Brush Options: New Drift Angle and Merged Alpha Selection Layers” on page 119 for further information.
options in the style window allow you to create brush
strokes that appear more like natural media. See • Normalize Layer Scale: Normalizes stroke widths on
“Stroke Brush Selector (5)” on page 249 for more layers that have been resized. For more information
information. see “Normalize Layer Scale” on page 390 and “Reset
Layer Scale Normalization” on page 392.
• Improved Photoshop (PSD) file support: Anime Studio
will automatically import new layers added to a PSD file • Hide/Show Timeline Channels: The ability to show and
that has been imported by layer. If layers are reordered hide timeline channels through a Timeline Channels
in the original PSD, Anime Studio will maintain its own dialog has been reintroduced. See “Hiding and
layer order, but will still properly reference the PSD Showing Timeline Channels” on page 319 for more
layers. See “Importing Photoshop Files” on page 363 information.
for more information.
• Style names are now referenced internally by a unique
• Bone flipping: The Select Bone tool now includes ID rather than by name. This allows you to have more
options to flip bones by End or by Side. Bone flipping than one style of the same name, and also prevents
Chapter 1: Introduction
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naming collisions when you import styles of the same • Gear script: The Scripts menu now contains a new
name from another document. Gear script in the Draw menu that automatically
generates gear shapes. See “Gear” on page 433 for
• Batch Export window now contains several new more information.
options that are described in detail in “Batch Export...
(Anime Studio Pro only)” on page 381. You can save • 3D Axes: The View menu now contains a command
and apply saved sets of render option configurations, that will toggle the display of the 3D Axes. See “Show
and save and reload export option profiles. This 3D Axes” on page 442 for more information.
configuration support also applies to Export Animation
commands. • Onion Skins: The View menu and an equivalent
timeline toolbar icon allow you to toggle display of
onion skins in the document window. See “Enable
Other New Features Onion Skins” on page 443 for more information.
• New Camera Defaults: Default properties of the • New Document File Format: Anime Studio 11 now uses
camera have been adjusted to simulate a 35mm a JSON-based file format with the .anime extension,
camera. which is the new default file format in Anime Studio 11.
This new file format is further explained in the File menu
• Reorganized Preferences dialog: The Preferences commands. See “Open...” on page 343 for more
dialog has been reorganized, and a new Tools information.
preference category has been added. See
“Preferences...” on page 392. • Support for Anime Studio 5 and Later: Anime Studio
11 supports files created with Anime Studio 5 and
• The File > Preview No Antialiasing command allows later. Support for Anime Studio version 4 files has been
you to generate quick previews of your work. See removed.
“Preview No Antialiasing” on page 369 for more
information. • MotionArtist File Support: MotionArtist files can be
opened in Anime Studio, but cannot be added to the
Batch Export list.
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• Gather with bill of materials: When documents are • Rename library items: You can now rename items you
gathered, a Bill of Materials.txt file is saved with the have added to the library. Factory default items may
project files. It lists all items required in the project. See not be renamed. See “Loading and Managing Items
“Gather Media” on page 345 for more information. using the Library Icons” on page 268.
• The new File > Save All command allows you to save • Save brush variants: You can now save new brush
all opened documents that have unsaved changes. variants in the Brush Settings dialog. See “Stroke Brush
Selector (5)” on page 249 for more information.
• Layer Comps can be renamed in the Layer Settings
dialog. See “Using Layer Comps” on page 187 for • Keyframes in timeline: The timeline now displays pill-
more information. shaped keyframes for switch keys, layer ordering keys,
and keys with hold durations.
• Library display enhancements: The Library now
features a widget that you can expand or contract • Color-coded bezier handles: Bezier handles in the
to configure several library display options. You can timeline graph mode are now colored Red, Green,and
either display your library items in a hierarchical tree or Blue to match colors for X, Y, and Z keyframes. See See
in a separate pane. Other options allow you to choose “Choosing an Interpolation Method” on page 307 for
how thumbnails are displayed, whether or not to view more information.
other information such as metadata or a breadcrumb
path to the selected item or folder. See “Chapter
14: The Library Window” on page 263 for detailed System Requirements
information.
Chapter 1: Introduction
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• 1.6 GB (Universal) or 800 MB (32-bit) free hard disk • 1024x768 display (1280x800 recommended)
space minimum
• DVD-ROM drive (physical version only)
• OpenGL enabled GPU recommended
• Internet connection for product activation
• 1024x768 display (1280x800 recommended) recommended
• DVD-ROM drive (physical version only) During installation, the Anime Studio installer
checks to see if a previous installation of the
• Internet connection for product activation same installer exists on your system. The installer will
recommended prompt you to uninstall the previous version before
continuing (recommended).
• Windows® Internet Explorer® 9 or newer
Chapter 1: Introduction
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Chapter 1: Introduction
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Chapter 1: Introduction
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If you do not want to activate Anime Studio 3. Check or uncheck other options such as receiving
when the Product Activation screen appears, product announcements or allowing analytics
click Activate Later. information to be sent to Smith Micro.
2. In the Product Activation screen, enter your 4. Click Activate to activate your copy of Anime Studio.
Registration Name, Registration Email, and Anime If an Internet connection is not detected, a dialog
Studio Serial Number (along with your Previous Serial will prompt you to Try Again (used if you fixed an issue
Number (if upgrading). with an Internet connection that was temporarily
not working); to Activate Later (which will exit the
activation process), or to Activate Manually if you want
to proceed with the activation process.
Chapter 1: Introduction
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12. Copy the activation certificate file onto the flash drive,
and then copy it back to the computer that doesn’t
Deactivating Anime Studio
have an internet connection. Activated licenses of Anime Studio can also be
deactivated automatically (see “Automatic Deactivation”
13. In the Manual Activation screen, click the Activate
on page 12), or manually (see “Manual Deactivation”
button to select the activation certificate file.
on page 13). Typical reasons for deactivation include
the following:
Chapter 1: Introduction
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2. A dialog informs you that you are about to deactivate Manual Deactivation
the license on your current computer.
If Anime Studio is installed on a computer that does not
Choose Cancel to return to Anime Studio without have an internet connection, you will need to use the
deactivating: manual deactivation, as follows:
Choose Deactivate to deactivate your license. A 1. Choose Help > Deactivate License. Anime Studio
dialog informs you that deactivation has occurred, reminds you that you will need to reactivate Anime
and that Anime Studio will shut down. Studio if you want to use it on the same computer. If
you are sure you want to deactivate. Click Deactivate
to continue.
Chapter 1: Introduction
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Chapter 1: Introduction
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11. Return to the Manual Product Deactivation dialog on • Mac: /Users/Shared/Library/Application Support/Smith
the original computer and click Done. Deactivation is Micro/Anime Studio Debut/11/License
complete.
For Anime Studio Pro:
Chapter 1: Introduction
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Chapter 1: Introduction
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Chapter 1: Introduction
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Chapter 2: License
20 Anime Studio Pro 11
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, Restricted Content may only be used exclusively
original Content for sale, distribution, public display, or on one (1) computer.
public performance; (c) creating materials for use with
“Software” means the SMSI computer software and
either Restricted Content or Other Content; (d) creating
associated files (e.g. Content) delivered via the
rendered animations or rendered still images based
accompanying physical media or electronic media.
on Restricted Content contained with the “Character
“Software” means to also include any upgrades, updates,
Wizard” feature of the Software; or (e) creating characters
bug fixes or modified versions or backup copies of the
or props based on Restricted Content in proprietary file
Software supplied to you by SMSI or an SMSI authorized
formats (meaning, MOHO, ANME and any subsequent/
representative or agent (whether or not for a fee).
compressed formats), where the original (or modified) art,
“Software” does not include TPS (defined below).
texture or other Restricted Content files are not distributed
with such characters or props. “Unrestricted Content” means Content included with
or part of the Software that is specifically identified in
“Other Content” means Content that is not Restricted
the Documentation or listed in this EULA as Unrestricted
Content or Unrestricted Content. Other Content may be
Content. This version of the Software contains no
subject to license terms imposed by the Other Content’s
Unrestricted Content.
original creator.
“Restricted Content” means all Content included with
or part of the Software that is not Unrestricted content,
3. Software License
including without limitation mesh objects (geometry) in any
A) Subject to the terms and conditions of this EULA and
format, files in proprietary file formats (meaning, MOHO,
your payment of the applicable license fee, SMSI grants
ANME, and any subsequent/compressed formats), images,
you a limited, personal, nontransferable and non-exclusive
materials, texture, transparency maps, Documentation,
license (without right to sublicense): (i) to use a single
vector-based content, and SMSI’s proprietary data. Except
copy of the Software (except as expressly permitted in the
as otherwise expressly permitted by this EULA, Restricted
Documentation) solely for your own internal use on a single
Content extracted or exported from the Software remains
computer (as set forth in Subsection E below of this Section
Restricted Content. Except as authorized in this EULA,
Chapter 2: License
21 Anime Studio Pro 11
Users Manual
3) either loaded in the temporary memory (i.e., RAM) of to any further updates, software patches, or bug fixes
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
Chapter 2: License
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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
be installed and activated on up to three (3) computers consent of SMSI or except to the extent expressly permitted
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
23 Anime Studio Pro 11
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
your obligations under this EULA. You cannot distribute or uses.
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
24 Anime Studio Pro 11
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) Activation of the Software is REQUIRED in order to use
secret and any other intellectual property rights in the the Software. You must have a valid serial number in order
Restricted Content (and any derivative works thereof) to complete the activation process of the Software. Upon
and the Unrestricted Content (and any derivative works your first installation of the Software, you will be prompted
thereof) not expressly granted to you by this EULA remain to activate the Software, and the Software will attempt to
with SMSI, Lost Marble, Inc. and their respective licensor(s). automatically connect to the Internet. Please be sure you
You do not acquire any other rights, express or implied, in have an Internet connection when initially installing the
the Restricted Content (and any derivative works thereof) Software in order to activate the Software. The Software
and the Unrestricted Content (and any derivative works includes instructions regarding activation if you are not
thereof) other than those rights expressly granted under this connected to (or unable to connect to) the Internet
EULA. when attempting to complete the activation process of
F) Except as otherwise expressly permitted in the the Software. To complete the activation process, you
Documentation or unless otherwise provided for herein, will need to provide your name, valid e-mail address and
you will only use the Content on up to one (1) computer at applicable valid serial number for activating the Software.
any given time (the same as the Software license allows),
meaning that you must treat the Content “like a book.”
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B) As part of the activation process you will have the acceptance of the terms of the SMSI Privacy Policy,
option to “opt-in” to receive product announcements so please review the policy carefully and check our
and offers from SMSI. In addition, as part of the activation website at the following URL to review updates: http://
process, you will have the option to “opt-in” to participate www.smithmicro.com/. Further, if you are located in the
in SMSI’s efforts to improve the usability, experience, European Economic Area (EEA), your use of the Software
functionality and performance of its products and services. constitutes consent by you to SMSI’s and/or its affiliates’to
Your participation to allow SMSI to collect such usage the transfer of such information to a location outside the
statistics is voluntary. And, you may “opt out” at any time. EEA.
If you choose to participate, SMSI may collect and use
certain information related to the Software and your use
of the Software that include information about: (i) your
7. Term; Termination
computer, such as Operation System, screen resolution,
A) This EULA remains in full force and effect until
RAM capacity, CPU frequency, number of monitors; (ii)
terminated. You may terminate this EULA at any time
data about the Software, such as abnormal terminations,
by returning or destroying both the Software and
number of runs, program version; and (iii) information
Documentation, together with all copies, modifications,
about separate feature usage, such as menu options or
and merged portions of the Software and the
buttons selected. The information described in (i) – (iii)
Documentation in any form. SMSI is in no way obliged to
above will be combined and utilized in an anonymous
issue refunds. SMSI may terminate this EULA at any time
manner to help SMSI’s efforts as noted above. If you
upon your breach of any of the provisions hereof.
are not comfortable sharing the foregoing described
information, please choose not to participate. B) Upon termination, you will immediately cease all use of
the Software, and you must return or destroy the Software,
C) SMSI is very concerned with the privacy and security
Documentation, and all copies, modifications, and
of the information end users provide as part of the
merged portions of the Software and the Documentation
registration, activation and opt-in processes described
in any form and certify in writing your compliance of this
above. Any information collected described above is
paragraph to SMSI. Termination of this EULA for any reason
done and utilized in accordance with SMSI’s Privacy
in no way limits SMSI’s right to continue enforcing all rights
Policy. Your election to use the Software indicates your
provided by law and does not entitle you to a refund of
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your license fees, except as provided herein. All provisions workmanship under normal use for a period of ninety (90)
of this EULA that protect SMSI’s proprietary rights continue in days from the date of original purchase. Your exclusive
full force and effect after termination. remedy and SMSI’s entire liability under this limited warranty
will be for SMSI, at its option, to replace the Software media
or refund the purchase price of such Software media.
8. Export Law Assurances This limited warranty is offered solely by SMSI and does
not apply to any third party product, software, content
Export and re-export of this Software and Documentation
or service offerings. THE ABOVE WARRANTIES ON MEDIA
is governed by the laws, restrictions and regulations of
ARE EXCLUSIVE AND IN LIEU OF ALL OTHER WARRANTIES,
the United States and applicable export and import laws,
EXPRESS OR IMPLIED, AND SMSI EXPRESSLY DISCLAIMS ALL
restrictions and regulations of certain other countries
OTHER WARRANTIES, INCLUDING, WITHOUT LIMITATION, ANY
(collectively, “Export Laws”). You will comply with all such
IMPLIED WARRANTY OF MERCHANTABILITY, SATISFACTORY
Export Laws. Export or re-export of this Software and/or
QUALITY, FITNESS FOR A PARTICULAR PURPOSE, OR NON-
Documentation (including any direct product thereof)
INFRINGEMENT.
to any entity on the Denied Parties List and other lists
promulgated by various agencies of the United States B) TO THE EXTENT NOT PROHIBITED BY APPLICABLE LAW,
Federal Government is strictly prohibited. In addition, if the THE SOFTWARE, RESTRICTED CONTENT, UNRESTRICTED
Software is identified as an export controlled item under the CONTENT, AND DOCUMENTATION ARE LICENSED TO YOU
Export Laws, you represent and warrant that you are not “AS IS” WITH ALL FAULTS, WITHOUT WARRANTY, CONDITION
a citizen of, or located within, an embargoed or otherwise OR REPRESENTATION, EXPRESS OR IMPLIED, OF ANY KIND,
restricted nation (e.g., Iran, Syria, Sudan, Cuba and North INCLUDING WITHOUT LIMITATION, MERCHANTABILITY,
Korea) and that you are not otherwise prohibited under the PERFORMANCE, SECURITY, SATISFACTORY QUALITY, NON-
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Chapter 2: License
27 Anime Studio Pro 11
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Chapter 2: License
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Chapter 2: License
29 Anime Studio Pro 11
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Chapter 2: License
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Chapter 2: License
31 Anime Studio Pro 11
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Anime Studio
Tools
Chapter 2: License
32 Anime Studio Pro 11
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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
Shortcut: T
The Transform Points tool is used to move, scale, or
rotate a group of selected points. It operates only on
General Options
the currently selected points, unless fewer than two points The following options appear in the left portion of the
are selected - then it operates on the nearest point to options toolbar when the Transform Points tool is selected:
where you clicked.
It’s important to note that this tool, like most of the Anime
Studio drawing tools, modifies points, not curves. If you
select all the points in an object and use this tool, the entire
Transform Tool general options
object will move, scale, or rotate. However, if you only
select some of the points, then you’ll end up distorting the
object (which can be very useful). • Select Group: Used to select a group that was
previously created with the Select Points tool.
• Auto Stroke: When checked, automatically creates a • To constrain vertically or horizontally: Hold the Shift key
stroke around the shape that you create. Uncheck this while dragging the selected points left, right, up, or
option to create a shape that has no outline. 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
the point(s) by a greater increment.
Chapter 3: The Draw Tools
38 Anime Studio Pro 11
Users Manual
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
• Peak: Creates a peaked (or hard) transition between You can also use the Transform Points tool to
the curves at the point that you click. modify the result, delete unnecessary points,
and weld points together.
• Smooth: Smooths the transition between the curves at
the point that you click. If you have a drawing tablet, the Freehand tool can
also use the pen pressure from your tablet to control the
• +/-: Click this button to toggle the value in the
thickness of the lines you draw.
Curvature field between negative and positive values.
Press the Alt key while dragging the Freehand
Shortcut: F The Freehand tool has been enhanced, such that you
don’t have to draw shapes precisely while using the tool.
The Freehand tool lets you draw complex shapes by just
If you cross a line, the new line automatically welds to the
dragging the mouse around. Anime Studio will attempt
line that is crossed if the Auto Weld option is selected. This
to simplify the curves that you draw with the Freehand
allows you to quickly sketch out shapes without worrying
tool. by removing unnecessary points. Straight lines will be
about stopping your stroke at precise locations. When
preserved as accurately as possible.
you’re using the Freehand tool, you are primarily interested
While drawing with the Freehand tool, you can use the in seeing an accurate display of what you are drawing.
Trim Start and Trim End options to automatically delete For this reason, control points are automatically hidden
unwanted dangling edges from the beginning or end of a when Freehand tool is selected so that you can focus on
line that crosses another line. your drawing. You’ll also see a more accurate preview of
the strokes that you draw, especially when drawing wider
After using the Freehand tool, you can also strokes. When you release the mouse, you’ll notice the
go back and use the Delete Edge tool to strokes change slightly due to automatic smoothing.
delete unwanted lines. For more information about
the Delete Edge tool, see “Delete Edge” on page To display the control points, select one of the
50. other tools, such as the Transform Points tool.
Chapter 3: The Draw Tools
45 Anime Studio Pro 11
Users Manual
the point at which they cross will automatically be • Auto-stroke: When checked, automatically creates a
welded together when this option is on. stroke around the shape that you create. Uncheck this
option to create a shape that has no outline.
• Trim Start: When checked, dangling edges that are
drawn before the stroke crosses another stroke will • Merge Strokes: Check this option to merge strokes
automatically be removed when you complete the made with the same brush, color, and stroke width
stroke. into a single shape. All strokes that are made while the
option is checked will be placed in a single object.
• Trim End: When checked, dangling edges that appear Uncheck the option when your sketching is complete.
at the end of a stroke that crosses another stroke will
automatically be removed when you complete the
stroke. Draw Shape
Shortcut: E
The Draw Shape Tool provides a way to quickly draw
commonly used shapes: squares, ovals/circles, triangles,
Freehand Options (part 2) stars, arrows, and spirals. Each of the shape options are
shown later in this section.
• Auto close: When unchecked, closes a shape when
the cursor is released over the beginning of the shape.
When checked, connects the shape from the current
position to the start point when you release the mouse
button.
Rectangle
Rectangle
Arrow
Triangles
Delete Edge then use the Delete Edge tool to remove unwanted
straggling ends, simply by clicking on them with the
Shortcut: D Delete Edge tool.
Delete Edge
Chapter 3: The Draw Tools
51 Anime Studio Pro 11
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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. Straight lines are preserved as accurately as
possible, and quality of shapes are preserved as accurately
as possible over multiple strokes.
For example, you can start by blocking in part of the
character as shown below.
• You can adjust the size of the brush by using the Brush
Radius setting in the tool options area, or by pressing
the Alt key and dragging to resize the brush.
• Use Pen Pressure: Check this option if you are using the
brush with a pressure-sensitive stylus and tablet.
Chapter 3: The Draw Tools
54 Anime Studio Pro 11
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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 2. Set the Min and Max Width settings appropriately for
of points but not change the shape so much, reduce the scale of the objects.
the tolerance angle. Lowering the tolerance angle will
not remove as many points, but it will keep the shape 3. Set other options in the Scatter Brush Options panel
closer to what you originally drew. if you want to increase or decrease variation in
the angle, spacing, or color of the objects you are
spraying.
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 Scatter Brush
copies of that shape into your scene. The Scatter Brush
also scatters animated sample objects with animated
point position, curvature and line widths. The animations in
scattered objects is automatically cycled.
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.
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 33.
• Fill Color: Click the color square to select a fill color for
the selected shape(s). Create Shape Tool
• Stroke: Check this option to change the stroke of the Using the Create Shape tool, select all the points that form
selected shape(s). the outer border of the shape you wish to create. If you
select a set of edges that completes an enclosed shape,
• Stroke Color: Click the color square to select a stroke
a highlighted checkerboard will show you the extent of
color for the selected shape(s).
the region you are creating. Otherwise, you will just see a
highlighted outline on the selected edges.
• Width: Allows you to set a numerical value for the width
of the stroke. Fractional values are allowed. When you have the desired region selected, press the
spacebar or press the Create Shape button in the status
bar to actually create a shape from the selected edges.
Create Shape The Style Window (see “Chapter 13: Style Window” on
page 232) can now be used to choose the shape’s color,
Shortcut: U
line width, style, etc. This is a very important step - until you
press the spacebar or use the Create Shape button, you
Chapter 4: Fill Tools
66 Anime Studio Pro 11
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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
it passes through a particular point. Using this tool, you Line Width Tool
can create lines that taper at the ends, get thinner in the
middle, or change width several times along their length. To use it, just click on the point you want to adjust, and
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
width of the line smoothly varies from the 100% (no You can adjust more than one point at a time by selecting
custom width) value. multiple points with the Select Points tool from the Draw
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
Exposing less of the curve’s end
expose less of the curve’s end, and drag toward the
left to expose more of the curve’s end.
This parameter can be animated so that you can expose
the curve over time, making this feature a good option for
creating things like handwriting or water flowing through
a pipe. Rounded end caps are also supported with the
Stroke Exposure tool.
Tool Options
• Select Group: Used to select a group that was Curve Profile Tool
previously created with the Select Points tool.
• Start Percentage: Allows you to enter a numerical Curve profiles can be of any shape, but the start and end
value for the start of the curve, based on its distance of the profile should be along the same horizontal line.
from the start point While you can create profile curves with or without a stroke
applied to them, it makes sense to draw them with Auto
• End Percentage: Allows you to enter a numerical value Stroke off, since you will be applying a different pattern to
for the end of the curve, based on its distance from the circle based on the style of the curve.
the end point
Curve Profile
Curve profiles provide a way to add interesting detail
to a shape. You use the Curve Profile tool to create
these details on a shape. You select a shape on a layer.
Additional curves that define the profile can appear on
the same layer.
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
Tool Options
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.
Click the tool icon in the properties bar to Select Bone Tool
display a submenu. Choose Reset Tool to
reset the current tool to its default settings. Choose
Reset All Tools to reset all tools to their default
settings. Tool Options
The following options appear in the Options toolbar when
the Select Bone tool is active:
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.
• Arc IK Solver: Check this option to use an alternative Arc IK off (left) and on (right)
inverse solver for chains that have more than two
bones. When turned off as on the green bone in the
following figure, there are many possible ways for • Target: Allows you to assign another bone as a target.
an IK target to reach the goal, and sometimes the The most common use for this is to set up Inverse
movements cause the bones to fold upon themselves Kinematics for a character so that you can more easily
like an accordion. However, you will have more control animate walk cycles. For more information about using
over the bone this way. On the other hand, when the
Chapter 5: Bone Tools
90 Anime Studio Pro 11
Users Manual
spine, even though they are separated from it by a small change to display the type of transformation that will be
distance. This will often be the case - arms should rotate applied:
about the shoulders, not the neck, even though they move
when the spine moves.
Tool Options
• Select Bone: Click this menu button to select a bone Transform Bone tool indications
by name.
• To rotate a bone: Click near the bone, but outside
• Text Field: Allows you to assign a name to the currently
of the handles. A rotate cursor will provide indication
selected bone, or to edit the name of the bone as
when the mouse is placed correctly. Then drag the
automatically assigned by Anime Studio.
mouse to rotate the bone.
Transform Bone • To translate a bone: Click and drag the dot at the
base of the bone.
The Transform Bone tool allows you to translate, rotate, or
• To scale a bone: Click and drag the dot at the end of
scale a selected bone.
the bone.
When the Transform Bone tool is selected, two dots appear
at the ends of each bone. In addition, the cursor will
Chapter 5: Bone Tools
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Tool Options
The following key combinations work while the Transform Transform Bone Options (part 1)
Bones tool is selected:
• Holding the Shift key will cause the bone to only • Select Bone: Click this menu button to select a bone
translate horizontally or vertically relative to its parent (if by name.
you click near the base)
• Position X: Allows you to numerically enter a value for
• Holding the Shift key while rotating will constrain the the X coordinate.
rotation to 45 degree increments.
• Position Y: Allows you to numerically enter a value for
• You can nudge the selected bone by small increments the Y coordinate.
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 bone by a greater
increment. Transform Bone Options (part 2)
• Reset: If pressed at Frame 0, resets a layer back to its it makes are only temporary. When you switch to another
default length. If pressed at any other frame, resets the tool, the skeleton is reverted back to its original shape.
layer to the value or values set at frame 0.
When working inside a Smart Bone action,
• Scale: Allows you to view or enter a numerical value the Manipulate Bones tool can introduce
for the scale of the bone. extra unwanted bone motion in the Smart Bone
action. For this reason, the Manipulate Bones tool will
• Reset: If pressed at Frame 0, resets a layer back to its be disabled.
default scale. If pressed at any other frame, resets the
layer to the value or values set at frame 0.
• Show Path: When checked, the document window will The second use of this tool is at frames greater than 0. If the
display the path(s) that the animated bone(s) follow. current frame is greater than 0, then this tool will move the
skeleton in the same way, but the move will introduce a
keyframe for animation.
Manipulate Bones
To manipulate a skeleton, just click and drag the various
The Manipulate Bones tool has two purposes. First, bones that make it up. If points or other layers have been
when the current frame is set to 0, it is used to test bound to the bones, they will move as well. The way
whether a skeleton is set up and working properly. the skeleton and the bound points move with this tool is
Although it moves bones and points around, the changes exactly the same whether at frame 0 or a later frame. If
some part of the skeleton doesn’t move correctly, you can Tool Options
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
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.
Reparent Bone
Sometimes when building a skeleton, you may accidentally
add bones to the wrong parent. Later, when you discover
the error, deleting bones and adding new ones is just Reparent Bone Tool
too much work. Instead, use the Change Parent tool to
change a bone’s parent. First, select the bone whose • Select Bone: Click this menu button to select a bone
parent you want to change (using the Select Bone tool). by name.
Then, using this tool, click on the new parent bone. (The
new parent will become highlighted in blue.) If you want to
turn the selected bone into a root bone (one that has no Bone Strength
parent), just click on the background.
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
semi-transparent region appears around each bone - this
region indicates the strength of the bone. If you drag side
Reparent Bone Tool
to side on a bone with the Bone Strength tool, you cause
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the region of influence to shrink or grow. Points that are cleaner movement, but takes a little more work to set up.
closer to the center of this region move more when the ”Tutorial 3.4: Character Setup” on page 130 in your Anime
bone itself is moved. Studio Tutorial Manual shows you how to use the Bone
Strength tool together with both types of binding to quickly
set up a character’s skeleton.
Tool Options
arms and legs overlap, making it difficult to set up bones • Animation Offset X: Allows you to numerically enter a
and attach the proper parts of the character’s body to value for the amount of offset on the X axis.
them. The Offset Bone tool lets you draw the parts of a
character in disconnected positions, set up bones, and • Animation Offset Y: Allows you to numerically enter a
then move them all back into position. value for the amount of offset on the Y axis.
It’s difficult to describe the usefulness of this tool without a • Reset: If pressed at Frame 0, resets a layer back to its
hands-on example, so look in “Tutorial 3.1: Bone Binding” default value. If pressed at any other frame, resets the
on page 106 in your Anime Studio Tutorial Manual. layer to the value or values set at frame 0.
Bind Layer
Other layers can be contained within a bone layer. For
example, you could create a hand layer and place that
within an arm layer. To bind the hand to the arm, use this
Offset Bone Tool tool. Just click on the bone in the parent layer that you
want to connect to, and the entire layer will move with that
bone. In the arm/hand example, you would click on the
Tool Options bone nearest the wrist to bind the hand to the end of the
arm.
Use this tool to bind an entire layer to a single bone. If you
would rather bind certain points in a vector layer to certain
bones, then you should use the Bind Points tool instead.
Offset Bone Options
Bind Points
Bone Physics
The Bind Points tool operates exactly like the Select Points
tool described in “Select Points” on page 33. Use it to When objects that have bones are added to a Group
select a group of points to bind to a bone. In order to use layer that has physics applied to it (as mentioned in
this tool, you must be on Frame 0, and a bone must first “Tutorial 5.9: Basic Physics” on page 215 in your Anime
be selected. When a bone is selected, the points that are Studio Tutorial Manual), the bones will respond to the
currently bound to it are automatically selected as well. physics properties that you have set for the object. Physics
Use this tool to add or remove points from that selected are applied to each bone based upon the bone’s area of
group. When the correct group of points is selected that influence, as set by the Bone Strength tool.
you want to bind to the bone, press the spacebar - this
tells Anime Studio to perform the binding. This technique is
demonstrated in “Tutorial 3.1: Bone Binding” on page 106
in your Anime Studio Tutorial Manual
• Return to Neutral: Check this option to return the bone Smart Bones can be used to control the following
to neutral position. additional elements:
• Lock Tip: When physics are in affect, if a bone has its tip • Stroke exposure: Use Smart Bones to expose more of a
locked it acts as though the endpoint of the bone has stroke along a path as you rotate the bone.
been nailed to a stationary point.
• 3D Thicknesses: Increase or decrease the thickness of
vector shapes that have been converted to 3D shapes
Smart Bones with Extrude or Inflate.
The Smart Bones feature in Anime Studio Pro allows you to • Shape and Fill effects: Change the colors and positions
have more control over shapes when you bend them with in a gradient fill.
bones. You can use Smart Bones to control the following
types of scene elements. • Switch layers
• In vector layers that are a child of a bone layer: Point • Layer order
motion, Curvature, Line Width, Fill Color, and Stroke
• Layer visibility
Color.
• Follow path
• In any layer type that is a child of a bone layer: Layer
translation, Layer scale, Layer Rotation (X, Y, and Z), • Flip layer horizontally/vertically
Layer Shear, Layer Opacity, Layer Blur
• Shape effect positioning
In the same layer as the Smart Bone itself:
• Bone translation
How Smart Bones Work
• Bone scale
To illustrate how Smart Bones work, create a vector layer
• Bone rotation and add a rectangle to it.
You’ll notice that if you bend the bone too far that the
area around the bend doesn’t look good because the
rectangle gets squeezed in the middle.
In previous versions of Anime Studio, the way around this
distortion was to add points in the center of the rectangle
that would reshape the center appropriately. However,
Create a rectangle with points at the center; add a bone
this method resulted in a lot of corrections that had to be
group, and create two bones.
made whenever that bone was animated.
Use the Bone Strength tool to adjust the bone weights so Smart Bones use a different approach, by linking a bone
that the rectangle bends in the center as shown below. rotation to an action, and a resulting correction.
Create a new action, named the same as the bone you want
to correct.
At that point you are editing the action. Choose the Rotate the bone to the limit at which you expect it to rotate
Rotate Bone tool in the Tools panel, and rotate the bone (upward in this case).
as far as you expect it to move (or, to the limit that is set on
the bone in that direction). Now switch to the vector layer and use any of the
available editing tools to adjust the shape of the rectangle
so that it looks good. The joint correction feature can track
point movement and curvature changes. This shape will be
the target shape for when bone B2 is rotated to that angle.
When working inside a Smart Bone action, the In the Actions window, switch back to the main timeline by
Manipulate Bones tool can introduce extra clicking Mainline. Now when you rotate bone B2 toward
unwanted bone motion in the Smart Bone action. that angle, it will automatically pick up the action that you
For this reason, the Manipulate Bones tool will be just created.
disabled.
Now the distortion around the joint works much better. You
can now go to frames other than zero to add keyframes
that animate the bones. The actions will automatically be
added when the bone is rotated, and the action will be
removed when the bone is straightened.
Select the vector layer for the rectangle, and create the target
shape for that rotation angle
Make sure the new action incorporates the name of the bone
A second action must be created for when B2 is rotated
you want to correct.
downward.
As you did in the first case, select the vector layer for
To create another action that corrects the second
the rectangle, and adjust the shape for when B2 is bent
direction, go back to the Actions window and create
downward. An example is shown in the following figure.
another new action. Name this bone with the name of
the bone, followed by a space, and the number 2 (B2 2).
The B2 prefix associates the action with Bone B2, and the
number 2 is a number designation to differentiate it from
the first action.
• Go back to the main timeline and play the animation. bone action in this case. But in this example you see a
The keyframes that you originally added will now also rectangle that has many more points along its length (to
include the new muscle bulge when the rectangle simulate an object that is not optimized). Most of the points
is bent in the appropriate dimension. When the arm in the rectangle aren’t really necessary for it to maintain its
bends downward, the muscle bulge will not be shape when it’s bent.
included because it was not added to the B2 2 action
that bends the arm downward.
Bone B2 bend end result An intermediate frame shows some shaping problems.
However, you might notice problems in intermediate If your bone action works fine in the intermediate frames,
positions, such as shown in the following figure. If you only using just a single frame action, leave it as is.
have an action that defines the start and end shapes, you
If the in-between frames are objectionable, you can do
don’t have any way to fix interpolation problems that might
the following to correct it:
occur in intermediate frames in your actual animation.
• Go back to the B2 action.
go to the actions window, you can create actions that be bound directly to one particular bone. When that
match each one of the control levers. bone moves, the point tracks that bone exactly, without
influence from any other bones.
For example, if you are working on the Blink action you
rotate the bone to the other extreme, and then adjust Flexible binding was introduced in later releases of Anime
the points in the Lids layer to close the eyelids. When you Studio, and is now the default behavior. The benefit of this
go back to the timeline and move the bone, it closes the type of point binding is that it’s relatively easy to make
eyelid. 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
A bone used as a control lever to make an eye blink. 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
Smart Bones and Binding designed for a different point motion on top of that.
The original type of binding used in Moho 1.0 was a direct If you need to change the type of point binding for vector
binding method. With direct binding, each point can 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 116 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 control
Curve menu command to reduce the the artwork in your vector and image layers. You
number of points in a complex Vector layer. manipulate skeletons as if they were “puppets” by
bending arms and legs to make a character move.
See “Bone Layers” on page 119 for more information.
• Image Layers can be used to bring in images from
other applications. Image files created in 3D programs Right-click a Bone layer in the Layers window
or photo editing applications can be used in Anime to quickly convert it into a Switch layer.
Studio with Image Layers. See “Image Layers” on page
117 for more information.
• Switch Layers are just like Bone layers, except they
• Group Layers (Anime Studio Pro only) are used to will only display one of their sub-layers at a time.
group together multiple layers. If you created 20 Switch layers are an excellent way to perform lip-sync
layers with trees for example, you could put them all animation. Which sub-layer gets displayed is controlled
in a Group Layer and call it a forest. Group layers are by a switch data file. You can create this data file
a useful tool for organizing a complex project. See by hand, or better yet, use a lip-syncing program like
“Group Layers” on page 118 for more information. Papagayo. See “Switch Layers” on page 122 for
more information.
Right-click a Group Layer in the Layers
window to quickly convert the Group layer • Frame by Frame Layers: Provide a quicker and
into a Bone or Switch layer. easier way to create frame by frame animation. For
further explanation of the settings, see “Frame by
Frame Layers” on page 126. For a hands-on tutorial,
• Group with Selection Layers (Anime Studio Pro only):
see “Tutorial 5.10: Using Frame by Frame Layers for
After selecting two or more groups, choose the
Animation” on page 221 in your Anime Studio Tutorial
Group with Selection layer type to create a group
Manual. .
that contains the selected layer(s). See “Group with
Selection Layers” on page 119 for further information. • Particle Layers (Anime Studio Pro only) are used as a
way to simulate water, sparks, smoke, crowds, or any
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number of effects that can be made up of many small • 3D Layers (Anime Studio Pro only) can be used to
objects. A Particle layer behaves somewhat like a import 3D objects that were created in a 3D modeling
Group layer, but instead of displaying each of its sub- program. Use the File > Import > 3D command to
layers, it can display many, many copies of each sub- create a 3D Layer. 3D models can be a good source
layer arranged in sort of a “spray” formation. The sub- of background scenery. Or, use a 3D model for a
layers appear to be moving outward from the origin of character’s head, and decorate it with eyes, mouth,
the Particle layer. For more information, see “Particle etc. created with Anime Studio’s vector layers. See
Layers” on page 126 “3D Layers” on page 131 for more information.
6. Rotate the camera so that you can see how the two
boxes relate to each other.
Vector Layers
Vector layers are the most common layer in Anime Studio
projects. Artwork that you create in Anime Studio is always
contained in a vector layer. Tools are available for drawing
and editing curves, setting up fills and outlines, and
connecting your drawings to bones.
Anime Studio this way. For example, a painting program, The best image format to use with Anime Studio is PNG.
photo editor, or 3D modeling program can produce PNG files have high quality, good compression, and
images that can be used in an Anime Studio image layer. support full alpha channels for transparency effects.
You can’t edit the pixels of one of these images in Anime Although PNG is the preferred format for use with Anime
Studio, but you can move, resize and rotate image layers, Studio, you can also use JPEG, BMP, Targa, or GIF images.
and attach them to skeletons for more complex animation.
Image layers can also be used to bring external movies into
Anime Studio. Instead of selecting a still image, select a
When an image layer is first selected, the
movie file when creating a new image layer. Anime Studio
default tool is set to the Transform Layer tool.
can import QuickTime (Windows and Mac OS) or AVI
(Windows only) movies as image layers. When importing a
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
Image Layers group layer as a folder that can contain files (layers) and
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other folders (more group layers). When you move a group The group layer will be created as the parent of the last
layer, turn it invisible, or apply an effect (such as a layer layer that you selected, unless its parent is also selected. In
shadow), these are all applied to every layer contained that case, the new group will become the grandparent of
within the group. the last selected layer.
manipulated as a single object. However, bone layers bones is exactly what you might think: creating a rigid
have an additional feature: In a bone layer, you can set up skeleton inside your drawing. Later on, during animation,
a skeleton that can be used to manipulate your artwork. A when you want to move an object, bones make the job
skeleton is exactly what it sounds like - an internal structure easy. By moving a single bone in the arm of a character,
that can move the outer, visible portion of your artwork. for example, the whole arm will move with it. Around the
elbow, the drawing of the arm will bend and stay smooth
(as long as the bones were set up well with the Bone
editing tools).
Bones by themselves don’t really do much of anything: you
can move them around, but they’re invisible in the final
Anime Studio output. To really make use of bones, they
need to be attached to objects in other layers. This process
is covered in “Bones” on page 106 in your Anime Studio
Tutorial Manual, and also “Chapter 5: Bone Tools” on page
84.
When you create a skeleton out of a group of bones, the
bones have a hierarchical relationship. Each bone has a
single parent (or maybe no parent at all, in which case it’s
called a root bone), and each bone may have multiple
children. The relationship between parent and children is
that when a parent bone is moved, all of its children move
with it. When a child bone is moved however, it’s parent
Bone Layers
remains unchanged.
Setting up bones is sort of a pre-animation phase. You Below is a picture of a skeleton created in Anime Studio.
don’t draw shapes in Bone layers, you set up controls that Red arrows have been added that point from each bone
will help you animate later on. The purpose of setting up to its parent (the spine has no parent and is referred to as
the root of the skeleton). Note that the currently selected region of influence they fall within, although other bones
bone is highlighted in red, and its parent (if it has one) is can still have an effect on them. Below is a picture of some
highlighted in blue, as shown below. points and bones. Notice the region of influence around
each bone. The second picture shows the same object
after the bones have been moved. Notice how the points
follow the bones according to regions of influence (and
how the curves pass smoothly through the points, wherever
they move to).
A skeleton hierarchy
Switch Layers
Moving bones moves the curve control points
One reason you might want to do this is for lip-sync
animation. In this case, each of the sub-layers would
Switch Layers correspond to a mouth shape for a particular sound.
Many of the characters in the Library provide switch layers
Switch layers are used to group together multiple layers,
for the visemes that Anime Studio supports. For example,
much like Group layers. However, switch layers have
if you load Jace from the Version 6 character library and
an interesting twist: only one of their sub-layers can be
expand the Mouth layer, you’ll see support for the following
displayed at a time.
visemes and mouth positions: Rest, Etc, FV, L, MBP, O, E, AI, To set up a mouth that can lip sync, you will
U, and WQ. need to create a switch layer that contains
at least ten sub-layers with different mouth shapes.
Anime Studio includes powerful automatic lip-syncing
Shapes should be created for the appearance of
which is a big time saver .
the mouth when at rest, and when speaking each
• Anime Studio Debut uses the volume of the audio of the 9 before-mentioned phonemes. The Preston
track to determine which mouth shape to use. When Blair mouth shapes are discussed in more detail at
the audio is quiet, the mouth is more closed. When the http://minyos.its.rmit.edu.au/aim/a_notes/mouth_
audio is louder, the mouth is more open. shapes_01.html.
Initially, the lineup on the timeline in Papagayo is rough If you make changes to the switch data file outside of
and the phonemes are spaced evenly. You then shift Anime Studio, and you want to incorporate those changes,
words and phonemes along the timeline so that they line you will need to re-load the data file. To do this, double-
up better with the actual sounds you hear. The final result is click the Switch layer in the Layers window, and in the
saved out as a “switch data file” that can be imported into dialog that opens up, go to the Switch tab, press Source
Anime Studio. Data and re-select the data file.
You can also create a switch data file by hand. To do this, You don’t have to use a data file to work with Switch layers
the data file should look like this: - you can also control them manually from within Anime
MohoSwitch1 Studio. To control which sub-layer is displayed at any frame
1 A in your animation, just right-click on the Switch layer in the
2 A Layers window. A pop-up menu will appear that lets you
10 B choose which sub-layer to display.
22 A Anime Studio includes several sample mouth sets for doing
37 C lip-sync with Papagayo - take a look at those files to see
40 C how a switch layer should be set up. Also, check out the lip-
sync tutorials included in this manual.
• The first line is a header that just tells Anime Studio that
the file is a switch data file. Switch layers have a feature that allows for smooth
switching. To use this feature, all the sub-layers need to be
• The following lines contain two items each: Vector layers, and they need to have the same number
of control points. Then, when switching, Anime Studio
• The first item is a keyframe. can smoothly transition between sub-layers. To enable
The second item is the name of one of the switch this feature, turn on Interpolate sub-layers in the Switch
group’s sub-layers. (In this example, the switch layer layer’s properties dialog. An example of using this feature is
should have three sub-layers, named “A”, “B”, and included in one of the mouth sets mentioned above.
“C”.) Switch layers can be set up with skeletons, just like bone
layers. More accurately, a switch layer is a bone layer, just
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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
of its visibility, so setting it separately is redundant and
Don’t feel restricted to lip-sync animation with switch
makes it difficult to re-time the frame-by-frame effect.)
layers. They have a lot of potential uses (controlling eyes,
syncing to music & sound effects, switching between
• When a new shape is drawn in a vector layer inside
different hand gestures, etc.).
a switch group at a frame other than zero, that
Improvements to switch layers now include behaviors that shape will not be set invisible prior to that time. (Same
will make them work better for frame-by-frame animation. reasoning as for new layers.)
These improvements include the following changes and
enhancements: If the children of a switch layer have layer
colors assigned to them (as described in
• You no longer need to select a switch layer’s active “Using Layer Colors” on page 188), the
child in the Layers palette. You can now simply Alt corresponding keys in the timeline will have the
COMMAND/Ctrl Right-click on it in the workspace. same color when those children are active. This
makes it easier to see at a quick glance what switch
• When a layer is added to an empty switch group, it layer is active at what time.
becomes the active child at frame 0.
• When a new layer is created inside a switch group, Switch layer keyframes are displayed in the
Anime Studio will assign a unique name (which is timeline. You can mouse over one of the
necessary for proper switch group functionality). keyframes to see which layer is active at that point.
Particle Layers
Particle layers are a way to simulate such effects as flowing
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
The complete list of settings for a particle layer is as follows. • Particle Count: The total number of particles visible at
These settings are accessible in the Layer Properties dialog, any one time
under the Particles tab:
• Preview particles: The number of particles displayed in
the working view (a smaller number than Particle count
keeps the working view from slowing down too much)
• On at start: Whether the particle layer should be on at Generators” on page 246 in your Anime Studio
the start of the animation Tutorial Manual.
• Full speed start: If the layer is on, this checkbox • Direction: An angle indicating direction to spray
indicates if it should be running at full speed, or just particles in (see above figure)
starting
• Spread: How wide the spray should be (see above
• Orient particles: If checked, then the particles will figure) (a value of 360 will cause particles to spray in all
rotate to face the direction they’re moving in directions)
• Free-floating: If unchecked, then the particles will be • Acceleration: The direction of acceleration (straight
tied to the particle layer if it is moved down simulates gravity)
• Evenly spaced: if checked, then the particles will be • Rate: The rate of acceleration
released in even time increments
• Copy all Particle settings to other selected layers:
• Randomize playback: Normally, particles will start When multiple layers are selected, check this option
their animation from the beginning when they are and click the Apply button to copy all particle settings
first created. If this box is checked, then particles will to all other applicable selected layers.
start playback at a random time. This is useful when
simulating things like crowds of people when you use
effects (see “Effects” on page 232 in your Anime Note Layers
Studio Tutorial Manual).
Anime Studio’s Note layers work kind of like sticky notes.
• Use Base Layer as Source: Check this option if you You can add a note layer to remind yourself of something
want to use the bottommost layer as a shape that you need to work on, or to explain to other animators
generates your particles. For more information on some important aspect of your project file. If you add a
this feature, see “Tutorial 6.4.2: Custom Particle note layer at a frame other than zero, the note will only
appear starting at that frame. That way, you can add
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130 Anime Studio Pro 11
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notes that refer to specific parts of your animation (ex. “Use You can assign a color to the Note layer in
more exaggeration here!”). the General tab. After you create the Note
layer, open the Layer Settings dialog and switch to
the General tab. Choose a color from the Layer
Color drop-down menu, as described in “General
Tab” on page 192. If the color is set to Plain, the
note will appear against the default background
color.
Audio Layers
Audio layers allow you to add an audio file to your project.
You will be prompted to select a file after choosing this
layer type. A graphic representation of the audio file
appears in the timeline after the file is selected.
Note Layers
When importing OBJ files, Anime Studio will also load any
associated material file, importing the objects’ colors and
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
For further information on importing 3D objects within
3D layers are a way for you to import true 3D models into
Anime Studio Pro please see the Anime Studio Tutorials
Anime Studio. When a 3D layer is rotated in space (or the
section at http://my.smithmicro.com/tutorials/.
camera moves around it), you actually see that backside
of the model. Anime Studio supports importing OBJ files
into 3D layers - OBJ is a common 3D file format that most
3D programs can read and write.
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Patch Layers
Patch layers are used in the Character Wizard to create
objects that appear both in front of and behind objects on
another layer. You can also create patch layers manually.
Patch Layers
However, when one joint meets another joint, there are Let’s say you want to blend the area between the torso
outlines that overlap with other body parts. This is where and the right upper arm (Upper Arm R), which appears
patch layers come in, because you can blend the two directly above the torso in the Layers window. To do this,
layers together and “hide” the line where they connect. you would follow these steps:
Look at the following example, which shows a number of 1. Select the Upper Arm R layer, so that the new Patch
body parts that are placed inside a Bone layer named layer will appear above it.
Skeleton.
2. Create a new Patch layer in the Layers window.
Text Layers
The new Patch Layer in place.
The Text Layer option adds a text layer to your document,
and works the same as the Text tool, the Draw > Insert
6. Use the Manipulate Bones tool to test the positioning of
Text command or by using the keyboard shortcut Ctrl/
your patch.
Command+T. For a description of the Insert Text dialog, see
“Inserting Text and Word Balloons” on page 146.
If you need to change the target at any time,
you can double-click the Patch layer and
choose a new target from the Patch tab in the Layer
Settings dialog.
Text Layers
• 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 along
Hold the Shift key while rotating to snap the
the plane in which you want to move the object,
rotation to 45 degree angles.
and then use the Transform Layer tool to move the
• To scale a layer: Click one of the corner handles to object along the plane of the camera’s current
scale the layer uniformly. Drag a handle on the top, view.
bottom, right, or left edge of the rectangle to scale the
object horizontally or vertically. If the Show Path box in the tool options area is checked,
then the motion path for the current layer will be displayed
Press the Alt key while scaling to maintain the
in the working area when this tool is active. This makes it
volume of the object while you scale ... in other
easier to visualize and plan out the motion of a layer.
words, if you increase the height of an object, the
width will decrease; or if you increase the width of Direct Path Editing: To edit the motion path directly, hold
an object, the height will decrease. down the Ctrl key (Windows) or Cmd key (Mac) , then 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
Transform Layer
by a greater increment.
Tool Options (for Translating) • Scale X: Allows you to enter a numeric value for
scaling along the X axis.
Transform Layer Options for Translating • Scale Z: Allows you to enter a numeric value for scaling
along the Z axis.
• Position X: Allows you to numerically enter a value for • Reset: If pressed at Frame 0, resets a layer back to its
the X coordinate. default value. If pressed at any other frame, resets the
layer to the value or values set at frame 0.
• Position Y: Allows you to numerically enter a value for
the Y coordinate.
Tool Options (for Rotating)
• Position Z: Allows you to numerically enter a value for
the Z coordinate.’
Tool Options (for Scaling) • Angle: Allows you to enter a numerical value for
rotation along the Z axis.
Tool Options (Other) Layer tool. The location of the origin can also define how a
layer will move when it is attached to a group of bones.
Set Origin
• Show Path: Check this option to display the motion
path on the layer. Uncheck the option to turn the Although you can change the origin at any time, the
motion path display off. position of a layer’s origin is not animated. We recommend
setting the layer’s origin just once, and then leaving it alone
• Flip Layer Horizontally: Click this button to flip for the rest of the animation - otherwise unpredictable
horizontally. movement can occur. In most cases, you will never need
to change the origin of a layer at all.
• Flip Layer Vertically: Click this button to flip vertically.
Tool Options
Set Origin
With the Set Origin tool selected, click anywhere in
the layer to set the origin to that point. The origin of a
layer is indicated by the crosshair displayed when editing
that layer. The origin is the point that the layer rotates Set Origin Options
around when using the Rotate Layer tool, and the point
that the layer resizes around when using the Transform
• Origin X: Allows you to view or enter a numerical value Previously, there was no indication that a
for the X origin layer was set to follow a path. This could
make it very confusing when opening a file you
• Origin Y: Allows you to view or enter a numerical value weren’t familiar with (or hadn’t used in a while).
for the Y origin Certain layers might move in unexpected ways.
Now, layers that follow a path get a little extra
• Reset: If pressed at Frame 0, resets a layer back to its
squiggly line (indicating path following) on top of
default value. If pressed at any other frame, resets the
their icon in the Layers palette.
layer to the value or values set at frame 0.
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
option in the Options section of the Layer Settings dialog the 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 In the Layers window, create a new Text layer.
you want to select, and its layer is automatically selected Click the Insert Text Tool, located in the Layer Tools
for editing. If there are multiple objects in the layer, the section.
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 your edit the text afterward. To do so, open the Layer
text as normal, making sure that there is a stroke on Settings dialog and click the Text tab to make your
the text. Then use the Freehand tool (with its Auto changes.
Weld option on) to slice the text or letter up into
Scale: Use the Scale slider to increase or decrease
shapes that you can color differently. Finally, use the
the text size, or enter a scale value in the Scale
Delete Edge tool to remove the lines that hang out
field.
from the edges of the text. See “Freehand” on page
44 and “Delete Edge” on page 50 for more Leading: Use the Leading slider to adjust the
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 options
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that affect the appearance and placement of the 7. Use the following settings to determine the color and
balloon tail, or whether the outer edges of the balloon size of the word 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 337.
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 Reset tool options.
available in specific circumstances. These tools appear in
the Special section of the tool palette when the conditions
are met. The sections that follow describe how these
special tools are uses.
Poser
Poser 7 or later must be installed on your system in
Anime Studio has a smart tool palette, which
order for this feature to work. In addition, the scene
shows and hides tools based on their need.
that you import into Anime Studio must contain objects
The position of the tool shown in the screenshots may
that are installed in libraries that are recognized by your
differ, depending on the selected layer in the Layers
Poser application. Refer to your Poser documentation on
palette, and the current time in the timeline.
how to use, add, and maintain content in your Poser library
folders.
Click the tool icon in the properties bar to
display a submenu. Choose Reset Tool to
reset the current tool to its default settings. Choose
Reset All Tools to reset all tools to their default
settings.
Poser
or not. In Anime Studio, choose the File > Import > Poser After the Poser scene has been imported, the Poser tool
Scene command, and select the scene that you saved is enabled in the Special section of the tool box. You can
from Poser. click one of the body parts to rotate it with the Poser tool,
or you can use the Poser Parameters dialog (Window >
Poser scenes that use dynamic hair are very Poser Parameters) to rotate or scale the selected body
resource intensive. If your Poser scene uses part through the use of sliders.
dynamic hair or other resource-intensive features,
be careful not to use extreme settings.
Switch Layer
This is a specialized tool for use with Switch layers
Particle Layer
only. This tool has no effect if you click and drag in
This is a specialized tool for use with Particle layers
the workspace. What it does is supply a popup menu in the
only. This tool has no effect if you click and drag in
tool options area that lists all the sub-layers of a switch
the workspace. What it does is supply a checkbox in the
group. You can change the active layer by selecting it
tool options area that lets you control whether the particle
from the menu.
layer is turned on or not (emitting particles or not).
Switch Layer
Particle Layer
Crop tool
Tool Options
Crop tool
Particle Options • Reset Crop: Click the Reset Crop button to restore the
image to its original apperance.
• 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,
Video Tracking and then drag to position the point exactly where you
want to place it. It is optional, but recommended, that you
To use the video tracking feature, you need to have a name the tracked point in the Tracker Name field of the
movie file in your project. Either import a movie into an status bar. For example, since we are tracking a thumb
existing project or open a movie file from scratch. The here, we name the tracking point Thumb.
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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
Reset tool options.
Camera Tools
The following tools let you move a virtual camera around in Track Camera
a scene. Although layers in Anime Studio are primarily 2D,
Anime Studio’s camera can be moved around in true 3D This tool moves the camera up and down, and
space. The camera tools affect all layers in the document, side-to-side. By giving the project’s layers different
not just the currently active layer. depth values, you can create parallax (depth) effects.
Holding the Shift key while using the Track Camera tool will
If a tool has the following symbol next to it: , then it can
constrain the camera to only move vertically or
be used for animation - using the tool at different frames
horizontally. Holding the Alt key will move the camera
in the timeline will cause the object you adjust to change
forward and back.
over time.
If the Show Path box in the tool options area is checked,
Click the tool icon in the properties bar to then the motion path for the camera will be displayed
display a submenu. Choose Reset Tool to in the working area when this tool is active. This makes it
reset the current tool to its default settings. Choose easier to visualize and plan out the motion of the camera.
Reset All Tools to reset all tools to their default (The camera’s motion path is only visible when the Orbit
settings. Workspace tool has been used to view the scene from
outside the camera.)
Roll Camera
This tool rolls the camera side to side. Try tilting your
head side to side, and you’ll understand this tool
immediately.
Track Camera Tool
Zoom Camera
Roll Camera Tool
This tool zooms the camera in and out on the scene,
just like the zoom control on a real camera.
Technically, the Zoom Camera tool is changing the field of
view angle (or focal length) of the virtual camera. The Pan/Tilt Camera
default camera Z position and field of view is equivalent to
a 35 mm camera to reduce the wide angle distortion. This tool changes the viewing angle of the camera.
Drag the tool up and down to change the tilt angle
of the camera, and drag side to side to change the pan
angle. Hold the Shift key while using this tool to constrain
the camera to only one direction of rotation. Press the Alt
key while dragging with the Pan/Tilt camera tool to orbit
arround a central point, such as when you want to fly
Zoom Camera Tool
around a 3D object.
This tool is most useful when you’ve set up a scene in 3D
(different layers at different depths), and have placed the
camera so that it is sitting somewhere among the layers,
not viewing them from a distance.
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In order to be consistent with multi-touch moving the objects in your project - only your view of them
features, the Pan/Tilt Camera tool has had its is changing, not where they appear in the final image. A
mouse direction reversed. shortcut for the Pan Workspace tool is to click and drag
in the working area using the right mouse button - it’s a
quick way to pan, regardless of what tool is selected in the
toolbar.
the scene, you can select Reset from the View menu, click
the Reset View button in the tool options area of the Anime
Studio window, or press the Home key to reset the view.
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,
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.
Anime Studio Pro interface
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 your project. A quick way to do this is by using your right
layer. The second is a blue rectangle that indicates the mouse button. By dragging the right mouse button in the
visible region of the project. Only objects that are within working area, you can move around from side to side. If
this rectangle will appear in your final animation. 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
restore a reasonable overall view in the working area, press
the Escape or Home keys, or choose Reset from the View
menu (see “Chapter 24: View Menu” on page 441).
The background of the working area is usually just a blank
color, but if you drag an image file into the working area, it
will appear in the visibility rectangle. This is a helpful feature
meant to allow you to trace the image with the drawing
tools.
The real work that happens in the working area is not
covered here, but is described in the sections “Anime
Studio Tools” on page 31, and“Anime Studio Windows”
on page 175.
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.
Playback controls
Status Bar
Display Quality
Playback Buttons Near the bottom-right of the main Anime Studio window
Near the bottom-left of the main Anime Studio window is a popup box that lets you customize the level of display
are a set of playback buttons that allow you to play/stop/ quality in the editing area. The Display Quality popup lets
rewind/etc. your animation. you control the following options.
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.
Window commands
GPU Acceleration on (top) and off (bottom)
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.
window to open the Layer Settings dialog. In the General it will act independently from the original, allowing for the
tab, choose a color for the layer from the Layer Color creation of unique assets. You can even reference layers
drop-down selector. The layer will then be displayed in the across multiple documents, opening up new workflow
Layers window in the color that you choose. possibilities for team based productions.
When you make changes to the original layer, the
changes are applied to all instances as described in the
following sections.
You can easily create reference layers from the Layers
palette. Simply click the Reference Layer icon to add a
reference layer above the currently selected layer.
• When you change a setting that is common to all Colorizing (“General Tab” on page 192): 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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Layer Shadow (“Shadows Tab” on page 202): All Settings in the 3D Options tab (“3D Options”
Shadow On, Offset, Blur, Shadow color, Shadow on page 225): 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 202):
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 202): 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 228):
Motion Blur (“Motion Blur Tab” on page 206): 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 through
• Name: This field allows you to change the name of the
the timeline. When unchecked, layer effects do not
layer. You can type in any name for the layer you want
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.
Motion Blur Layer Settings • Copy all Motion Blur settings to other selected layers:
When multiple layers are selected, check this option
and click the Apply button to copy all motion blur
settings to all other applicable selected layers.
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 83 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 an alpha
the current source image is contained within. channel and the edges look bad after importing, it
may be because the movie has premultiplied alpha.
• AVI movie has alpha: Turn this on if the image layer is Check this option to improve appearance.
using an AVI movie, and that movie includes an alpha
channel. • Movie FPS: Sets the speed of the movie in Frames per
Second
• Loop movie indefinitely: When checked, the movie
plays in a loop for as long as required in the animation. • Warp using bones: If this box is checked and the image
When unchecked, the movie plays once and stops layer is placed inside a bone layer, the bones can
when it reaches its end. be used to warp the image as if it were printed on a
rubber sheet.
• Play backwards: When checked, plays a movie layer
backwards (in reverse frame order). • Nearest neighbor sampling: When this option is not
checked, Anime Studio will try to smooth out the areas
• Persist First Frame: When checked, displays the first in between pixels when you enlarge the image. If
frame of a movie continually until the playhead you want the images to look blocky when they are
reaches the frame at which the movie begins to play. resized, turn this option on. Anime Studio will not smooth
When unchecked, the movie will not appear in the the image and it will start to look blocky when it is
project until the playhead reaches the first frame in the enlarged.
movie.
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. movie file, with the toon effect applied, in your final
Load an image or movie into a new layer. Open the project.
Layer Settings dialog to the Image tab and check the
Some types of images work better than others. Faces
Toon Effect option. The image or movie will be processed
should be pretty large in the image. If the face is small then
through the Toon Effect filter.
a lot of detail will be lost or blurred together.
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 • Interpolate sub-layers: If this box is checked Anime
file used to control the switch layer. A data file is not Studio will do smooth transitions between the sub-layers
required (you can control a Switch layer manually by as long as they’re all vector layers and contain the
right-clicking its entry in the Layers window), but if you same number of points.
do want to use a data file you have two choices:
• Frame-by-frame drawing: Check this option to enable
If you want a quicker lip-sync solution, you Frame-by-frame drawing features on the selected
can use an audio file as a data file. In this switch layer. This option is used in conjuction with
case, your switch file should contain several version frame-by-frame animation layers. For a thorough
of a mouth shape, ranging from closed to wide example of using frame by frame animation in Anime
open. The volume of the audio file will control which Studio, see “Tutorial 5.10: Using Frame by Frame Layers
mouth shape is used at which frame. If you do use for Animation” on page 221 in your Anime Studio
an audio file to control the Switch layer, you can Tutorial Manual.
either use automatic volume gain (recommended)
or set the gain manually. The gain controls how wide
the mouth gets. When using manual gain, start with Particles Tab
a value of 1 - if the mouth seems too wide, try smaller
This tab is only available for particle layers. The description
values (0.75 or 0.5). If the mouth isn’t wide enough,
for how these controls affect a particle layer can be found
try higher gain values (1.5 or 2).
in “Particle Layers” on page 126.
3D Shading Options
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
that are closer appear in front of those further away, click the Apply button to copy all Note settings to all
regardless of the layer order. However, if you turn other applicable selected layers.
this checkbox on for layer X (a 3D layer), then when
layer X gets rendered it first resets the z buffer. This is a
way to force a 3D layer to appear in front of other 3D
layers that it might actually be behind. In other words,
sometimes you may want multiple 3D layers to interact
in the Z dimension (hide behind each other, or even
interpenetrate so that some parts of one object are
in front of another and some parts behind). This is the
normal behavior. Turning on the Reset Z Buffer option
forces 3D objects to act like regular 2D layers and just
be in front of or behind each other according to the
layer order in the Layers palette.
Physics Tab
The settings in the Physics tab are as follows:
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Physics Settings
Bones Settings
• SHAPE: In this mode the style you define will edit the
style of the currently selected shape. Selecting a shape
in the workspace or in the shape selection drop-down
menu will enter shape mode.
Name Field • Shapes: The fill and/or stroke that make vector
construction visible when rendering/exporting. For
example, if you use the Draw Shape (E) tool with the
Shape Selection Drop-Down Menu (21) Auto-fill and Auto-stroke options unchecked, you will
create a vector construction without any shape and
You can use this menu to select any existing and named it will not be visible when rendered/exported. You can
shape on the current vector layer. Select <None> to always use the Create Shape (U) tool to make a shape
deselect all shapes. using this vector construction. Enabling either or both
of these Auto options before using the Draw Shape
tool will create a visible shape with the properties
chosen.
brightness. The vertical colored bar to the right of this is Fill Effect Drop-down Menu (17)
where you chose the color hue. The next, checkered bar is
where you set the color alpha value (opacity). At the top These drop-down menus in advanced view allow you to
right are two color chips. The top one is the current color select two different fill effects. There are many effects to
and the lower one is the previous color ( click to restore). chose from:
Below these are manual inputs for the red, green, blue,
and alpha values. And last is a hexadecimal field where
you can copy or paste hex values to set the color.
Color Picker
Expanded Menu
• Threshold: Works in conjunction with blur, and can be Halo Effect Options
used to produce smoother transitions in corners. The
more an object is blurred, the more the threshold will • Inset Radius: Adjusts the radius of the inner area
have an effect. The blur is computed first, and then
the threshold is added on top of it to smooth out the • Blur Radius: Adjusts the softness around the halo
overall shape.
• Halo Color: Click the Color chip to select a color for
the halo.
• Halo Only: Check this option to only add the halo • Type: Allows you to choose one of four types of
effect without the fill. gradient effects:: Linear, Radial, Reflected, or Angle.
The preview shows an example of each type.
Gradient Fill Effects
• Allow transparency: Check this option if you want the
Gradient fill effects can be animated and can also gradient to appear partially or completely transparent
respond to bone warping. You can animate the location in some areas.
and color of all of the color markers in the gradient. All
changes in color will show up in the timeline when added. • Color: Allows you to select a color and transparency
for the selected gradient marker (below).
This is the dialog used to control the gradient effect. The
following options appear:
• Gradient bar: This bar shows the current gradient.
Image Texture Fill Effects • Don’t Repeat: Choose this option if you do not want
to repeat image used for the fill. The image will be
When you choose Image Texture Fill effects, a dialog rescaled proportionally as needed to fit the width or
displays the following options: height of the area that will be filled.
When the Through Transparency option is checked, you will When you choose a Drop Shadow, a dialog displays the
see a change after you render a preview. The transparent following options:
areas in the texture will now be transparent through the
entire shape. This causes the transparencies in the image to
function similar to a mask.
Drop Shadow
Drop Shadow Effect Options
The Drop Shadow feature allows you to quickly and easily
create a drop shadow for your objects. The feature allows
• Light Angle: Provides a dial that allows you to change
you to set the angle from which the light shines, how much
the direction that the light is coming from. You can also
the shadow is offset from the object, and the blur radius (or
enter a numerical value. Zero degrees is located at the
softness) of the shadow. In addition, you can set the color
bottom of the dial.
of the shadow through a color swatch.
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The Crayon feature allows you to simulate the effect of • Erase to Background: Check this option to erase
something that is drawn with a crayon. The feature allows underlying strokes with the crayon.
you to adjust the width and density of the crayon stroke.
You can also use the crayon as an eraser. • Minimize frame-to-frame randomness: Check this
When you choose the Crayon effect, a dialog displays the option to keep the crayon effect from jittering during
following options: the animation.
Legacy Effects
Splotchy
Spots Options
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
16) 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.
Sketchy
There are two more stroke Legacy Effects: • 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.
When a style is applied any overrides checked in that override for fill, stroke, and line width. You can create
saved style will override those properties in the shape or styles with any combination of these properties.
default.
• When a style is applied any overrides checked in
that style will override those properties in the shape or
Stroke Width Override Checkbox (25) default.
Later, if you want to change the color of the character, just displays the 3D thickness of the default style or selected
modify the Skin style, and any shapes that use that style will shape. After clicking this field, you can type in or use the
change instantly. Use the Style management drop-down mouse wheel to adjust this value.
menu to create new styles and to select a style for editing.
These swatches appear in the Color Swatch (10) below.
You can select any saved style you have created to apply
to the default style or the selected shape. Select <None>
to clear the applied style.
Swatches
Expanded Menu
Color Swatch Drop-down Menu (9)
You can define global shading, line width, etc. to maintain
This menu allows you to select from a variety of color
a consistent look throughout your project.
swatches or select a Custom Image as a swatch.
Color Swatch
• Press Paste (12) to apply a previously copied set of Checker Selection (27)
properties to another shape or style.
When the Checker Selection option is enabled, a
• Press Reset(13) to switch back to editing the default bounding box will be shown around the selected shape
fill and line properties - if a shape or style is currently rather than displaying the object with a checkerboard
selected, it will be de-selected. pattern. This allows you to see the colors and outlines of the
selected shape more clearly.
Chapter 14: The Library 1. Category Icons: The Category icons allow you to
select library content that is arranged in several
• The Search tab which allows you to search your 4. Extended Details Panel: The Extended Details Panel
content folders for specific files. See “Searching the displays metadata about the selected library item. It
Library” on page 272. is shown or hidden as described in “Display Options”
on page 265. For other display options, see “Detail
• The Favorites tab where you can gain easy access
Options” on page 268.
to your frequently used or favorite content items. See
“Favorites Tab” on page 273. 5. Breadcrumbs: The breadcrumb displays the
hierarchical folder path to the currently selected item.
You can show or hide breadcrumbs as described in
The Library Tab “Display Options” on page 265.
The Library tab consists of the following main areas:
6. Display Options Widget: Click this widget to show or
hide the library display options panel. See “Controlling
Library Appearance” on page 265.
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7. Library icons: See “Loading and Managing Items using Virus and ad blocking software may affect
the Library Icons” on page 268. the display of thumbnails in the library. If
thumbnails are not appearing in the library, try
turning off your antivirus or ad blocking software to
see if that resolves the issue, and check to see if your
software allows you to set permissions so that the
thumbnails can be displayed.
Category Icons
Controlling Library Appearance • Item List Panel (2): If this option is checked, the items
in the selected folder will be displayed in a separate
The appearance of the library window is controlled by a
window on the right side of the library, and the Tree will
widget that is located at the bottom of the Library window.
display folder hierarchy. If not checked, the items in
If you expand this widget you will find four categories of
the selected folder will be displayed as thumbnails in
options: Display, Tree, List, and Details. The options in these
the tree beneath the folder in which they are located.
categories are described below.
Options for the item list panel are discussed in “List
Options” on page 267.
Display Options
• Extended Details Panel (3): Check this option to display
The options in the Display Options tab control which metadata for the selected library item. Options for
elements are displayed in the Library tab. Check or the extended details panel are discussed in “Detail
uncheck the following items as desired: Options” on page 268.
• Breadcrumbs (4): Check this option to display the thumbnails in the tree using the Tree Options tab shown
a breadcrumb trail to the selected item. The below. The display options are as follows:
breadcrumb trail will appear at the top of the library
window.
Tree Options
Tree Options
By default, the Tree displays the content in your library in a
hierarchical folder structure. You can adjust and position of
List Options
Tree (default view)
The options in the List Options section control the size and
You can navigate through the tree as follows: spacing of the thumbnails that appear in the List Item
panel when it is displayed.
• Use the Up and Down arrow keys to move higher or
lower in your content tree.
• Use the Right and Left arrow keys to open and close
folders.
• Thumbnail Size: Move the slider left or right to decrease • Minimum Image Size: Move the slider left or right to
or increase the size of the thumbnails in the Item List decrease or increase the minimum image size of the
panel. thumbnails used in the Extended Details panel.
Detail Options • Drag the left or right side to resize the width of the
Library.
The options in the Detail Options section control the
appearance of the thumbnail in the Extended Details • Drag the top or bottom edge to resize the height of the
panel. The options are: Library.
• Double checkmark: The Add to Scene (double check) • Add to Favorites: Click to add the currently highlighted
button adds the selected item to your scene. After you library item to your Favorites list.
choose a content category and locate the item you
want to use in your scene, click the Add to scene icon
to add the item to your project. Maintaining Your Content Folders
• Create New Folder: Click the Add a Folder (+) button to When you first start Anime Studio, you are prompted
create a folder beneath the currently selected Library to create a content folder. The steps are discussed in
folder. “Creating a Content Folder” on page 16. You can use
the subfolders in this directory to store your own custom
Anime Studio-compatible content.
In addition, the Library window allows you to add content 4. Enter a new folder name and choose OK. The folder
to your own folders so that you can access this content appears in the Library window.
more easily. When you select one of the category icons at
the top of the Library window (such as Characters, Props,
Cameras, and so on), you’ll see a “My” folder at the top
of the content pane. For example, you will see a folder
named My Characters in the Character category.
You can maintain your Library palette by adding and
removing items to and from the Library palette, as
described below.
Creating Subfolders
You can create new subfolders in the library to store your Creating a Subfolder
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 Adding Items to the Library
new folder to store your own characters, select the
Characters category. Saving an item to the Library palette adds the appropriate
item to the currently selected category/subfolder. To add
2. Highlight the folder beneath which you want the new an item to the Library palette:
folder to appear (such as the Anime Characters folder
1. In the Layers window, locate and highlight the
shown in the following figure.
item that you want to save to the library. Assign a
3. Click the Create New Folder icon located at the descriptive name to the object, if necessary, as the
bottom of the Library palette. You are prompted to Library uses the layer name to identify the Library
enter a name for the new folder. object name.
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2. In the Library window, select the desired category/ If you select the Styles category you can save
subcategory by clicking the appropriate Category styles documents into the library. You will be
icon (Figures, Props, Images, Audio, Video, Effects, asked whether to export all styles or only styles from
Scenes, 3D, Styles). the currently selected layers. Once saved in the
library, these Style files can be added to Favorites.
3. Click the Save to Library icon (+) at the bottom of the Anime Studio will generate a preview for the Style
Library palette. The object is saved to the Library folder document, and up to 8 styles can be represented. If
that you selected. the Styles document contains more than 8 styles,
only the first eight will be previewed.
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 in the
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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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.
Transform Layer
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 156.
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.
The different views of the character appear as bone groups 12. At Frame 18, switch to the Back 3/4 view.
within the switch layer. The layer that shows a highlighted bone
is the switch layer that is currently visible for the character. 13. At Frame 24, switch to the Back view. At this point, your
character has turned one-half of the circle.
10. At Frame 6, right-click in the Switch layer (shown as
14. Now select the Transform Layer tool. You won’t actually
Man in the above figure), and select the Front 3/4
use this tool, but you will use the Flip Horizontal button
view. Your character should rotate to that view and a
later in this tutorial.
keyframe will appear at Frame 6.
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 16). 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.
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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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 won’t see a change in the Bone channel until you actually
move a bone.
Timeline Window
The Timeline window is used when animating in Anime
Studio to control the current time, and to control objects’
keyframes.
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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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.
Noisy interpolation
Bezier interpolation
• Cycle: Cycles back to a specific frame number • Elastic: Similar to bounce, above, except that the
(absolute cycling), or back by a specified number of effect overshoots the ending value and then curves
frames (relative cycling). back again until it settles down on the ending value.
You have control over the scale of the bounces, and
can also allow the elastic effect to happen in reverse.
Cycle interpolation
To add an onionskin marker, click in the tickmarks, • Outlines only: With this option checked, onion skin
beneath the frame number at which you want to frames will be displayed at various levels of opacity.
add an onionskin. Frames that are farther away from the current frame
will be more transparent, and frames that are closer
To remove an onionskin marker, click the marker
will be less transparent. With this option checked.
that you want to remove.
the onion skin frames will be displayed only in outline
form. Onionskins before the current frame will be
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
Camera Channels
Line Color
Camera Tracking
Selected Line Color
Camera Zoom
Threshold
Perspective Shadow
Bone Target
Bone Dynamics
Bone Translation *
Document Markers
Layer Markers
Physics Channels
Enable Physics
Physics Nudge
2. Choose Window > Keyframe or use the shortcut Ctrl/ Interpolation: Use the Interpolation menu to
Command+Alt E to open the Keyframe dialog. select the desired interpolation method for the
keyframe selection. These methods are described
in “Choosing an Interpolation Method” on page
307.
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.
Keyframe context menu
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
Deleting Keyframes
keyframes you want selected.
You can also right-click a keyframe and then use the Select To delete selected keyframe(s), press the Delete key.
Keys to Right command in the context menu to select all Deleting a keyframe removes motion from an object.
keyframes that appear in time after the currently selected
keyframe. This helps when you need to add space in the Moving Keyframes
middle of a long animation, because you won’t have to
scroll through to the end of the animation while selecting Keyframes can also be moved by dragging them forward
keyframes manually. and back in time. If you want some motion to take less
time, drag its keyframe to the left. To take more time, drag
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
Keyframe context menu, and choose Label > followed
by your color choice (Gray, Purple, Blue, Green, Yellow, Assigning a color label to keyframes
Orange, or Red).
Select all the keyframes for that object and use the mouse
to move the object to the new location. Then release the
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.
are: smooth (the default), ease in/out (also a smooth The Sequencer allows you to easily move a layer forward
motion, but the object starts off moving kind of slowly and or backward in time. Move the clip toward the left to have
slows down again as it approaches the next keyframe), it start sooner, or toward the right to have it start later.
linear (motion is straight from one keyframe to the next, The green arrow in the time ruler, located at the top of
leading to a somewhat mechanical look to the motion), the Sequencer timeline, indicates the frame at which the
step (there is no transition at all - the object just jumps currently selected clip will start.
from one keyframe to the next), noisy (the object moves
in a slightly wobbly motion), and cycle (the value from You can also reposition your clips in the
this keyframe to the next will be taken from some earlier Channels timeline view. Select the channel
section of the timeline). you want to move, then right-click in the Time Ruler
to drag the green arrow to the right or left. You’ll
notice the keyframes and arrow relocate with the
Sequencer mouse.
The sequencer provides another view of the timeline. It For example, you can reposition a layer from frame 1 to
displays each layer as a block of time. Keyframe changes frame 38, causing the animation in that layer to start at
are not displayed in the sequencer, but you can create a later time. To move a layer and its sublayers, click the
keyframe changes in this view. topmost layer and move all of them at the same time. To
move a sublayer, click the desired sublayer to move it on
its own.
The Sequencer
Check or uncheck the Visible setting in the Layer Settings If you import an audio file, it has a fixed duration in the
dialog to show or hide a layer sequencer. You can see where the sound effect will
happen. Say you want a pop to happen when your
In graph mode, you can still add keyframes (use the popup Another thing you may notice when using animation
menu through the right mouse button), delete keyframes, cycling: A channel that cycles will have a repeating curve,
and move keyframes back and forth. In addition, you can without more keyframes after the one that cycles.
move keyframes vertically - that is, change the value of
For a hands-on example of using the timeline in graph
keyframes.
mode, see “Tutorial 5.4: Animation Curves” on page 191 in
Something that will become apparent in graph mode is your Anime Studio Tutorial Manual.
that some channels have more than one value for every
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 200 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 448. 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.
Select the Happy morph in the Actions window, and notice the
keyframes in the timeline You can morph any type of value. The Angry morph will
change the color of the face in addition to changing the facial
Continue creating additional actions, such as Angry and features.
Sad, that you want to blend together. Note that your
action can change keyframes for anything. In addition
to moving some points, the Angry action also changes
the color of the face. Now you should have a number
of actions, all with single-frame animations that have
keyframes on frame 1.
Anime Studio
Menus
documents than can be displayed there. Click this • To switch to the next document press Ctrl Tab
chevron to display a menu of all opened documents. (Windows) or Alt Tab (Mac).
When you choose a document from the menu, Anime
Studio will move it to the first tab in the document tab • To switch to the previous document press Ctrl Shift Tab
bar. (Windows) or Alt Shift Tab (Mac).
Autosave files are generated for all open documents. If the
application doesn’t shut down properly for some reason,
a dialog will give you the opportunity to reopen them the
next time you launch Anime Studio. Viewport settings and
tool selections will also be restored.
Open... web pages and web services. In Anime Studio, the JSON-
based file format will also remove the need to export files
Prompts you to open a Anime Studio project file that was that are version-specific.
previously saved to disk. The Open dialog allows you to
Anime Studio will still read .anme files going
select multiple documents. You can also drag one or more
back to Anime Studio 6, and will still write to
documents from Windows Explorer or Finder to open them
the .anme format, but this format will be
in Anime Studio. Each document will open in its own tab.
deprecated.
Anime Studio will display an alert if you try to
open more than 64 documents.
The .anme format can be saved with
Metadata in the document. This behavior will
See “Multiple Document Support” on page 341 for more also be deprecated in favor of a “ScriptData”
information. object that is only used in user scripts. We
recommend that you prefix any script data with a
If you open an Anime file that references an
distinguishing name in order to avoid data collisions
image file that has been renamed, you only
with other user scripts. In addition, we recommend
need to locate it one time, even if it used multiple
that this data is no longer intermingled with data
times in the Anime file.
that Anime Studio saves as metadata.
• Anime Studio (Legacy) (.anme): The legacy file format Click the X in the tab to close the current document.
that has been used in prior releases of Anime Studio.
This extension also supports Anime Studio 11 features.
Any of the following features that are used in an Anime Project Settings...
Studio 10 project will not be exported when you choose this
command: Brings up the project settings dialog. As seen below, the
project settings dialog lets you control the pixel width and
• Bone targets height of the project, as well as the number of frames per
second. You’re free to change these values at any time,
• Independent bone angles although it’s easiest if you set up the values you want
before you start creating your animation (particularly the
• Squash and Stretch bones frame rate). Also in this dialog, you can set the start and
end frames of your animation, defining how long the
• Hidden bones
overall animation will be.
• Shy bones
• Stagger interpolation
• Threshold effects
• 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 the computer, textures, computer-generated 3D
in the scene you want to import. Check one or more scenery, etc. The image formats supported by Anime
of the layers to add it to your own project (a preview Studio are: JPEG, BMP, Targa, GIF, and PNG. Generally,
of the selected layer appears on the right side of the we recommend PNG, since the PNG format provides
dialog. The Uncheck All or Check All buttons can be for variable levels of transparency, allowing you to
used to deselect or select all of the items in the project. create non-rectangular images that can blend in
Press OK to copy the selected layers into your open smoothly with other elements in the scene.
project, including any animation in the layer. This is an
easy way to share objects between project files and • Movie: Imports a movie file as a new Image layer.
reuse bits of animation here and there. Anime Studio supports importing QuickTime (Windows
and Mac OS) and AVI (Windows only) movie files. A
Several files are included with Anime Studio that movie that you import into Anime Studio will play back
contain scenery, characters, props, etc. You are along with the Anime Studio animation, allowing you
welcome to include these in your own projects by using to combine 2D and 3D elements, or to composite an
this menu command. Anime Studio animation on top of a pre-recorded
video sequence. On Windows, if you have problems
• Anime Studio Styles: Choose this command to importing QuickTime movies, then you probably need
select an .animestyle document or a .anme project to download and install QuickTime (http://www.apple.
containing styles you would like to import into the com/quicktime/). Anime Studio will also import native
current project. If the item you select contains styles not Moho files (files ending with .moho).
already in the current project they will be added to the
project. • Vector File: (Anime Studio Pro only) Asks you to select
an Adobe Illustrator (.ai) file (http://www.adobe.com),
• Image Imports an image file as a new Image layer. The SVG file, or EPS file. Anime Studio will import the bezier
most common type of file to import into Anime Studio is curve shapes in this file into a new Anime Studio vector
images. It doesn’t matter how the images are created, layer. These objects can then be further edited and
so feel free to use pictures from digital cameras, animated in Anime Studio. Anime Studio can import
backgrounds from scanned drawings or painted on vector artwork created in other vector illustration
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programs. These files can be in Adobe Illustrator, EPS, libsndfile supports is fair game. Generally, it’s best to
or SVG format. If your files are in Illustrator format, stick with uncompressed WAV or AIFF files.
make sure that you save them as Illustrator 8 (or earlier)
format. • OBJ 3D Model (Anime Studio Pro only) Imports a
3D model as a new Anime Studio 3D layer. Anime
You can open multiple Illustrator files at once. Studio can import 3D files that are in OBJ format.
Simply drag and drop multiple Illustrator files More information about 3D layers can be found in
into the Anime Studio window. “3D Layers” on page 131. Finally, Anime Studio can
import 3D files created by 3D modeling programs. At
this time Anime Studio can only import OBJ files, but it’s
• Tracing Image: (Anime Studio Pro only) Loads an
a quite common format, and most 3D programs can
image file to be used for tracing purposes. The image
export to OBJ. OBJ files can include texture maps, and
formats supported by Anime Studio are listed in
if your model uses one, Anime Studio will import and
“Appendix A: Product Comparison” on page 458.
use it as well. If you’re new to 3D, and you’re looking
The Tracing Image command is the same thing as
for a program to create 3D models for use with Anime
“Select Tracing Image” in the View menu.
Studio, we recommend Poser (http://store.smithmicro.
• Audio File: Loads a sound file to be used as a com/ProductDetails.aspx?pid=10430).
soundtrack for the current animation. The audio
• Poser Scene: If you already own Poser, you can
formats supported by Anime Studio are listed in
import Poser scenes directly as discussed in “Poser
“Appendix A: Product Comparison” on page 458.
Integration” on page 359.
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
The lower section of the File > Import menu displays Real-time media connections, combined with Photoshop
several different categories that allow you to open layer support on import, provide an exceptional way to
content that is furnished with Anime Studio. You will also design characters and other content for your Anime Studio
find these items in the Library (see “Chapter 14: The scenes. For more information on Photoshop support, see
Library Window” on page 263). In the Import menu “About Photoshop Layer Support:” on page 366.
this content is arranged in the following categories: 3D,
Audio, Characters, Effects, Images, Props, Scenes, and
Video. Poser Integration
Choose File > Import > OBJ 3D Model. You will be allowed
Real-Time Media Connection to choose OBJ files or Poser scenes (PZ3). Locate the file
that you want to import. After a brief wait, the Poser file will
The “live linking” feature allows you to import images, be imported into your scene. It appears as a 3D layer, so
movies and sound files and then edit them in their native you will be able to control the appearance of the Poser
editors without worry. Any edits you make later in third party content by opening the Layer Settings dialog and clicking
editors will automatically be recognized and updated the 3D Options tab.
within Anime Studio.
The Library content files (characters, props, how you want to handle the layer import within Anime
etc.) are installed in a shared documents Studio.
location on both Windows and Macintosh. This
allows multiple users on the same computer to share
library resources, and to install additional content
that they might download (from Content Paradise,
for example). On Windows systems in particular, it
can be difficult to add new files to the Program Files
directory when running newer versions of the
Windows operating system, which is why the shared
documents location is used. Photoshop images can be imported with individual layers, or
as a composite image.
Importing 3D OBJ’s (Anime Studio Pro If Anime Studio detects unsupported layers,
only) you will be prompted to cancel the import, or
to import the PSD file as a composite image.
Please note that loading 3D OBJ files may take some time.
Loading times depend on the complexity of the OBJ file. The choices are:
Photoshop layers shown in Photoshop. Further, you can group layers in Photoshop that can be
interpreted as layers in Anime Studio. For example, you
can create a Photoshop group that contains various
mouth positions. If you make only one of those mouths
visible in the group before you import the Photoshop
file into Anime Studio, the other layers in the group will
be configured as switch layers for the visible mouth
when it appears inside Anime Studio.
Mouth group in Anime Studio Pro (with the same mouth layer
visible).
Mouth group in Photoshop (with one mouth layer visible). There will also be a live connection between Anime
Studio and Photoshop, such that if you make changes
to the Photoshop file and resave it, the changes will
also appear in your Anime Studio project.
If layers are reordered in the original PSD file, The live linking feature between Photoshop
Anime Studio will maintain its own layer order, and Anime Studio may work unexpectedly in
but the PSD layers will still be properly referenced. certain situations. The live link works as expected
when layers are edited and left visible in Photoshop.
However, the live link may work unexpectedly after
The opacity of a Photoshop layer will be
importing into Anime Studio if you later move,
baked in Anime Studio when imported. In
delete, or hide layers in Photoshop and then return
other words, if the opacity of a layer was set to 50%
to Anime Studio.
in Photoshop, Anime Studio will see that as the 100%
value. You will not be able to increase to 100% in
Photoshop has many features, and not all of them are
Anime Studio.
supported within Anime Studio. In general, standard 8-bit
RGB files with regular pixel layers are the best way to go for
• Composite: Choose this option if you want the compatibility.
Photoshop file to be combined into a single image
Anime Studio has been tested with several Photoshop
layer in Anime Studio.
examples, and the following Photoshop features are known
to work within Anime Studio:
About Photoshop Layer Support:
• Blending modes are supported
When importing a PSD file, you have the option to load
layers individually or load the composite as a single layer. • Layer opacity is supported
The following Photoshop features are not supported in To use the script within Adobe Photoshop, copy the Export
Anime Studio: Layers To Anime Studio.jsx file to your .../Photoshop/
Presets/Scripts folder. You should then be able to open up
• Layer effects are not imported. a Photoshop document, run this script from File > Scripts >
Export Layers to Anime Studio, and it will generate a new
• Any layer that has a mask in Photoshop gets skipped.
Anime Studio file complete with an image layer for each
• 3D layers, text layers, and other kinds of non-basic or original Photoshop layer. Basically, the script converts PSD
non-pixel layers cannot be imported. formatted files to .ANME files. It exports every layer that
was created originally in Adobe Photoshop and makes it
• Layers that have visibility turned off in Photoshop will completely readable when imported into Anime Studio. All
have their names grayed out in the Anime Studio versions of Adobe Photoshop since version 7 should support
Layers palette. this script.
The script exports the following 2 things: Firstly, it converts
Exporting from Photoshop the PSD file into a .ANME file. Secondly, all the individual
layers of the PSD file are converted into individual PNG files
Anime Studio is equipped with a Photoshop export script and are placed in a folder of the same name as the .ANME
that will give you the ability to take your PSD files and file. The folder with the PNG’s and the newly converted
export them into .ANME format. The .ANME format is the .ANME file will be located side by side. It is important
native Anime Studio format. This process helps users from to note that whenever you open the .ANME file, it will
having to re-draw or export individual layers as images into reference the PNG folder. So please keep them side by
Anime Studio. side. If the PNG folder and the newly converted .ANME are
not located in the same folder, the layers within your newly
The PSD to ANME script is named Export Layers To Anime
opened .ANME will not work properly in Anime Studio.
Studio.jsx. To access this script, please make sure you’ve
configured a content location as described in “Creating
a Content Folder” on page 16. The script will be copied
into that folder.
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
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.
A preview image does not contain all the fill styles, and
Preview window.
is of lower quality, but is quicker to generate than a fully
rendered image.
• Render Cache: Click to place a preview render in
When the Preview window opens up to display your work,
your render cache. By default you can store up to 100
you can save the preview as a still image, using the popup
preview images in your render cache, which has to be
menu in the Preview window. By default, the file will be
located in a User Content folder. If you did not set up a
named with the name of your project, followed by the
User Content folder during installation, you can choose
frame number.
the Help > Set Custom Content Folder to configure one.
The following options are available in the Preview window: See “Set Custom Content Folder” on page 456 for
more information.
Export Animation...
This command brings up a dialog that lets you export an
animated sequence and save it to disk. The Anime Studio
project file is where your work is saved, but to view the
animation as a movie, to put it on the web, or to work with
it in other programs, you have to export the animation.
The options in this dialog are: • Render at half dimensions: Check this box to render a
smaller version of your movie. The output resolution is
• Start Frame: Enter the start frame for your exported as indicated in the dialog. This makes rendering faster if
movie here. you just want a quick preview, and is useful for making
smaller movies for the web.
• End Frame: Enter the end frame for your exported
movie here. • Render at half frame rate: Check this box to skip every
other frame in the animation. This makes rendering
• Entire Animation: Press this button to reset the start and
faster, and results in smaller movie files.
end frames to include all frames in the movie
• Reduced particles (Anime Studio Pro only): Some
• Output Format: The options in the Export Animation
particle effects require hundreds of particles to
dialog are described in “Saving Movies in Windows”
achieve their effect. Check this box to render fewer
on page 372 and “Saving Movies in Mac OS X” on
particles. The effect may not look as good, but will
page 374:
render much faster if all you need is a preview.
• Antialiased edges (Anime Studio Pro only): Normally,
• Extra-smooth images: Renders image layers with a
Anime Studio renders your shapes with smoothed
higher quality level. Exporting takes longer with this
edges. Uncheck this box to turn this feature off.
option on.
• Apply shape effects (Anime Studio Pro only): If this box
• Use NTSC-safe colors: Automatically limits colors to be
is unchecked, Anime Studio will skip shape effects like
NTSC safe. This is only an approximation - you should
shading, texture fills, and gradients.
still do some testing to make sure your animation looks
• Apply layer effects: If this box is unchecked, Anime good on a TV monitor.
Studio will skip layer effects like layer shadows and layer
• Do not premultiply alpha channel: Useful if you plan
transparency.
to composite your Anime Studio animation with other
elements in a video editing program.
• Variable line widths (SWF) (Anime Studio Pro only): Saving Movies in Windows
Exports variable line widths to SWF. See “What to
Avoid” on page 379 for more information about The Export Animation dialog also has several options for
variable width lines and Flash. adjusting the output quality of your animation. These
default to the highest quality rendering, but you may
• Enable multi-threaded rendering: With this option sometimes want to lower the quality to increase rendering
unchecked, only one thread will be used to rendering. speed or to output animations with smaller file sizes for
With the option checked, up to four threads will be streaming over the internet.
used.
Supported formats for Windows include the following:
When exporting a movie, Anime Studio will include an
alpha channel if the codec you’re using supports it. This
makes it possible to composite Anime Studio movies with
other media in a video editing program.
If you plan to export your animations to Flash SWF files, add extra elements, sound, etc. Be aware that
(SWF) format, you will need to use MP3 audio Anime Studio’s SWF files are compatible with Flash MX and
files instead of WAV audio files. In addition, if you later - Flash 5 and earlier are not able to load Anime Studio-
plan to render to SWF format, you can only use a created SWF files.
single audio file in the project.
What Can be Exported
Flash Tips Most common objects in Anime Studio can be exported to
Flash. These include:
Advice for working with Anime Studio and Flash
Among the other export formats that Anime Studio offers, • Vector layers
you also have the option to output Flash SWF files. SWF is a
• Fills/Outlines/Colors
format created by Adobe as a way to deliver animated
vector artwork and interactive applications. Flash • Transparency
animations are very common on the web, and most users
already have the Flash player installed on their computers. • Gradients
Because Anime Studio is also vector-based, there are
enough similarities to make it possible for Anime Studio to • Variable-width lines (try to use these sparingly - see
export SWF files. below)
However, Anime Studio and Flash are not completely • Bone warping of vector layers
compatible. Therefore, not all the features of Anime Studio
can be exported successfully to Flash. In addition, because • Image layers (PNG and JPEG only, and only if they are
Flash is a web format, small file size is important - there are not warped by a bone layer)
certain issues to keep in mind when working with Anime
Studio if Flash is your intended output format. • Particle layers (careful - a complex particle effect can
easily overwhelm Flash)
When exporting SWF files, you may want to use
Macromedia’s Flash authoring tool to combine multiple
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• Layer masking
• Layer shear
• Point animation
• Consider using a lower frame rate (12 fps, for example) resulting SWF file will be smaller, and will load quicker over
for your animation. Fewer frames means a smaller file. the web.
• If some of your layers can do without any animation • 3D camera moves - no Flash optimization is possible
at all, or just layer translation/scaling/rotation when you’re moving the camera around in 3D. Simple
(background scenery, props, background characters, side-to-side pans and zooms are OK, but when you
etc.), that can save a lot of space. start using camera pan/tilt, Flash efficiency goes down
the drain.
• If most of a layer is stationary, except for one small
object, move that object into its own layer if possible. • Try to use as few control points as possible in your
Example: a character who is waving his arms, but vector artwork.
is otherwise still - move the arms into a separate
layer from the rest of the body. The body will remain • The freehand tool and the insert text dialog can
optimized and take up much less space. generate a lot of points, resulting in a big SWF file.
• If an object sits still for a time with no animation, • Limit the use of variable-width lines. It’s easy to
consider replacing it with a non-animated object for overwhelm Flash with the complexity of variable-
that time period. width lines, making the resulting SWF file play back
unpredictably. Read “Flash Movie Size Limit” at http://
What to Avoid kb2.adobe.com/cps/144/tn_14437.html for more
information. If possible, only use variable-width lines in
If your goal is to create a SWF animation, there are some SWF-optimized layers.
things you should try to avoid. Besides the effects that
just are not possible to export, you should try to avoid the • Avoid compound shapes (two adjacent circles filled as
following effects if possible. These are all things that can be one, shapes with holes, or figure 8’s).
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
of the time. However, if you plan your animation carefully,
and use as few of the following effects as possible, the
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You can also simply open a styles document Before using this features, you will need to sign
to export styles to the current project. in to your Facebook account and authorize
Anime Studio as an application that can upload to
your Facebook account.
If your current document contains styles, but
there are no styles used by the layer(s) that
After logging in to your Facebook account and choosing
you select for a selected layers-only export, an
the Upload to Facebook command, your browser will
empty styles document will be created.
display a screen that prompts you to allow the Smith Micro
Software Video Uploader to upload files to your Facebook
account. Click the Allow button to enable this feature, and
Upload to YouTube then the upload will continue. You should only need to
authorize the uploader the first time you use it
The File > Upload to YouTube command allows you to
upload your Anime Studio animation to YouTube. After
choosing the command you are prompted to locate the Batch Export... (Anime Studio Pro
animation that you want to upload.
only)
Anime Studio’s batch export window lets you line up
several Anime Studio project files to be exported. When
you choose File > Batch Export, the paths to all open saved • Project Path: Displays the file system path to the
documents (those that have no unsaved changes) are selected item.
passed to the exporter. These documents will be included
in the list of items to export. • Add Files: To queue up files for batch export, click the
Add Files button to select files on your system, or drag
This is very convenient when you’re working on a large
the Anime Studio files into the window. They will appear
project with separate project files for different scenes, and
in the list view at the bottom.
you want to render them all at once (like during lunch
maybe): You can remove a file from the queue by
selecting it and pressing the Backspace or
Delete keys (this will not delete the file from your
system, just remove it from batch export).
• Apply layer effects: If this box is unchecked, Anime • Extra-smooth images: Renders image layers with a
Studio will skip layer effects like layer shadows and layer higher quality level. Exporting takes longer with this
transparency. option on.
• Render at half dimensions: Check this box to render • Use NTSC-safe colors: Automatically limits colors to be
a smaller version of your movie. This makes rendering NTSC safe. This is only an approximation - you should
faster if you just want a quick preview, and is useful for still do some testing to make sure your animation looks
making smaller movies for the web. good on a TV monitor.
• Render at half frame rate: Check this box to skip every • Do not premultiply alpha: Useful if you plan to
other frame in the animation. This makes rendering composite your Anime Studio animation with other
faster, and results in smaller movie files. elements in a video editing program.
• Render layer comp: When you batch export layer • Variable line widths (SWF) (Anime Studio Pro only):
comps, the name of the layer comp will be added Exports variable line widths to SWF. See “What to
to the name of the output file. Check the option and Avoid” on page 379 for more information about
select the layer comp you want to render. variable width lines and Flash.
• Export entire animation: Check this option to set the • Overwrite existing files: Check this option to overwrite
start and end frame to the entire animation. The Start existing files if desired. If you choose not to overwrite
Frame and End Frame fields are disabled when this existing files, a number will be appended to name of
option is checked. the new file to prevent overwriting the existing version.
• Reduced particles (Anime Studio Pro only): Some • Start Frame/End Frame: Enter the start and end frames
particle effects require hundreds of particles to of the range that you want to render. These settings
achieve their effect. Check this box to render fewer are applied for each item in the item list.
particles. The effect may not look as good, but will
render much faster if all you need is a preview. • Format: Select one of the supported movie formats
from the Format chooser.
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• Export files into the same folder as the project file: • Start: When all your files have been added and the
Allows you to specify whether or not to export all files to options set, press the Start button to begin batch
a single folder. export. The window will display the progress of each file
as it is exported. When a file is finished and disappears
• Apply settings to selected item: See “Render Option from the list, you can find the rendered result in the
Configurations” on page 385 for information on same folder as the Anime Studio file itself.
configuring and editing render options.
• Save Export Profile: After you configure your batch
• Edit configurations: See “Render Option export options, you can click this button to save the
Configurations” on page 385 for information on settings to your hard drive. You will be prompted to
configuring and editing render options. locate a folder and enter a filename for the profile.
An Export Profile is a JSON-based document that is
• Add files: Click this button to select other files on your
formatted to contain all the necessary information to
system to add to the batch export list.
restore settings entered into the Batch Export dialog.
• Duplicate selected item: Click this button to add a The Export Profile includes all the projects that were
duplicate of the selected item in the batch export list. added to the export list along with their individual
render options.
• Split selected item by layer comp: This option becomes
enabled if you select a list item that contains layer An export profile does not contain the render
comps. If you choose this option, the selected item options from the main Render Option
will be split out into separate items (one for each Configurations menu. Those are maintained
layer comp in the project). Each item will render to a separately as described in “Render Option
different layer comp. You can apply individual render Configurations” on page 385.
options to each layer comp as desired.
• Load an Export Profile: Click this button to load an
• Export all files to a selected folder: Allows you to select
export profile that you have previously saved to
or create a folder in which to export all of the files.
your hard drive. The names of profiles that you have
previously saved appear in the drop-down list. You You will be prompted to enter a name for the new
can also pick Choose to select a profile from another configuration in a separate dialog. After you assign the
location. name, click OK.
• Render at half frame rate: Check this box to skip every • Enable multi-thread rendering (Export Animation Only):
other frame in the animation. This makes rendering This enables multi-threaded rendering that only applies
faster, and results in smaller movie files. to Export Animation. Multi-threaded rendering is always
allowed for Batch Export, regardless of this setting.
• Reduced particles (Anime Studio Pro only): Some
particle effects require hundreds of particles to • Overwrite existing files (Batch Export Only): Check
achieve their effect. Check this box to render fewer this option to overwrite existing files if desired. If you
particles. The effect may not look as good, but will choose not to overwrite existing files, a number will
render much faster if all you need is a preview. be appended to name of the new file to prevent
overwriting the existing version.
• Extra-smooth images: Renders image layers with a
higher quality level. Exporting takes longer with this • Export entire animation: Check this option to set the
option on. start and end frame to the entire animation. The Start
Frame and End Frame fields are disabled when this
• Use NTSC-safe colors: Automatically limits colors to be option is checked.
NTSC safe. This is only an approximation - you should
still do some testing to make sure your animation looks • Format: Select one of the supported movie formats
good on a TV monitor. from the Format chooser.
• Do not premultiply alpha: Useful if you plan to • Render all layer comps (Batch Export Only): Renders all
composite your Anime Studio animation with other layer comps that are applicable to Batch Export only.
elements in a video editing program.
• Done: Click to save the new or edited render
• Variable line widths (SWF) (Anime Studio Pro only): configuration.
Exports variable line widths to SWF. See “What to
Avoid” on page 379 for more information about
variable width lines and Flash.
Quit
Quits Anime Studio. Anime Studio will prompt you to save
any unsaved projects before closing.
Chapter 19: Edit Menu You will not receive a warning when you undo an
operation. You will be able to undo the operation by using
the Edit > Redo command.
Redo
This command will redo the last operation that you “un-
did” with the Undo command.
Though you can turn off scale compensation, this may not
be desireable for your workflow. You also have the option
to change the stroke width in the Style window, but if you
have many cases where strokes are not uniform, it can be
time consuming to manually enter numbers to make all the
stroke widths uniform.
The Normalize Layer Scale command allows you to quickly
adjust the scale of the line widths. Select the layer or layers
that have line widths that are out of sync, and then choose
Edit > Normalize Layer Scale. The line width of the selected
Two eyes of different sizes layers will automatically adjust to match the other layers.
However, when you scale the eye down, the stroke that
surrounds the eye is much more narrow than the strokes
used on the rest of the character.
Reset Layer Scale Normalization like a character’s head, just select a few points on it, then
choose this command: if all the points on the head are
Choose Edit > Reset Layer Scale Normalization to revert the somehow connected together, the whole head will now
selected layer(s) to their original scale before you applied be selected.
the Normalize Layer Scale command. Strokes immediately
revert back to their original scale.
Preferences...
Select All Mac users will find the Preferences command
in the Anime Studio menu category.
Selects all the points in the active vector layer.
Brings up a dialog that lets you customize some aspects of
Select None Anime Studio, such as the display colors used in the working
area of the Anime Studio window. Some of these features
De-selects all the points in the active vector layer. including Edit Colors and GUI Colors are only available in
Anime Studio Pro.
Select Inverse
Selects the opposite points in the active vector layer.
Selected points will become de-selected, and de-selected
points will become selected.
Select Connected
Selects all points that are connected to any other currently
selected points. For example, if you have a complex shape
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General Tab • Use large fonts (must restart Anime to take effect):
Check this option to use larger fonts in the Anime
Studio interface.
Documents Tab
Layers/Objects Tab
Layers/Objects Tab
noticeable if you have moved the camera (for • Auto-name new shapes: Shapes can be named by
example, if you are looking 90 degrees to the left). If the user. If this is turned on, all bones and shapes get
this option is unchecked in such a case, new layers names like “1”, “2”, etc.
will be centered at 0,0,0 and will be off-camera. If
this option is checked in such a case, the new layers Anime Studio names bones automatically as
will appear centered in front of the current camera you create them. For more information, see
position. “Add Bone” on page 90.
• Nearest neighbor sampling for new image layers: • Scale compensation for new layers: When a layer is
When an image is scaled up larger than its original scaled up (or down), its lines get thicker (or thinner)
size, Anime Studio will try to smooth out the areas in to match. If you don’t want this behavior, turn off this
between pixels to create a smoother image. Turn this option. You can also control this on a per-layer basis in
option off if you want the enlarged image to appear the Layer Settings dialog. This option controls it for any
blocky. new layers you create.
• Auto-assist with bone locking keyframes: Adds an • Default Fill: Choose the default fill color that appears in
extra keyframe when bones are locked or unlocked to the Style window.
prevent them from “drifting”.
• Default Stroke: Choose the default stroke color that
appears in the Style window.
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Timeline Tab
Timeline Tab
Tools Tab
• Zoom with drag box: When this option is on, allows you
to draw a box around the area that you want to zoom
into, rather than using a continuous zoom.
Tools Tab
• Classic point editing keyboard shortcuts: Added a
preference to switch the shortcuts for point binding
• Status bar at top of window: Shows the status bar at the and deselection. When this option is checked, the
top of the window, rather than the bottom. The status spacebar is used for welding and creating shapes, and
bar is where tools show their descriptions, like what Enter is used to deselect all objects. The spacebar is
modifiers keys do what, etc. also used in some cases to toggle playback. When this
option is not checked, new shortcuts will be used. The
Enter key will be used for welding and creating shapes,
Groups contain tools that are relevant to the If you move a group, all of the tools in that
current context, and appear on the Tool tool group move with the group item.
palette in the order that they appear in your tool
preferences.
• Restore Factory Defaults: Click this button to reload the
factory default tool configuration. You will be asked to
• Rename: Click this button to rename the selected item confirm before the factory defaults are restored.
to the new name entered in the text field.
• Automatically update tools list when defaults change:
• Add Spacer: Click this button to add a spacer in the When this option is checked, Anime Studio will
tool list. This creates a blank square where a tool would automatically integrate tool changes when your
normally appear in the list. settings get out of date. Uncheck the option to update
the _tool_list.txt file manually. The tool settings will be
• Add Color: A color marker sets the background color updated to add missing default groups and any tools
behind the tools and groups that follow the color that are missing from their default groups. Obsoleted
marker. The color will continue until another color default tools will be removed from the list. Anime Studio
marker is encountered in the list. will not use an outdated custom_tool_list.txt file.
Editor Colors
Editor Colors
GUI Colors
Allows you to change the color scheme for the application,
including various options for background, text, and widget
colors. A preview of your changes appears in the Sample
Widget area as changes are made.
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
146.
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
Anime Studio 11 allows you to animate shape
ordering on the timeline. Double-click the Works like Lower Shape, but lowers the shape below all
layer that contains the shapes you want to animate, others in its layer.
and then enable the Animated Shape Order option
in the Vectors tab of the Layer Settings dialog. See Shift Down arrow will move the selected
“Vectors Tab” on page 214 for more information. shape(s) to the bottom.
Tracing Color
When you choose a Color conversion, the following settings
are available:
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.
4 colors (left); 5 colors (right). Maximum detail (left); reduced detail (right).
• Detail reduction: Move the slider toward the left to add • Outlines: When converting to a Color vector layer, you
more detail to the vector layer. This will increase the can check this option to also convert outlines in the
number of points in the object and make it harder to drawing, or uncheck the option to omit the outlines.
edit, but it will look more like the original image.
After you click OK, Anime Studio traces the image and Show All Points
adds a new vector layer to the Layers palette. The image
layer that contains the original bitmap image is turned off. Choose Draw > Show All Points to unhide the points that
were previously hidden with the Hide Selected Points
command.
Tracing Photo Edges
To create a vector image that only contains the outlines in Hide Shape
your original bitmap, check the Photo Edges option at the
top of the Trace Image dialog. You are presented with the Hides the currently selected shape
following settings:
Freeze Points
After selecting points, choose this command to freeze all
points so that they cannot be edited.
Reset Points
Moves the selected points back to their original positions,
adding a new keyframe for them at the current time.
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.
Modify the scene for the minimum and maximum dial settings.
Freeze Pose
Keyframing can be tricky sometimes for new users of
Freezing a pose
Anime Studio, or for those who are new to animation. For
example, let’s say you move a left foot up on frame 12,
and then down again at frame 24. At frame 36, you want
the right foot to move up, and then down again at frame Freeze Selected Bones
48.
Sets a keyframe for all currently selected bones.
The problem is, the right foot will start to move up at frame
0, and then be fully up at frame 36. In reality, you want the
Reset Bone
Moves the selected bone back to its original position,
adding a new keyframe for it at the current time.
Animation Menu
Allow Frame Skipping For more information about bone dynamics, refer to
“Tutorial 3.3: Bone Dynamics” on page 124 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 “General Tab” on page 393).
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.
Options included in this dialog are: • You can shift a section of your animation by changing
the start time. For example, to shift the range of
• Rescale entire document: Check this option to rescale
keyframes between 30 and 60, you could set the start
all frames in the document.
frame to 30, the end frame to 60, the new start frame
• Start Frame: Enter the existing frame number at which to 90, and the new end frame to 120. The duration will
to start scaling. be the same (120 - 90 = 60 - 30), but the animation will
Add Keyframe
This command adds a keyframe for all channels in your
project, at the currently selected frame.
• From Layer At Current Frame: Clears the keyframes on Nudge Physics Object
the currently selected layer, only at the current frame.
A nudge is an instantaneous force that affects a physics
• From Document: Clears all animation keyframes from object in small or large amounts, depending on the setting
the entire document. in the Physics Nudge dialog. It can be a large force, but
after the nudge keyframe, the object will start falling, or
Chapter 22: Animation Menu
430 Anime Studio Pro 11
Users Manual
Audio Level
Opens a dialog that allows you to enter a numerical value
for the audio level.
The Physics Nudge dialog.
For example, assume that when you play your animation Restart Movie
back you see a red ball roll down and bounce to a stop
against a block. You can position the timeline shortly after Starts the video in the selected track over again from the
it stops, and then apply a large nudge (such as 10) that beginning, allowing you to add repeats in the video track.
causes the ball to fly off again to the left. Smaller nudge
values cause objects to wobble.
Mute Audio
Mutes the soundtrack when playing back your project
in Anime Studio, but the soundtrack is still a part of the
project. Just un-mute it to hear it again.
Chapter 23: Scripts for a variety of different tasks, and you can also download
more scripts written by other Anime Studio users. These
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
scales it to an appropriate size for the default Anime Studio
Scripts Menu
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.
Draw Polygon...
These scripts can be used to create vector objects in Draws a polygon shape in either the current vector layer, or
Anime Studio. a new layer. Uses the current fill and line colors to color the
polygon.
Auto Weld
Simplify Curve
Finds vector points that are near each other and welds
them together. Only operates on selected points. This can Reduces the number of points in a curve by removing
be useful if you have accidental gaps in a drawing, or points which are calculated to be “unnecessary” to
sometimes when working with imported Adobe Illustrator maintain the shape of the object. This makes it easier to
files. edit your shapes later.
Zig Zag
Creates zig-zagged shading between two selected curves.
Layer Effects
You can control the number of spikes, curviness, and These scripts can be used to generate special layer effects.
randomness.
Layer Trail...
Image
Creates an animated trail effect that follows the origin
These scripts can be used to process image layers. point of the current layer.
Freehand tool to draw several curves that represent smoke complex for the Flash player to play at full speed. Plus,
or swirly magic lines, and then run the script to create a without the blur effects these scripts use, they won’t look
smoky or magical effect. very good in Flash. These effects are really useful only if you
plan to export to a movie or still image format, not Flash.
Perspective Shadow...
Energy Cloud...
Automatically creates a pseudo-3D shadow effect for the
current layer. Creates a blobby glowing cloud effect.
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
Script Writing
List Channels
This menu contain utility scripts that can be used as
examples for writing your own scripts. If you don’t plan Shows how a script can iterate through all of the animation
to write your own scripts, you can completely ignore this channels in a layer. You can access every animateable
menu. parameter in the layer.
The Resources > Support > Extra Files folder in your If the version is missing or lesser than the factory
Anime Studio Pro installation folder contains Lua scripting default, the factory default will be used and a copy
documentation that you might find useful. of the factory default will be saved to the user folder
with the name _reference_tool_list.txt.
Anime Studio merges user scripts and factory
scripts internally at runtime. If you name a user
script in the same corresponding folder (tools, utility, The _reference_tool_list.txt file is not for
etc) with the same name as a factory script in the editing. It is a reference to use when updating
corresponding location, the user script will be your custom _tool_list.txt for the current version. This
preferred over the factory script. User scripts that do allows new tools and other changes to be
not replace factory scripts are loaded after factory accounted for when you make your customizations.
scripts, as previously supported, unless a different When the factory defaults version changes, a new
order is specified in the active _tool_list.txt file for tool copy of this file will be saved for you to reference.
scripts.
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.
Zoom In
Use the View > Zoom In command, or the keyboard
shortcut Command/Ctrl = (equal sign) to zoom in closer to
the elements in your scene.
Zoom Out
Use the View > Zoom Out command, or the keyboard
shortcut Command/Ctrl - (minus sign) to zoom out farther
from the elements in your scene.
Direction
This sub-menu lets you select a direction to view your scene
from. The default view is through the camera - however,
sometimes when you’re working on a scene with a 3D
View Menu
layout, you may want to view the scene from a different
Show Tracing Image is turned on, any layers or children of layers that are not
selected will be grayed out.
Use this command to show or hide the tracing image that
you have added to the scene using the Select Tracing
Image command. Design Mode
Returns the project to Frame 0, where you can add new
Show Curves layers, draw vector shapes, change bone rigging, and
so on. Anime Studio will remember the frame that you
Use this command to globally show or hide the curves in were previously on before choosing the command. If you
your scene. choose the command again after adding the desired
elements at Frame 0, you will return to the frame that was
current before you applied the command the first time.
Auto Hide Curves
When checked, Anime Studio will automatically hide FBX Preview Mode
curves when you use drawing tools that do not affect
curves. This helps reduce onscreen clutter while you draw. The View > FBX Preview Mode command allows you to
Uncheck this option if you prefer to display curves at all preview your Anime Studio project before you use the
times. File > FBX Export command to export to another 2D or 3D
application that supports the FBX format (such as Unity or
Autodesk products).
Fade Unselected Layers It is important to note that the FBX file format does not
support all of the features found in Anime Studio, such
This option allows you to easily identify the layers and
as point animation, curvatures, point bindings, and other
objects that you are working on, without having to turn
similar features. Any features that are supported in Anime
other layers off. When this option is off, all layers in the
Studio but not supported in FBX format will not be exported.
current project will be displayed normally. When this option
While working in FBX Preview mode, you can play back or • If a character uses point binding methods to link bones
scrub through your project to view the animation as it will to vector layers, use the Bone > Use Selected Bones for
appear in other applications that support FBX file format. Flexi-Binding command to remove the point binding.
You may notice that some parts are left behind when the Select only the bones that you want to use to animate
character animates, or that things are not bending and a selected body part, and then apply the command.
stretching as they should. This gives you the opportunity to Repeat this for any body part that uses point binding.
make modifications that will help improve performance in Make sure to preview again in FBX Preview Mode to
other applications. When you turn FBX Preview mode off see the result of the change.
after making changes (such as changing point binding to
flexi-binding), the project will play back using the original • Use the Bone Strength tool to verify bone strengths
methods, but the changes that you made while working in for each of the body parts to make sure they are not
FBX preview mode will be carried over. being under- or over-affected. Adjust bone strengths
as needed before exporting the project.
The following general comments address Anime Studio
features that are not compatible with FBX format: • Bone scaling and stretching is not supported in FBX
format.
• Vector layers will be exported as though they are
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 302.
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 232.
Docking
Tools
Use the Window > Docking commands, or their equivalent
Shows/hides the Tools window. The Tools window is shown shortcuts, to dock or undock the Tools, Layer, Timeline, or
by default when you start Anime Studio. Tools are discussed Style windows. When undocked, you can move them to
in the section beginning with “Anime Studio Tools” on another location or to a second monitor.
page 31.
Opens the Poser Parameters dialog, which allows you to The Default slider is associated with the
rotate or scale Poser objects that are imported into your default state of the object at Frame 0. To
scene. For more information, see “Chapter 8: Special blend the other morphs with this default state, check
Tools” on page 154. the Relative Blend option.
Layer Settings
Opens the Layer Settings dialog, discussed in “Chapter 12:
Layer Settings” on page 190.
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 320.
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. The group will be scrolled as
configuration that is currently in use.
close to the top of the list as possible.
• New: Allows you to assign a name to a new shortcut
• Shortcut Suggestions: Click this button to have Anime
configuration. Anime Studio will notify you if the
Studio suggest an unused keyboard shortcut.
filename is too long. After you assign a name choose
OK. Your new custom file will appear in the Current
• Done: Click the Done button when you are finished
Settings list, and you can begin to assign your custom
editing your shortcuts.
shortcuts.
If the shortcut list is edited outside of Anime
• Delete: Select a custom shortcut configuration from the
Studio, the settings in the external file will be
Current Settings list, and then click this button to delete
loaded from disk. If you are in the shortcut editor at
it. You cannot delete the Default configuration file.
the time, you will receive an alert before you reload
them that the settings have been modified outside
• Restore Defaults: Restores all keyboard shortcuts to
of the application.
the default values assigned with the Anime Studio
installation.
If a user content folder is defined, Anime will Customized shortcuts will override default
save custom keyboard shortcuts files to a shortcuts unless there is a conflict with a
Keyboard Shortcuts folder in the user content folder. default. If a conflict with a default shortcut exists, the
If names conflict with custom files saved to the default shortcut will take precedence over the
default location, the user location will supercede the custom shortcut.
default location.
Appendix
Patch Layers
No
Read only
Yes
Read and
create
Feature Anime Studio Anime Studio
Debut Pro 3D Video rendering No Yes
Window Menu
and Rotate)
Add Point X X
Hide/Show Points X X
Feature Anime Studio Anime Studio
Debut Pro Delete Edge X X
Tools X X Curvature X X
Beginner Mode Tools X Freehand X X
Layers X X Color Points X X
Timeline X X Multi-brushes X X
Style X X Blob Brush X X
Actions X Eraser X X
Library X X Point Reduction X X
Audio Recording X X Rectangle X X
Poser Parameters X Oval X X
Character Wizard X X (1) Arrow X X
(1) Character Wizard in Pro lets you use and create Shear Points X X
Bone Features
Fill Features
Feature Anime Studio Anime Studio
Debut Pro
Feature Anime Studio Anime Studio
Debut Pro Select Bone X X
Select Shape X X
Patch X
Track Camera X X
Roll Camera
X
X
X
Bone X X
Switch X X
Noisy Interpolation X
Feature Anime Studio Anime Studio Bounce Interpolation X
Debut Pro
Elastic Interpolation X
Pan Workspace X X
Stagger Interpolation X
Zoom Workspace X X
Sequencer X X
Rotate Workspace X
Keyframe Hold Duration X X
Orbit Workspace X
Colored Keyframes X X
Timeline Features
Action Features
Feature Anime Studio Anime Studio
Debut Pro Feature Anime Studio Anime Studio
Debut Pro
Keyframes X X
Store Reusable Animation X
Playback Controls X X
Edit Reusable Animation X
Animation Channels X X
Delete Reusable Animation X
Hide/Show Channels X X
Ruler X X
Noise Grain X
(1) Pro version contains more brushes
Up to 120 Frames/Second Maximum X X
Options
Debut
X
Pro
X
Content
Editor Colors X X
Feature Anime Studio Anime Studio
GUI Colors X X Debut Pro
3D Object X
Project Settings Character Wizard X X
X
Pro
X
Scripts
Edit Dimensions X X
Feature Anime Studio Anime Studio
Background Color X X Debut Pro
Depth of Field X 3D X
3D Camera X Camera X
Layer Effects X
Warp X PNG X X
Visibility X TGA X X
3D FORMATS
View OBJ
X
newer)
Feature Anime Studio Anime Studio
Debut Pro SOUND FORMATS
MP4 Video X X
MOHO FORMAT
Import MOHO File Format X X
2D FORMATS
(1) Layered using Anime Studio script.
JPEG X X
(2) Directly through File menu.
Appendix A: Product Comparison
466 Anime Studio Pro 11
Users Manual
NTSC Format X X
Export Formats PAL X X
HD movies X
Feature Anime Studio Anime Studio
Debut Pro (1) SWF: Vector animations only; image layers can be used
IMAGE FORMATS as long as they are not warped by bones. See “Exporting
JPEG X X Flash” on page 375 for more information.
BMP X X (2) MOV: If you are using a 64-bit Windows operating
PSD (Layered) X system, you will need to use the 32-bit version of Anime
PNG X X Studio Pro to export in MOV format.
TGA X X
Sequential JPEG X
Sequential BMP X
Sequential PSD X
Optimization Features
Feature Anime Studio Anime Studio
Debut Pro
Document Gathering X
64-bit Architecture X
GPU Acceleration X
Render Cache X X
Preview Animation X
Creative Services
Diego Nargoli Vladimir Osmjanski
Development
Mike Clifton
Erik Martin
Eric Long
Mitch Jones
Technology and Content
David Swan
The following companies and individuals provided
Product Management technology or content used in Anime Studio.
Fahim Niaz Ulrich Klumpp
Michi Catanese • Víctor Paredes (Studio: Taza Triste): https://www.
youtube.com/tazatriste
Quality Assurance
Jason Cozy Gerard Espinoza • Charles Kenway (Studio: Square Brush): http://
James Feathers Vukasin Vlajic
Colin Gerbode Brian Romero squarebrush.com/
• ToonProps http://www.toonprops.com
Appendix C: Acknowledgements
470 Anime Studio Pro 11
Users Manual
Appendix C: Acknowledgements
471 Anime Studio Pro 11
Users Manual
Appendix C: Acknowledgements
472 Anime Studio Pro 11
Users Manual
Appendix D: Anime
Ctrl Shift R Shift Cmd R File > Preview Animation
Ctrl E Cmd E File > Export Animation
Ctrl B Cmd B File > Batch Export
Studio Shortcuts
Ctrl Q Cmd Q File > Quit
Edit Menu
Windows Mac Command
File Menu
Windows Mac Command Bone Menu
Ctrl N Cmd N File > New
Ctrl O Cmd O File > Open Windows Mac Command
Ctrl W Cmd W File > Close Ctrl Shift F Shift Cmd F Bone > Use Selected Bones
Ctrl S Cmd S File > Save for Flexi-Binding
Ctrl Shift S Shift Cmd S File > Save As Ctrl F Cmd F Bone > Freeze Pose
Ctrl Alt Shift S Alt Shift_Cmd S File > Save All
Shift Ctrl P Shift Cmd P File > Project Settings
Shift Ctrl M Shift Cmd M File > Refresh Media
Ctrl R Cmd R File > Preview
Special Tools
Tool Shortcut Tool
C Crop
A Video Tracking
Bone Tools
Tool Shortcut Tool
B Select Bone
T Transform Bone
Press the T key to activate the Transform Points tool. A Add Bone
P Reparent Bone
S Bone Strength
Z Manipulate Bones
Draw Tools I Bind Points
Mouse Shortcuts • To fit the view to a selected layer, select the layer that
you want to view in the Layers window. Then press the
There are a few shortcuts that take advantage of the Esc key to fit the selected layer into the view.
mouse, making work in Anime Studio more convenient
once you learn them.
Timeline Scrubbing
To scrub the timeline in small increments, press Alt and roll
Workspace Navigation
the mouse wheel back and forth.
The right mouse button can be used to navigate the main
Anime Studio workspace.
Numeric Fields and Angle Knobs
To pan the workspace, click and drag with the right mouse
button. An easy way to make small adjustments in numeric text
fields and angle knobs is to hold the mouse over the control
If you hold down the spacebar while you and spin the mouse wheel back and forth. Of course, you
click and drag any tool with the mouse, it will can still enter values into a text field by typing them, but
let you pan the workspace. This is similar to the this method lets you make small adjustments and view the
panning navigation in Photoshop and other changes immediately.
graphics applications.
• On a Windows PC, when using the mouse wheel
to modify the value in a text field, holding the Ctrl
• To zoom the workspace, hold the shift key while key halves the increment, holding Shift doubles the
dragging left or right with the right mouse button. You increment.
can also zoom the workspace by rolling the mouse
wheel back and forth over the workspace. • On a Macintosh, when using the mouse wheel to
modify the value in a text field, holding the Cmd
• To rotate the workspace, hold down the control key key halves the increment, holding Alt doubles the
while dragging with the right mouse button. increment.
This feature may seem cute but unimportant. However, Use the Multitouch checkbox (located above
it’s actually very useful when working with the tool info the Timeline on the left side) to enable or
panels in Anime Studio. By using the mouse wheel, you can disable Multitouch support.
see your changes take effect immediately. If you enter
the number by hand, the change won’t take effect until
If you experience problems accessing
you press tab or enter. An especially helpful place to use
Wacom touch support, you should make sure
this feature is when setting bone angle constraints - these
you have the latest drivers installed, and restart
numbers can be tricky to figure out, but spinning the mouse
Anime Studio or your computer if needed.
wheel you can see exactly what’s happening.
Finally, you can adjust the value of a text field by dragging
If the currently selected tool does not support multi-
in it side-to-side with the right mouse button. With a regular
touch, then the multi-touch events will be used to
mouse, the mouse wheel is probably more convenient, but
navigate the workspace.
this feature was added specifically for animators working
with tablets. A drawing pen usually has no mouse wheel, so
right-dragging allows you to adjust the value of a text field • Multi-touch events can be used for workspace
without having to switch back to the keyboard. navigation, regardless of whether or not the current
tool supports multi-touch events. Hold down the
spacebar while using the multi-touch tablet to use it for
Multi-touch Support workspace navigation.
Certain tools support Wacom multi-touch tablets and allow • Multi-touch support is accessible through scripting,
you to use multi-touch gestures to perform tasks in Anime allowing users to write their own multi-touch scripts.
Studio. Red screen dots on screen identify the location
of your fingers on the tablet. The following general notes • Smoothing and zooming support has been enhanced
apply to multi-touch features: to support multi-touch actions, and should also work
better with the touch ring on Wacom tablets.
The following tables outline the tools that offer this support.
Appendix D: Anime Studio Shortcuts
479 Anime Studio Pro 11
Users Manual
Draw tools that support multi-touch actions are Transform Workspace tools that support multi-touch actions are Pan
Points, Transform Points, Transform Points, Select Points, canvas, Scale canvas, and Rotate canvas.
Freehand, and Draw Shape.
Multi-touch Action Function
One-finger gesture Pans the canvas
Multi-touch Action Function Two-finger gesture Scales or rotates the canvas
One-finger gesture Translates selected points More than two fingers Behaves similarly to two-finger gestures
Two-finger gesture Scales or rotates selected points Five fingers down on tablet Resets the canvas
More than two fingers Behaves similarly to two-finger gestures
Layer Tools
Other Actions
The Transform Layer tool supports multi-touch actions.
Multi-touch Action Function
Two-finger double-tap Resets whatever property you are currently
editing
Multi-touch Action Function
One-finger gesture Translates selected layer
Two-finger gesture Scales or rotates selected layer
More than two fingers Behaves similarly to two-finger gestures
Four-finger drag Allows you to rotate an object in 3D
Camera Tools
Writing Your Own Presets • video element: Describes the parameters that will
apply to the output video. It has the following optional
Some third-party video editing and playing software installs attributes.
codecs that are not furnished with Windows. Anime Studio codec: The name of the video codec that will be
does not prompt you to choose a third-party codec when used to compress the video
you choose AVI as an output format.
framerate: The number of frames per second, of
In Windows systems, the default presets for AVI export are
the video you will create.
located in the Runtime\plugins\P2_MPDirectShow\avi.xml
file in your Anime Studio installation folder. We recommend • audio element: Describes the parameters that will
that you create your custom presets in a new file that uses apply to the output audio. It has the following optional
a similar format but a different filename (such as avinew. attributes:
xml), and locate your custom file in the same file folder as
the avi.xml file. codec: The name of the audio codec that will be
used to compress the audio
The attributes for the MediaPlugin element in the XML file
are as follows: samplerate: The sample rate for the audio (higher
sample rates are higher quality)
• name: The name of the preset as you want it to appear
channels: The number of channels in the audio file
on the Format menu in the Movie Settings dialog (as
(1 for mono, 2 for stereo)
shown in the following figure).
To create your own media presets, you will need to use
• extensions: The file extension(s) that are used with the a text or web page editor to create a file with an XML
preset. extension. The format of the XML file should be similar to the
following:
• showUI: Displays the UI available for the codec. <?xml version=”1.0” encoding=”utf-8”?>
<Presets>
<MediaPreset name=”AVI (LAGS)” extensions=”avi” showUI=”true”>
<video codec=”Lagarith Lossless Codec” framerate=”30”/>
<audio codec=”pcm” samplerate=”44100” channels=”2”/>
</MediaPreset>
<MediaPreset name=”AVI (MS Video1)” extensions=”avi”>
Index
Audio Level 430 Bone Constraints 86
Blend Morphs 448 Bone flipping 86
Clear Animation 429 Bone Layers 119
Consolidate Layer Channels 425 Bone Menu Commands 415
Copy Current Frame 428 Flexi-Bind Layer 416
Enable Bone Dynamics 425 Flexi-Bind Points 416
Symbols Mute Audio 430 Freeze Pose 422
Nudge Physics Object 429 Freeze Selected Bones 422
3D Axes Rescale Keyframes 426 Freeze Visible Bones 423
Showing and hiding 442 Reset All Layer Channels 425, 426 Hide Controlled Bones 419
3D Conversion Thickness 260 Restart Audio Track 430 Hide/Show Shy Bones 419
3D Layers 129, 131 Restart Movie 430 Make Smart Bone Dial 419
3D Shadows 205 Select All Keyframes 426 Release Layer 416
Set Layer Start Time 426 Release Points 416
A Track Layer to Video 429
Animations
Reset All Bones 423
Reset Bone 423
Acknowledgements 469 Exporting 370 Track Bone to Video 419
Actions Anime Studio Discussion Forum 468 Bone-Only Channels 318
Creating new 334 Anime Studio Web Support 468 Bone Physics Tool 97
Deleting 337 Applied Styles 259 Bone Strength Tool 94
Editing 334 Arc IK Solver 89 Bone Tools 84
Using 335 Arrows 49 Bonus Content 15
Actions Window 333 Audio Layers 130 Downloading 452
Activation Audio Recording 332 Brush angle drift 250
Automatic 8 Audio Sync Sources 224 Brushes
Logging 15 Audio Tab 222 Saving 252
Manual 9 Auto shading 195 Brush Tool 52
Add Bone Tool 90
Add Point Tool 40
Ambient occlusion 195
B C
Analytics information 393 Background color 349 Camera Channels 317
Animated Shape Order 216 Batch Export Camera movements
Animation channels 315 Render Option Configurations 385 Layers immune to 199
Animation Menu Commands 424 Bend Points Tool 60 Camera Tools 170
Add Keyframe 428 Bind Layer Tool 96 Character Wizard 275
Align Layer with Camera 426 Bind Points Tool 97 Arms 280
Allow Frame Skipping 425
Index
484 Anime Studio Pro 11
Users Manual
Index
485 Anime Studio Pro 11
Users Manual
.anime 343
.animeproj 344
Exporting 375
Flip horizontally 196
I
.anme 344 Flip vertically 196 Image Layers 117
File Menu Commands 341 Follow Curve Tool 141 Image Masking 158
Batch Export 381 Following a path 199 Image Texture Fill Effects 243
Close 344 Frame by Frame Layers 114, 126 Insert Text Tool 146
Export as Version 10 File 347 Freehand Tool 44 Interpolation Method 307
Export FBX 380 Introductory Tutorials 15
Export OBJ 380
Export POV 380 G
Export Styles 381
Gear 433
J
Gather Media 345
Import 355 Gradient Fill Effects 242 JSON 343
New 341 Group Layers 118
New from Template 342 Group with Selection Layers 114, 119
Open 343 K
Open Recent 344
Preview 368
H Keyboard Shortcuts
Preview No Antialiasing 369 Bone Tools 476
Halo Fill Effects 241 Common 476
Quit 388 Help Menu Commands 451
Save 345 Fill Tools 476
Save All 345 Timeline Window 476
Welcome Screen 17 Vector Layers 476
Save As 345 About Anime Studio Pro 452
Upload to Facebook 381 Keyframes 320
About Scripts 452 Adding 322
Upload to YouTube 381 Buy Content 452
Fill Color Override 248 Coloring 324
Check for Updates 453 Copying and pasting 322
Fill Color Selector 237 Help 451
Fill effects 238 Deleting 323
Online Tutorials 451 Editing multiple 324
Fill Effect Settings 247 Register Your Product 451
Fill Enable 237 Hold durations 325
Tutorials 451 Moving 323
Fill Properties 237 Welcome Screen 451
Fills Pasting relative 390
Hide Edge Tool 74 Selecting 323
Picking colors 80 Hide Selected Bones 419
Using two 81 Transitions 325
Hold Durations 325 Keyframe window 450
Working with 80 HSV modifier images 199
Fill Tools 62
Flash
Index
486 Anime Studio Pro 11
Users Manual
Index
487 Anime Studio Pro 11
Users Manual
Index
488 Anime Studio Pro 11
Users Manual
Layer Audio Wiggle 438 Status Bar 179 Navigating with mouse 306
Visibility 438 Stroke Brush Selector 249 Playing partial segments 315
Fade 439 Stroke Color 249 Timeline Window 333
Wavy Fade 439 Stroke Effect 255 Toolbar 177
Warp 439 Stroke Effect Settings 257 Toon Settings 221
Black Hole 439 Stroke Enable 248 Track Camera Tool 170
Wavy 439 Stroke Exposure Tool 75 Tracked Layers
Select Bone Tool 84 Stroke Line Width 255 Assigning 166
Select Points Tool 33 Stroke properties 248 Tracking Points
Select Shape Tool 62 Style Management 236 Adding 159
Sequencer 326 Styles Adjusting sensitivity 165
Set Origin Tool 140 Importing 356 Re-syncing 161
Shaded fill effects 239 Style Window 232 Transform Bone 91
Shapes 234 Swatches 260 Transform Layer
Shape Selection 235 Switch Layers 122 Moving 139
Shear Layer Tool 145 Switch Layer Tool 156 Rotating 139
Shear Points Tool 59 Switch-Only Channels 318 Scaling 139
Shortcuts 472 System requirements 6 Translate Points Tool 36
Show Path 93 Triangles 49
Show Play & View Controls 443
Show Timeline Options 443 T
Smart Bones 100 U
and Binding 111 Technical Support 468
Creating an action 102 Discussion Forum 468 User Manual 468
Creating a second action 104 Email 468
Online Manual 468
Editing actions 106
Fixing transitions 107 Web sites 468 V
Other uses 110 Text 146
Text Layers 134 Vector Layers 116
Positive and negative values 420 Vector-Only Channels 317
Smoothing Threshold 196
Through Transparency 244 Video Tracking Tool 159
On Blob brush 54 View Menu Commands 441
On Freehand tool 46 Timeline
Soft Edge Fill Effects 240 Animation channels 315
Showing and hiding 319 Fade Unselected Layers 444
Special tools 154 Design Mode 444
Spinning Text 438 Condensing and expanding 304
Consolidating channels 303 Direction 441
Spirals 50 Enable Grid 442
Stars 49 Controlling time 304
Enable Grid Snapping 442
Index
489 Anime Studio Pro 11
Users Manual
W
Window Menu Commands 447
Actions 448
Audio Recording 448
Docking 447
Layers 447
Library 448
Poser Parameters 448
Style 447
Timeline 447
Tools 447
Window Mode Indication 234
Windows
Docking and undocking 181
Main Window 176
Word Balloons
Creating 152
Working area 176
Workspace Tools 172
Z
Zig Zag 434
Zoom Camera Tool 171
Index