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Anime Studio Pro 11 Users Manual

The document is the user manual for Anime Studio Pro 11, detailing its features and functionalities for creating 2D animations. It includes sections on system requirements, licensing, tools, and various chapters covering specific features and workflows. Additionally, it provides guidance on using embedded media files and addresses demo limitations for users who have not purchased the software.

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smartvwego
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© © All Rights Reserved
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0% found this document useful (0 votes)
153 views499 pages

Anime Studio Pro 11 Users Manual

The document is the user manual for Anime Studio Pro 11, detailing its features and functionalities for creating 2D animations. It includes sections on system requirements, licensing, tools, and various chapters covering specific features and workflows. Additionally, it provides guidance on using embedded media files and addresses demo limitations for users who have not purchased the software.

Uploaded by

smartvwego
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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REV May 14, 2015

ii Anime Studio Pro 11


Users Manual

Contents Delete Edge


Magnet51
50

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

Contents
iii Anime Studio Pro 11
Users Manual

Select Bone 84 Audio Layers 130


Add Bone 90 3D Layers 131
Transform Bone 91 Patch Layers 132
Manipulate Bones 93 Text Layers 134
Reparent Bone 94 Chapter 7: Layer Tools 136
Bone Strength 94
Transform Layer 136
Offset Bone 95
Set Origin 140
Bind Layer 96
Follow Path 141
Bind Points 97
Rotate Layer XY 144
Bone Physics 97
Shear Layer 145
Smart Bones 100
Layer Selector 146
Chapter 6: Layer Types 113 Inserting Text and Word Balloons 146
Layer Types 113 Creating Word Balloons 152
Enhanced Layer Alignment Features 115 Eyedropper153
Vector Layers 116 Chapter 8: Special Tools 154
Image Layers 117
Poser154
Group Layers 118
Particle Layer 156
Group with Selection Layers 119
Crop157
Bone Layers 119
Image Masking 158
Switch Layers 122
Video Tracking 159
Frame by Frame Layers 126
Chapter 9: Camera and Workspace Tools 170
Particle Layers 126
Camera Tools 170
Note Layers 129

Contents
iv Anime Studio Pro 11
Users Manual

Workspace Tools 172 Motion Blur Tab 206

Anime Studio Windows 175 Masking Tab 208


Vectors Tab 214
Chapter 10: Anime Studio’s Main Window 176 Depth Sort Tab 217
Overview176 Image Tab 219
Working Area 176 Audio Tab 222
Toolbar177 Switch Tab 223
Status Bar 179 Particles Tab 224
Playback Buttons 179 3D Options 225
Display Quality 179 Note Tab 227
Docking and Undocking Windows 181 Physics Tab 228

Chapter 11: Layers Window 183 Bones Tab 230

Overview183 Chapter 13: Style Window 232

The Layer List 183 Shapes (Advanced View) 234

Layer Toolbar 185 Fills237

Using Layer Comps 187 Stroke248

Using Layer Colors 188 Applied Styles Drop-Down Menus (26) 259

Using Layer Referencing 189 Swatches260

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

Contents
v Anime Studio Pro 11
Users Manual

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

Using the Character Wizard 275 Motion Graph 329

Body Tab 278 Chapter 17: Other Windows 332


Face Tab 281 Audio Recording 332
Movement Tab 284 Actions Window 333
Clothing Tab 286
Style Tab 288
Anime Studio Menus 340
Designing a Character and Walk Cycle 289 Chapter 18: File Menu 341
Making Your Character Walk 291 New341
Rotating Your Character 360 Degrees 293 New from Template 342
Designing Your Own Actions 297 Open...343
Creating Content for the Character Wizard 299 Open Recent 344
Chapter 16: The Timeline Window 302 Close344
Consolidating Timeline Channels 303 Save345
Condensing and Expanding the Timeline 304 Save As... 345
Contents
vi Anime Studio Pro 11
Users Manual

Save All 345 Relaunch in (x)-bit Mode 388


Revert345 Quit388
Gather Media 345 Chapter 19: Edit Menu 389
Export as Version 9 File 346
Undo389
Export as Version 10 File 347
Redo389
Project Settings... 347
Cut, Copy, Paste 389
Import355
Paste Relative 390
Real-Time Media Connection 359
Clear390
Poser Integration 359
Copy Layer 390
Import Notes and Tips 362
Paste Layer 390
Photoshop Tips 363
Normalize Layer Scale 390
Refresh Media 368
Reset Layer Scale Normalization 392
Preview368
Select All 392
Preview No Antialiasing 369
Select None 392
Preview Animation 369
Select Inverse 392
Export Animation... 370
Select Connected 392
Export FBX 380
Preferences...392
Export OBJ 380
Chapter 20: Draw Menu 405
Export POV 380
Insert Text... 406
Export Styles 381
Snap to Grid 406
Upload to YouTube 381
Reset Line Width 406
Upload to Facebook® 381
Random Line Width 406
Batch Export... (Anime Studio Pro only) 381

Contents
vii Anime Studio Pro 11
Users Manual

Peak406 Create Smooth Joint for Bone Pair 416


Smooth406 Use All Bones for Flexi-Binding 418
Raise Shape 407 Hide Selected Bones 419
Lower Shape 407 Hide/Show Shy Bones 419
Raise to Front 407 Hide Controlled Bones 419
Lower to Back 407 Show All Bones 419
Trace Image 407 Track Bone to Video 419
Hide Selected Points 413 Make Smart Bone Dial 419
Show All Points 413 Freeze Pose 422
Hide Shape 413 Freeze Selected Bones 422
Show All Shapes 414 Freeze Visible Bones 423
Freeze Points 414 Reset Bone 423
Freeze Selected Points 414 Reset All Bones 423
Freeze Visible Points 414 Chapter 22: Animation Menu 424
Reset Points 414
Allow Frame Skipping 425
Reset All Points 414
Enable Bone Dynamics 425
Chapter 21: Bone Menu 415 Reset All Layer Channels 425
Release Points 416 Consolidate Layer Channels 425
Flexi-Bind Points 416 Set Layer Start Time 426
Release Layer 416 Align Layer with Camera 426
Flexi-Bind Layer 416 Select All Keyframes 426
Release Layer And Points 416 Rescale Keyframes... 426
Use Selected Bones for Flexi-Binding 416 Copy Current Frame... 428

Contents
viii Anime Studio Pro 11
Users Manual

Add Keyframe 428 Install Script 440


Clear Animation 429 Chapter 24: View Menu 441
Track Layer to Video 429 Reset441
Nudge Physics Object 429 Zoom In 441
Mute Audio 430 Zoom Out 441
Restart Audio Track 430 Direction441
Audio Level 430 Enable Grid 442
Restart Movie 430 Grid Settings 442

Chapter 23: Scripts Menu 431 Enable Grid Snapping 442


Show 3D Axes 442
3D431
Video Safe Zones 442
Camera432
Show Output Only 442
Draw433
Show Play & View Controls 443
Image434
Show Timeline Options 443
Layer Effects 434
Timeline Channels 443
Particle Effects 435
Enable Onion Skins 443
Script Writing 436
Select Tracing Image 443
Sound438
Show Tracing Image 444
Text438
Show Curves 444
Tiling438
Auto Hide Curves 444
Visibility438
Fade Unselected Layers 444
Warp439
Design Mode 444
Other Popular Scripts 439
FBX Preview Mode 444
Scripting Documentation 440

Contents
ix Anime Studio Pro 11
Users Manual

Stereo445 Technical Support 452


Show Document Tabs 446 Download Bonus Content Pack 452

Chapter 25: Window Menu 447 Online Video Gallery 452


About Anime Studio Pro 452
Tools447
About Scripts 452
Layers447
Buy Content 452
Timeline447
Check For Updates 453
Style447
Deactivate License 453
Docking447
Edit Keyboard Shortcuts 453
Actions448
Set Custom Content Folder 456
Library448
Open Custom Content Folder 456
Audio Recording 448
Poser Parameters 448 Appendix457
Blend Morphs 448
Appendix A: Product Comparison 458
Layer Settings 450
Keyframe450 Feature Comparisons 458
Window Menu 459
Chapter 26: Help Menu 451
Vector Drawing Features 459
Tutorials451
Vector Modifiers 460
Help451
Fill Features 460
Online Tutorials 451
Fill Modifiers 460
Welcome Screen 451
Bone Features 460
Register Your Product 451
Layer Features 461
Community Forums 452
Layer Modifiers 462

Contents
x Anime Studio Pro 11
Users Manual

Layer Types 462 Technology and Content 469


Camera Features 462 Appendix D: Anime Studio Shortcuts 472
Workspace Features 463
How to Work Quickly in Anime Studio 472
Timeline Features 463
Menu Shortcuts 472
Action Features 463
Keyboard Shortcuts 473
Style Features 463
Mouse Shortcuts 477
Preferences464
Multi-touch Support 478
Project Settings 464
Appendix E: Media Support 480
Content464
Writing Your Own Presets 481
Scripts464
View465 Index483
Import465
Export Formats 466
Upload Features 466
Optimization Features 467

Appendix B: Technical Support 468


User Manual 468
Anime Studio on the Web 468
Anime Studio Discussion Forum 468
Email Support 468

Appendix C: Acknowledgements 469


Anime Studio Development Team 469

Contents
1 Anime Studio Pro 11
Users Manual

Welcome
This manual includes embedded video files
that help demonstrate features that are more
easily explained in video format. If you receive a
warning about Acrobat not being able to connect
to a flashserver while trying to play the file, please
refer to “Using the Embedded Media Files” on page
1 in your Anime Studio Tutorial Manual for
instructions on how to disable the warning.


2 Anime Studio Pro 11
Users Manual

Chapter 1: Introduction Demo Limitations


If you haven’t purchased a copy of Anime Studio, then
Anime Studio is a complete animation system for creating the program will be running in demo mode. While in demo
2D anime and cartoons. This document is the user’s mode, Anime Studio still allows you access to all features
manual, containing useful information to get you started, of the program. Anything you can do in the full version
as well as a detailed reference to all of Anime Studio’s you can do in the demo. Also, any files you create with
features. the demo version of Anime Studio will still work fine if you
purchase the full version.
If you’re just getting started using Anime Studio, the best
place to begin is with the quick start tutorials, which appear The demo version has just three limitations: First, you can
in “Quick Start” on page 3 in your Anime Studio Tutorial only run the demo version of Anime Studio for 30 days.
Manual. Choose Help > Tutorials to open the manual in PDF Second, you cannot import any external file formats
format. This section will give you a quick overview of how including images and movies. Third, you cannot export
Anime Studio works, and what you can do with it. Even if your animations to other formats (QuickTime, AVI, Flash,
you’ve used Anime Studio in the past, you might want to etc.).
give the tutorials a quick read to see what’s changed in
To purchase Anime Studio, go to http://store.smithmicro.
this version.
com/.
If you’ve been using Anime Studio for a while now, and
you want more information on some specific feature or
interface element, choose the section that interests you New and Enhanced Features in
from the table of contents. Anime Studio 11
Finally, if you’re having a problem that just isn’t answered
in this document, please see “Appendix B: Technical • Frame by Frame Animation: With the new Frame-by-
Support” on page 468. We want to do everything we Frame layer, you can jump into a frame by frame
can to make using Anime Studio a fun and productive workspace. By using new frame controls and onion
experience. skinning, you can create authentic frame by frame

Chapter 1: Introduction
3 Anime Studio Pro 11
Users Manual

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.
ƒƒ 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. ƒƒ 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 ƒƒ 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 ƒƒ 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 ƒƒ 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
4 Anime Studio Pro 11
Users Manual

ƒƒ 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
5 Anime Studio Pro 11
Users Manual

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.
Chapter 1: Introduction
6 Anime Studio Pro 11
Users Manual

• 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.

• Library Styles category: The Library now features Windows:


a Styles category, which allows you to save style
documents into the library. For more information, see • Windows® 7, 8, 8.1 or newer
“Adding Items to the Library” on page 270.
• 64-bit OS required for 64-bit installation

Chapter 1: Introduction
7 Anime Studio Pro 11
Users Manual

• 1.3 GHz Pentium 4 or newer, Athlon 64 or newer • 2 GB RAM recommended

• 2 GB RAM recommended • 800 MB free hard drive space minimum

• 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

Macintosh: Activating Anime Studio


After installingAnime Studio, you will need to activate
Macintosh® OS X 10.8, 10.9 or newer within a seven day grace period. If you do not activate
Anime Studio during the seven day grace period, it will not
• Macintosh® OS X 10.8, 10.9 or 10.10 start until activated. You will need to reactivate in order to
use the product.
• 64-bit OS required

• 1.3 GHz Intel Processor or newer

Chapter 1: Introduction
8 Anime Studio Pro 11
Users Manual

If you try to run Anime Studio after the seven


day grace period has expired without
activation, the application will not run. You will need
to enter your serial number again when prompted to
activate the application.

There are two modes of activation:


Anime Studio Demo screen.
• If you have installed Anime Studio on a computer
that has an internet connection, see “Automatic
Activation” on page 8. ƒƒ Buy Now: Opens your web browser to the Smith
Micro online store, where you can purchase a
• If you have installed Anime Studio on a computer licensed copy of Anime Studio.
without an internet connection, see “Manual
ƒƒ Insert Serial Number: Click this button to open the
Activation” on page 9.
Product Activation screen.

ƒƒ Continue Using Demo: If the trial period has not


Automatic Activation been exceeded, click this button to continue using
Anime Studio in demo mode. The button will be
If your computer has an Internet connection, Anime Studio
disabled if the trial period has been exceeded.
can be activated as follows.
ƒƒ Quit: Click this button to exit the Anime Studio
1. Start Anime Studio. If the program is running in demo
Demo screen and quit the application.
mode you will see the Anime Studio demo dialog,
which presents the following options.
If you do not want to activate Anime Studio
when the Product Activation screen appears,
click Activate Later.

Chapter 1: Introduction
9 Anime Studio Pro 11
Users Manual

2. In the Product Activation screen, enter your Manual Activation


Registration Name, Registration Email, and Anime
Studio Serial Number (along with your Previous Serial 1. Start Anime Studio. If the program is running in demo
Number (if upgrading). mode you will see the Anime Studio demo dialog,
which presents the following options.

Anime Studio Demo screen.

ƒƒ Buy Now: Opens your web browser to the Smith


Micro online store, where you can purchase a
licensed copy of Anime Studio.

ƒƒ Insert Serial Number: Click this button to open the


Product Activation screen.
Product Activation screen.
ƒƒ Continue Using Demo: If the trial period has not
been exceeded, click this button to continue using
3. Check or uncheck other options such as receiving Anime Studio in demo mode. The button will be
product announcements or allowing analytics disabled if the trial period has been exceeded.
information to be sent to Smith Micro.
ƒƒ Quit: Click this button to exit the Anime Studio
4. Click Activate to activate your copy of Anime Studio. Demo screen and quit the application.

Chapter 1: Introduction
10 Anime Studio Pro 11
Users Manual

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.

If an Internet connection is not detected, click Activate


Manually.

5. The Manual Product Activation dialog appears. Click


the Create Activation Request button to generate a
text file named Anime Studio Pro_ActivationRequest.
Product Activation screen.
This file contains the necessary activation information.

Chapter 1: Introduction
11 Anime Studio Pro 11
Users Manual

Use the Copy Activation URL button to copy


the activation URL to your clipboard. Then
create a new text file, and save it to your flash drive
under a different filename (such as ActivationURL.
txt). You can use this text file to retrieve the URL on
your other computer.

7. Copy the activation request file that you saved in


Step 6 onto a flash drive, so you can transfer it to a
computer that does have an internet connection.
Transfer the files from the flash drive to the hard disk on
a computer with an internet connection.

8. Open your web browser and go to the www.


producturlsupport.com/activation web page.
Manual Product Activation screen.
9. From the Activation page, click the button to activate
Anime Studio.
6. Locate a folder and click Save to save the info.
10. From the Anime Studio Offline Activation page, click
It is recommended that you leave the the Choose File button to open the File Upload dialog.
Manual Product Activation dialog open while Locate the Activation Request file on your computer’s
you generate the activation certificate on a flash drive and click Open to return to the Activation
computer that has an Internet connection. web page.

11. Click the Submit button on the Activation web page.


An activation_certificate.txt file will be downloaded to
your computer.

Chapter 1: Introduction
12 Anime Studio Pro 11
Users Manual

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:

• If you are planning on upgrading your operating


system, we recommend that you deactivate Anime
Studio before the upgrade.

• If you have exceeded the number of activations per


license (three) you will need to deactivate one of the
installations in order to install and activate it on another
computer.
After you deactivate your license, Anime Studio will
then display a dialog that tells you that your license is
deactivated and that your copy of Anime Studio will shut
down.

Completing manual activation.


Automatic Deactivation
14. After you return to the Manual Product Activation If Anime Studio is installed on a computer that has an
dialog, click Activate. internet connection, proceed as follows:
1. Choose Help > Deactivate License.

Chapter 1: Introduction
13 Anime Studio Pro 11
Users Manual

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
ƒƒ Choose Cancel to return to Anime Studio without have an internet connection, you will need to use the
deactivating: manual deactivation, as follows:
ƒƒ 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.

2. You are again asked to confirm your decision. Click OK


to continue.

3. Anime Studio displays a dialog if it detects that you


are not connected to the Internet. Click Deactivate
Manually to continue.

4. The Manual Product Deactivation dialog appears.


Click the Create Deactivation Request button to
generate a text file named Anime Studio Pro_
Completing automatic deactivation.
DeactivationRequest.txt. This file contains the necessary
deactivation information.

Chapter 1: Introduction
14 Anime Studio Pro 11
Users Manual

It is recommended that you leave the


Manual Product Deactivation dialog open
while you complete the process on a computer that
has an Internet connection.

6. Copy the Anime Studio Pro_DeactivationRequest.txt file


onto a flash drive, so you can transfer it to a computer
that does have an internet connection. Transfer the
files from the flash drive to the hard disk of a computer
that has an internet connection.

7. Open your web browser and go to the www.


producturlsupport.com/deactivation web page.

8. From the Deactivation page, click the icon to


Create Deactivation Request button. deactivate Anime Studio.

9. From the Anime Studio Deactivation page, click


5. Locate a folder and click Save to save the the Choose File button to open the File Upload
deactivation request file. dialog. Locate the Deactivation Request file on your
computer’s hard drive and click Open to return to the
Use the Copy Deactivation URL button to Deactivation web page.
copy the deactivation URL to your clipboard.
Then create a new text file, and save it to your flash 10. A small icon appears next to the Choose File button
drive under a different filename (such as when the file is uploaded. Click the Submit button
DeactivationURL.txt). You can use this text file to on the Deactivation web page. You will receive a
retrieve the URL on your other computer. message when deactivation is successful.

Chapter 1: Introduction
15 Anime Studio Pro 11
Users Manual

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:

• Windows: C:\ProgramData\Smith Micro\Anime Studio


Activation and Analytics Logging Pro\11

Generally, it is not necessary or beneficial to create a • Macintosh: /Users/Shared/Library/Application Support/


verbose log file. This data is beneficial for developers that Smith Micro/Anime Studio Pro/11/License
are trying to diagnose problems. Verbose logging should
When Anime Studio launches, it will delete any files that
only be done when requested by technical support.
have a .log extension at these locations. If the folder
To send the file to technical support, first launch Anime contains an Enable Activation Log.txt file, Anime Studio will
Studio to reproduce the issue. After you quit Anime Studio, enable verbose logging for the activation/analytics library.
go to the folder that is applicable for your version of Anime
Studio. Zip the .log file and send to technical support. Getting Started
You can enable verbose activation or analytics error After you install Anime Studio, you might want to familiarize
logging by placing a dummy text file named enable yourself with the many features contained in the program.
activation log.txt in the same folder where your
When you start Anime Studio, a splash screen presents the
activation license data is saved. Remove or rename the
following options:
.txt file to disable verbose logging.
Locations are as follows: • Introductory Tutorial: Opens the Tutorial Manual, which
you can also open using the Help > Tutorial Manual
For Anime Studio Debut:
command from the Anime Studio menu.
• Windows: C:\ProgramData\Smith Micro\Anime Studio
• Bonus Content Pack: Opens your Web browser to the
Debut\11
Content Paradise web site, specifically to the Anime
Studio bonus content page. A Content Paradise
Chapter 1: Introduction
16 Anime Studio Pro 11
Users Manual

account and valid Anime Studio serial number are


required to add the free content to your shopping cart.
You can also navigate to this page by choosing the
Help > Download Bonus Content Pack command from
the Anime Studio menu.

• Register Your Product: Opens your Web browser to


the Smith Micro registration page, where you are
prompted to enter registration information for your
Smith Micro software products. You can also navigate
to this page by choosing the Help > Register Your
Product command from the Anime Studio menu.

• ContentParadise.com: Opens your Web browser to


the Content Paradise home page, where you can
order content for Anime Studio and other Smith Micro
software products. You can also navigate to this page
by choosing the Help > Buy Content command from Splash Screen
the Anime Studio menu.

• Don’t Show This Again: Choose this command to


prevent the splash screen from opening each time you Creating a Content Folder
start Anime Studio.
When you first start Anime Studio, you will be asked if you
want to create a folder to store your custom content.
After the content folder is created, a hierarchy of folders
appears beneath it. Any content stored in these locations
will appear in the “My ...” folders in the Librarty (such as “My

Chapter 1: Introduction
17 Anime Studio Pro 11
Users Manual

Characters” in the Characters library and so on. This allows


you to store user-created word balloons, brushes, and
other custom items that you can use in Anime Studio.
The Custom Content folder also serves other important
functions:

• The support files for the Tutorial manual are found in


the Custom Content Tutorials folders.
Choosing a content folder.
• Autosave information and files are stored in the
Autosave subfolder. If you do not create a custom
content folder, autosave information will not be stored. • Choose: Select this option to browse to the folder that
you want to use for your Anime Studio content. After
• If you open a file in Anime Studio that contains a you select/create the folder, choose OK.
reference to a project file that is not found in its
original location, Anime Studio will look in your Custom • Not Now: Choose this option if you want to set up the
Content location to try to find a file of the same name folder at a later time. You will be prompted with this
in its Shared Resources folder, or one of its subfolders. dialog the next time you start Anime Studio.
These folders must exist at launch, or when the Custom
Content folder is included in your search paths. If there • Never: Choose this option if you do not want to set up
are multiple files of the same name in your Shared a folder, and no longer want to receive this prompt
Resources folder or subfolder, Anime Studio will match when you start Anime Studio.
against the first one it finds.
If you choose to never show the dialog that
When Anime Studio prompts you to create a custom prompts you to create a content folder, you
content folder, the choices are as follows: can choose the Help > Set Custom Content Folder
command at any time to specify a content folder
location.

Chapter 1: Introduction
18 Anime Studio Pro 11
Users Manual

When the User Content folder is created or


updated, Anime Studio appends the version
number of the application to the name of the
Readme folder.

Automatic Update Checking


If you want to configure Anime Studio to automatically
check for updates, you can open the Preferences dialog,
and check the Automatically check for updates option in
the General tab. To manually check for updates, choose
the Help > Check for Updates command.

Chapter 1: Introduction
19 Anime Studio Pro 11
Users Manual

Chapter 2: License 1. General


You agree to use the Software, Documentation and
Anime Studio Pro 11 Content only for lawful purposes. Any use of the Software,
Documentation or Content other than as granted in
this EULA must be by SMSI’s prior written consent. SMSI
End User License Agreement and maintains an ongoing EULA enforcement program.

Limited Warranty Violation of any provision of this EULA automatically


terminates this EULA. SMSI reserves all other rights that it
PLEASE READ THIS END USER LICENSE AGREEMENT (“EULA”) may have for violation of this EULA.
CAREFULLY BEFORE INSTALLING AND USING THE SOFTWARE.
BY CLICKING THE “AGREE” BUTTON WHEN INSTALLING THE
2. Definition
SOFTWARE, YOU ARE AGREEING TO BE BOUND BY THE
TERMS OF THIS EULA. IF YOU DO NOT AGREE TO THE TERMS “Content” means animations, characters, clothing, faces,
OF THIS EULA, CLICK ON THE “DISAGREE” BUTTON. IF YOU hair, geometries, images, documentation, materials,
DO NOT AGREE TO THE TERMS OF THIS EULA, YOU MAY NOT meshes, morphs, motion files, props, scripts, textures, bump
USE OR ACCESS THE SOFTWARE. USING OR ACCESSING ANY maps, transparencies, and similar files and data created or
PART OF THE SOFTWARE INDICATES THAT YOU AGREE TO THE modified with the intent of being used within the Software
TERMS OF THIS EULA. and/or third party applications.
This EULA is between you (both the individual installing the “Documentation” means all written material in any form
Software and any single legal entity on behalf of which for installation and use of the Software provided by or
such individual is acting) (“you” or “your”) and Smith made available by SMSI, or its authorized representatives
Micro Software, Inc. and/or its affiliates (collectively or or agents.
individually, “SMSI”).
“Legitimate Uses” means (a) creating tutorials, books, or
other educational materials using images of the Software
interface or Content for sale, distribution, public display, or

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
22 Anime Studio Pro 11
Users Manual

of the Software that was furnished to you when you paid 4. Restrictions
the licensing fee.
A) You will not, and will not permit any third party to,
D) Portions of the Software include third party software
use, copy, modify, derive, or transfer the Software or
and other copyrighted material (collectively, “TPS”).
Documentation, or any copy, modification, derivation,
Acknowledgements, licensing terms, restrictions and
or merged portion thereof, in whole or in part via any
disclaimers of such TPS are contained in the “About Box” of
means or for any purpose whatsoever except as expressly
the Software and your use of such TPS is governed by such
permitted in this EULA or the Documentation. You will
respective terms. Any terms of this EULA that differs from the
not, and will not permit any third party to, modify, adapt,
terms of any TPS are offered by SMSI alone, and not by any
translate, rent, lease, loan, resell for profit, or create
other licensor.
derivative works based upon the Software or any part
E) Except as otherwise expressly permitted in the thereof. The Software contains trade secrets in its human
Documentation, you will only use the Software on a single readable form and, to protect them, you will not, and will
computer at any given time, meaning that you must treat not permit any third party to, reverse engineer, decompile,
the Software “like a book.” “Like a book” means that the disassemble, or otherwise reduce the Software to any
Software may be used by any number of people and may human readable form without the express prior written
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.”
Chapter 2: License
25 Anime Studio Pro 11
Users Manual

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
Chapter 2: License
26 Anime Studio Pro 11
Users Manual

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-
Export Laws from receiving the Software. INFRINGEMENT OF THIRD PARTY RIGHTS, OR FITNESS FOR A
PARTICULAR PURPOSE.

9. Limited Warranty and Disclaimer C) YOU ACKNOWLEDGE THAT THE SOFTWARE MAY NOT
(I) SATISFY ALL YOUR REQUIREMENTS, (II) BE FREE FROM
A) SMSI warrants that any media on which the Software DEFECTS, OR (III) OPERATE WITHOUT INTERRUPTION OR
may be provided will be free from defects in materials and ERRORS. IN ADDITION, DUE TO CONTINUAL DEVELOPMENT
Chapter 2: License
27 Anime Studio Pro 11
Users Manual

OF NEW TECHNIQUES FOR INTRUDING UPON AND PROFIT, BUSINESS INTERRUPTION, LOSS OF DATA AND/
ATTACKING NETWORKS, SMSI DOES NOT WARRANT THAT THE OR BUSINESS INFORMATION, AND THE LIKE), WHETHER
SOFTWARE WILL BE FREE OF VULNERABILITY TO INTRUSION FORESEEABLE OR UNFORESEEABLE, ARISING OUT OF THE USE
OR ATTACK. OR INABILITY TO USE THE SOFTWARE OR DOCUMENTATION,
REGARDLESS OF THE BASIS OF THE CLAIM, EVEN IF SMSI HAS
D) THE FOREGOING LIMITED WARRANTY IS NEITHER A
BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES OR
SERVICE NOR A SUPPORT CONTRACT. NO ORAL OR
FOR ANY CLAIM BY ANY OTHER PARTY. IN NO EVENT WILL
WRITTEN INFORMATION OR ADVICE GIVEN BY SMSI, ITS
SMSI’S AGGREGATE LIABILITY (OR THAT OF ITS DEVELOPERS,
EMPLOYEES, DISTRIBUTORS, DEALERS, REPRESENTATIVES
SUPPLIERS, DIRECTORS, OFFICERS, EMPLOYEES, OR
OR AGENTS SHALL INCREASE THE SCOPE OF THE ABOVE
SUBSIDIARIES OR AFFILIATES), UNDER OR IN CONNECTION
WARRANTIES OR CREATE ANY NEW WARRANTIES. YOU
WITH THIS EULA, EXCEED THE AMOUNT PAID BY YOU FOR
MAY HAVE ADDITIONAL WARRANTY RIGHTS UNDER LAW
THE SOFTWARE, IF ANY. THIS LIMITATION WILL APPLY EVEN IN
WHICH MAY NOT BE WAIVED OR DISCLAIMED. SMSI DOES
THE EVENT OF A FUNDAMENTAL OR MATERIAL BREACH OR
NOT SEEK TO LIMIT YOUR WARRANTY RIGHTS TO ANY EXTENT
A BREACH OF THE FUNDAMENTAL OR MATERIAL TERMS OF
NOT PERMITTED BY LAW. This Section 9 and Section 10,
THIS EULA.
below, shall survive any termination of this EULA, howsoever
caused, but this will not imply or create any continued right B) The above limitations will apply even if any warranty
to use the Software after termination of this EULA. or remedy provided under this EULA fails of its essential
purpose. The above limitations will not apply in case of
personal injury (including death) only where and to the
10. Disclaimer of Liabilities extent that applicable law requires such liability. Because
some jurisdictions do not allow the exclusion or limitation
A) EXCEPT FOR THE EXCLUSIVE REMEDY OFFERED BY SMSI
of implied warranties or liabilities for consequential or
ABOVE AND REMEDIES THAT CANNOT BE EXCLUDED OR
incidental damages, the above limitations may not apply
LIMITED BY APPLICABLE LAW, IN NO EVENT WILL SMSI
to you.
OR ITS DEVELOPERS, SUPPLIERS, DIRECTORS, OFFICERS,
EMPLOYEES, OR SUBSIDIARIES OR AFFILIATES BE LIABLE TO
YOU FOR ANY CONSEQUENTIAL, INCIDENTAL OR INDIRECT
DAMAGES (INCLUDING DAMAGES FOR LOSS OF BUSINESS
Chapter 2: License
28 Anime Studio Pro 11
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11. Indemnification 13. Applicable Law


You will indemnify and hold harmless, and at SMSI’s request This EULA shall be governed by the laws of the State of
defend, SMSI and its affiliates, successors and assigns California, without giving effect to any choice of law
from and against any and all claims, losses, liabilities, principles. This EULA will not be governed by the United
damages, settlements, expenses and costs (including, Nations Convention on Contracts for the International Sales
without limitation, attorneys’ fees and court costs) which of Goods, the application of which is expressly excluded.
arise out of or relate to any third party claim or threat Exclusive jurisdiction over and venue of any suit arising out
thereof that your use of the Software, Documentation or of or relating to this EULA will be in the state and federal
Content is unlawful or not otherwise permitted by this EULA. courts of Orange County, California. If for any reason
SMSI reserves the right, at its own expense, to assume the a court of competent jurisdiction finds any provision,
exclusive defense and control of any matter otherwise or portion thereof, to be invalid or unenforceable, the
subject to indemnification hereunder. remainder of this EULA shall continue in full force and
effect. The waiver by either party of any default or breach
of this EULA will not constitute a waiver of any other
12. U.S. Government Restricted Rights or subsequent default or breach. You may not assign,
The Software and Documentation are provided with sell, transfer, delegate or otherwise dispose of, whether
RESTRICTED RIGHTS. The use, duplication, or disclosure by voluntarily or involuntarily, by operation of law or otherwise,
the United States Government is subject to restrictions as this EULA or any rights or obligations under this EULA without
set forth in subparagraph (c)(1)(ii) of the Rights in Technical SMSI’s prior written consent. Any purported assignment,
Data and Computer Software Clause at DFARS 252.227- transfer or delegation by you will be null and void. This EULA
7013 or subparagraph (c)(1) and (2) of the Commercial constitutes the entire agreement between the parties and
Computer Software Restricted Rights at 48 CFR 52.227-19, supersedes all prior or contemporaneous agreements or
as applicable. The Manufacturer is Smith Micro Software, representations, written or oral, concerning the subject
Inc., 51 Columbia, Aliso Viejo, CA 92656 USA. matter of this EULA.

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29 Anime Studio Pro 11
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14. Other Services and Materials shall not have any liability to you for content that may be
found to be offensive, indecent, or objectionable; hateful
This Software may enable access to SMSI and/or third party threatening or pornographic; incites violence; or contains
services and websites (individually and collectively referred nudity or graphic or gratuitous violence.
to as “Services”). This EULA does not apply to any Services.
You acknowledge and agree that nothing in this EULA
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Services. Any terms, conditions, privacy policies, warranties, contact Customer Service, please contact SMSI at this
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Chapter 2: License
30 Anime Studio Pro 11
Users Manual

trademarks (e.g., a pending trademark application), the


right in and to a trademark in Japan may not be exclusive
until it is validly registered. You may not remove, modify,
alter, cover or deface any trademark, trade names,
product names, logo, copyright or other proprietary
notices, legends, symbols or labels in the Software and
Documentation. This EULA does not authorize you to use
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Further, any reference to any third party commercial
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any of its related Documentation and materials in any
form) does not constitute or imply SMSI’s endorsement,
recommendation or favoring by SMSI or any of its suppliers/
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Version: 20150507-AnimeStudio/AnimeStudio

Chapter 2: License
31 Anime Studio Pro 11
Users Manual

Anime Studio
Tools

Chapter 2: License
32 Anime Studio Pro 11
Users Manual

Chapter 3: The Draw Click the tool icon in the properties bar to
display a submenu. Choose Reset Tool to

Tools reset the current tool to its default settings. Choose


Reset All Tools to reset all tools to their default
settings.
Draw tools are used to draw and modify vector artwork.
The following tools are available when you’re working with
a vector layer. Most of these tools are used by selecting
them from the toolbar then clicking and dragging in the
working area of the main window - a few are used simply
by clicking on them, and this is noted below. If you hold the
Reset tool options.
mouse over a tool, a tooltip will appear with the name of
the tool if you need a quick reminder. Also, most tools have
When drawing with the draw tools, you can manually
a shortcut key that can be used to activate them. If a tool
choose to use legacy curves (such as those used in Anime
has such a shortcut, this will show up in the tooltip as well.
Studio 6 and earlier) in the Layer Settings dialog. Select the
If a tool has the following symbol next to it: , then it can layer you want to change in the Layers window, and open
be used for animation - using the tool at different frames the Layer Settings dialog to the Vectors tab. Check the
in the timeline will cause the object you adjust to change Legacy Curves option to use the old method of rendering
over time. curves.

Anime Studio has a smart tool palette, which


shows and hides tools based on their need.
The position of the tool shown in the screenshots may
differ, depending on the selected layer in the Layers
palette, and the current time in the timeline.

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33 Anime Studio Pro 11
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Normal curves (left) vs Legacy curves (right).

Select Points
Shortcut: G

You can choose legacy curves for compatibility with older


scenes created in Anime Studio 6 and earlier.

Select Points

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Using the Select Points Tool


Many of the following tools work only on the currently
selected points. This is the tool you use to select/de-select
Select Points options
points. This tool can be used in a few different ways.
The most basic way to select points is to drag a rectangle
around them. Also, using this tool you can click on a single
Select Points Tool Options
point to select it. The third method of selection is to click
on a curve to select the entire curve. Finally, clicking on
• Select Group: Used to select a group that was
a filled-in area will select an entire object. Each of these
previously created with the Select Points tool.
selection methods is illustrated below:
• Text Field: Assigns a name to the currently selected
group of points.

• Create: Creates a group from the selected points.

• Delete: Deletes the currently selected group from the


selection list.

• Lasso Mode: When checked, allows you to draw a


lasso around the points you want to select. When
unchecked, selects a rectangular area.

• Flip Horizontally: Click this button to flip horizontally.

• Flip Vertically: Click this button to flip vertically.

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Different methods of point selection (SWF file)

Modifier keys:
Selection methods

• By holding the Shift key, you can add to a selection.


Below is a short movie clip showing the different ways to
Otherwise, you will always start a new selection when
select points using the Select Points tool.
using this tool.

• Holding the Alt key will remove from the selection.

• If you hold down the Ctrl key (Windows) or Cmd key


(Mac), this tool will work in lasso style. (You can also

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36 Anime Studio Pro 11
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activate lasso style selection by turning on Lasso mode


in the tool options area.)
The selection commands in the Edit menu are also very
useful for managing selections. These are described in
“Chapter 19: Edit Menu” on page 389.
The currently selected points may be deleted by pressing
the Delete or Backspace keys.

Transform Points Transform Points

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.

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• Reset: If pressed at Frame 0, resets a layer back to its Translating Points


default value. If pressed at any other frame, resets the
layer to the value or values set at frame 0. The following toolbar options are associated with
translating points:
The following options appear in the right portion of the
options toolbar when the Transform Points tool is selected:

Transform Points options for translating

Transform Tool general options


• Position X: Allows you to numerically enter a value for
the X coordinate.
• Auto Weld: When checked, automatically welds a
new point to an existing point. The existing point is • Position Y: Allows you to numerically enter a value for
highlighted when the mouse hovers over a point that the Y coordinate.
can be welded.
In the pictures below, the selected points are highlighted in
• Auto Fill: When checked, automatically fills a closed red. Notice the effect of using the Transform Points tool on
shape when you create it. these points.

• 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.
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Top circle fully selected. Bottom circle partially selected After translation

• To weld points: The steps differ depending on whether


the Auto Weld option in the toolbar is enabled or
disabled:

ƒƒ When Auto Weld is off: To weld two points together,


use the Transform Points tool to drag one point on
top of another (you must drag just one point to
weld, not a group of points). While dragging the
Chapter 3: The Draw Tools
39 Anime Studio Pro 11
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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
ƒƒ 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

• Scale X: Allows you to enter a numeric value for


scaling along the X axis.

• Scale Y: Allows you to enter a numeric value for scaling


along the Y axis.

• Apply: Click to apply the values entered in the Scale X


and Scale Y fields
When this tool is active, a red box will appear around the
currently selected group of points. The handles around
the edges of this box allow you to resize the points. Drag
a corner handle in and out to scale the points while
Using Transform Points and auto-weld (SWF file) maintaining their proportions. Drag one of the side handles
to change the horizontal scale, or the top or bottom
handle to change the vertical scale.
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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.

Transform Points options for rotating.

• Rotation: Allows you to enter a numerical value for


rotation.

• 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

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41 Anime Studio Pro 11
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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.)

Uses of the Add Point tool

Closing a curve

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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

• Select Group: Used to select a group that was


previously created with the Select Points tool.

• Auto Weld: When checked, automatically welds a


new point to an existing point. The existing point is
highlighted when the mouse hovers over a point that
can be welded.

• Auto Fill: When checked, automatically fills a closed


shape when you create it.

• Auto Stroke: When checked, automatically creates a


Using the Add Point tool (SWF file)
stroke around the shape that you create. Uncheck this
option to create a shape that has no outline.

• Sharp corners: When checked, creates sharp corners


when changing the angle of a line. When unchecked,
creates smooth transitions when changing the angle

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If you hold down the Command key (Mac) or


Ctrl key (Windows) while you add a new
point, it will reverse the Sharp Corners option that
you have selected in the Options toolbar. This allows
you to change between peaked and smoothed
points without interrupting your workflow.

Curvature
Shortcut: C Curvature

This tool works on the currently selected points, or on


the nearest point if less than two points are selected.
It adjusts the level of smoothness of the curves passing Curvature Tool Options
through the selected points. Drag to the left to make the
curves less smooth, and drag to the right to make the
curves rounder.
Curvature Options

• Select Group: Used to select a group that was


previously created with the Select Points tool.

• Curvature: Enter a positive or negative value for the


amount of curvature that you want to apply to the
selected curves.

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• 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

Freehand tool to resize the brush.

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
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You don’t have to be concerned with


ending a line exactly on a point, or using the
Transform Points tool to weld points together.
Instead, sketch as you normally would sketch with a
pencil. Any lines that cross will automatically weld
together, easily allowing you to create closed
shapes. You can then use the Delete Edge tool to
delete the unwanted straggling ends that cross the
lines you want to weld. This allows you to create
closed shapes quite easily that you can fill later.
Freehand
Click the Freehand Options button in the Options toolbar
to display the Freehand Tool options dialog. The options
Freehand Tool Options are as follows:

• Freehand Options: Click this button to display the


following options

ƒƒ Variable line width: When set to None, does not


Freehand Options (part 1) vary line width between the start and end of the
line. You can also vary line width based on pen
pressure when using a pen tablet, or randomly.
The Freehand tool has been improved to The line width will vary between the minimum and
give much smoother looking curves. As you maximum width settings that you specify.
draw with the Freehand tool it looks like you are
creating a lot of points, but as you let go it only ƒƒ Width Variation: Controls the amount of difference
keeps the points that are necessary to represent the between the narrowest part of the stroke and the
curve smoothly. widest part of the stroke.

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46 Anime Studio Pro 11
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ƒƒ Taper Start: When checked, tapers the start of the


line. Enter the starting width of the line in the field
provided.

ƒƒ Taper End: When checked, tapers the end of the


line. Enter the ending width of the line in the field
provided.

Tapering is applied live, not just on mouse-up.

ƒƒ Smoothing: Use the Smoothing slider to increase


or decrease the amount of smoothing that is
applied to the curve. The default setting of 2
corresponds to the amount of smoothing used in
Anime Studio 10. Decrease the setting to apply less
smoothing, making the shape closer to the way it
was originally drawn. Increase the setting to apply
more smoothing. You will see some effects of the
smoothing algorithm in real time while you draw.

ƒƒ Reset: If pressed at Frame 0, resets a layer back


to its default value. If pressed at any other frame,
Freehand options
resets the layer to the value or values set at frame
0.
• Auto Weld: When checked, automatically welds a
new point to an existing point. The existing point is
highlighted when the mouse hovers over a point that
can be welded. When you draw two lines that cross,

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47 Anime Studio Pro 11
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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.

• Auto Fill: When checked, automatically fills a closed


shape when you create it.

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48 Anime Studio Pro 11
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Rectangle

Rectangle

The Rectangle tool is a shortcut for creating a rectangular


shape. Just click and drag to draw a rectangle. Hold the
Draw Shape Shift key to constrain the shape to a square. Hold the Alt
key to make the click point the center of the rectangle,
instead of one of its corners. There’s nothing special about
rectangles created with this tool - they’re just four points
Draw Shape Tool Options and four curve segments and can be manipulated just
like anything else. You could create the same shape with
the Add Point tool, but for a simple rectangle, this tool is
quicker.

Draw Shape Options


Oval
• Auto Fill: When checked, automatically fills a closed
shape when you create it.

• Auto-stroke: When checked, automatically creates a


stroke around the shape that you create. Uncheck this Oval
option to create a shape that has no outline.

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The Oval tool is a shortcut for creating an oval shape. Stars


Just click and drag to draw an oval. Hold the Shift key to
constrain the shape to a circle. Hold the Alt key to make
the click point the center of the circle. There’s nothing
special about ovals created with this tool - they’re just four
points and four curve segments and can be manipulated
just like anything else. You could create the same shape Stars
with the Add Point tool, but for a simple oval, this tool is
quicker. The Stars tool is a shortcut for creating a star shape. Just
click and drag to draw a star. The star will be drawn from
the upper point of the star, and all five points of the star will
Triangles be equal in size.

Arrow

Triangles

The Triangle tool is a shortcut for creating a triangle shape.


Just click and drag to draw a triangle. Hold the Shift key to Arrow
constrain the shape to an equilateral triangle.
Click and drag to draw an arrow shape. Press the Shift key
to constrain the arrow to a horizontal or vertical line.

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Spirals can then later clean up the shapes by deleting unwanted


hanging lines with the Delete Edge tool.

If the edge you delete makes up part of the


outline of a fill shape, that shape will also be
deleted.
Spirals

The Delete Edge tool is also useful when used


Click and drag to draw a spiral shape. The number of
in conjunction with the Freehand tool. Due to
windings increase as you drag outward. By default the
the improved welding capabilities of the Freehand
spiral radiates in a clockwise direction from the center.
tool, you can freely sketch a character without
Press the Alt key to create a counter-clockwise spiral.
having to worry about exact placement of lines. Any
lines that cross will be welded together. You can

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.

It’s easy to delete points - just select them and press


backspace or delete. However, sometimes you may want
keep two points, but break the curve connecting them. To
do this, use the Delete Edge tool. Just use it to click on the
curve segment you want to delete and it will disappear.
You can use the Delete Edge tool to delete unwanted
lines. For example, you can use the Freehand tool to
quickly sketch out shapes, and the Freehand tool will
automatically weld crossed lines together as you draw. You

Delete Edge
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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.

Magnet Tool Options

• Magnet Radius: Sets the radius of the magnet.

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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.

Additional passes of the Blob Brush Tool add to the previous


shape.

You’ll get an accurate preview of the shape as you draw.


When you release the mouse, a vector outline will be
generated for the shape. Anime Studio will attempt to
simplify the curves by removing unnecessary points. When
you choose this tool, a red circle gives you a preview of the
The first pass of the Blob Brush Tool brush size.
The following keyboard shortcuts can be used with the Blob
You can add additional strokes to refine or add to the Brush tool:
shape. In the following example, additional strokes with
different brush sizes add legs and arms to the previous
shape.
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• 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.

• If you hold down the Command/Ctrl key you can


erase from the shape, or use the Eraser tool. See
“Eraser” on page 54 for more information.

The brush tool can create a lot of extra


points. You can use the new Point Reduction
Tool to reduce the number of points. See “Point
Blob Brush
Reduction” on page 56 for more information.

You might notice the viewport jump at times


Blob Brush Tool Options
when using the Blob Brush tool. This happens
when you extend your drawing outside the
boundary of the work area. The viewport resizes to
bring that additional area into view to ensure that
the object that you drew will fit on the screen. Brush Options (part 1)

• Brush Radius: Sets the radius of the brush. A red circle


gives you a preview of the brush size. You can also
adjust the radius by pressing the Alt key and moving
your mouse left or right.

• Use Pen Pressure: Check this option if you are using the
brush with a pressure-sensitive stylus and tablet.
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• Auto Stroke: Check this option to automatically create


strokes around the shapes that you create with the
Eraser
Blob brush. The Eraser tool allows you to cut holes in any shape. Simply
select the shape that you want to modify with the Select
Shape tool (described in “Select Shape” on page 62).
Then, switch to the Eraser tool to erase portions of the
selected shape.
Brush Options (part 2)
In the following example, the Eraser Tool is used to modify
the shape of an animal’s tail.
• Point Reduction: Check this option to remove
unnecessary points in the shapes that you draw while
the option is checked.

• Draw Behind Strokes: When this option is checked,


the Blob brush will be allowed to draw behind existing
stroke shapes. This is useful for frame-by-frame drawing.

• Merge Strokes: When checked, merges all strokes


made with the Blob brush into a single object. Uncheck
this option to create separate objects with each stroke.

• Smoothing: Use the Smoothing slider to increase or


decrease the amount of smoothing that is applied
to the curve. Decrease the setting to apply less
smoothing, making the shape closer to the way it was
originally drawn. Increase the setting to apply more
smoothing. You will see some effects of the smoothing
algorithm in real time while you draw.
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Delete Edge

Eraser Tool Options

• Eraser Radius: Sets the radius of the eraser. You can


also adjust the radius of the brush by pressing the Alt
key and moving your mouse left or right.
The Eraser Tool is used to modify the shape of an animal’s tail.
Before (top) and after (bottom) • Use Pen Pressure: Check this option if you are using the
eraser with a pressure-sensitive stylus and tablet.
You might notice the viewport jump at times
when using the Eraser tool. This happens
when you extend your drawing outside the
boundary of the work area. The viewport resizes to Eraser Options
bring that additional area into view to ensure that
the object that you drew will fit on the screen.
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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

When the Point Reduction tool is selected, the red circle


gives you a preview of the brush size. You can set the
Before (top) and after (bottom) Point Reduction
radius in the options toolbar, or press the Alt key while
dragging to resize the brush.
To use the tool, simply paint along the area where you
want to reduce the number of points. As you paint, the
Point Reduction Tool Options
brush will leave a trail behind where you have painted. The
areas that you paint over will be simplified. • Brush Radius: Sets the radius of the brush.

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• 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.

Point Reduction Options

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.

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• Scatter Brush Options: Click this button to display the


following options
Perspective Points
ƒƒ Angle Jitter: Specifies the maximum amount of Click and drag side-to-side to add horizontal
angle variation in the objects that you spray. perspective to the selected group of points. Click
and drag up and down to add vertical perspective to the
ƒƒ Spacing: Specifies the minimum amount of space selected group of points.
between the objects that you spray.
Although Anime Studio is not a 3D program, the effect of
ƒƒ Fill Color Jitter: Specifies the maximum amount of this tool is similar to rotating the points around a vertical
color variation for the objects that you spray. pivot, so that one half of the group rotates into the screen
and the other half out of the screen. If you want to do a
ƒƒ Stroke Color Jitter: Specifies the maximum amount
true 3D rotation, you should use the Rotate Layer Y tool to
of color variation for the objects that you spray.
apply true 3D perspective to a layer.
ƒƒ Flip X: Check this option to flip the objects being
sprayed along the X axis.

ƒƒ Flip Y: Check this option to flip the objects being


sprayed along the Y axis.

• Preset Menu: Click the Preset menu to choose from


a number of different presets that you can spray into
your scene. If you choose Use Clipboard, the Scatter
Brush tool sprays the contents of your clipboard into the
scene.
Perspective Points
• Min Width and Max Width: Sets the minimum and
maximum width of the objects that you spray. If you
want all of the objects to be the same size, set both
values the same. Higher values create larger objects.
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Perspective Points Tool Options

Perspective Points Options

• Select Group: Used to select a group that was


previously created with the Select Points tool.
Shear Points
• Reset: If pressed at Frame 0, resets a layer back to its
default value. If pressed at any other frame, resets the
layer to the value or values set at frame 0. Shear Points Tool Options

Shear Points
This tool works on a group of two or more selected
points. Click and drag left, right, up, or down to
Shear Points Options
shear, or slant the group of points.

• Select Group: Used to select a group that was


previously created with the Select Points tool.

• Reset: If pressed at Frame 0, resets a layer back to its


default value. If pressed at any other frame, resets the
layer to the value or values set at frame 0.
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Bend Points Tool Options


To use the Bend Points tool, drag your mouse up and
down to bend the selected group of points up and
down. For best results, the selected group of points should
be wider than it is tall.
Bend Points Options
Drag your mouse side to side to bend the selected group
of points side to side. For best results, the selected group of
points should be taller than it is wide. • Select Group: Used to select a group that was
previously created with the Select Points tool.

• Reset: If pressed at Frame 0, resets a layer back to its


default value. If pressed at any other frame, resets the
layer to the value or values set at frame 0:

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.

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Noise

Tool Options

Noise Options

• Select Group: Used to select a group that was


previously created with the Select Points tool.

• Reset: If pressed at Frame 0, resets a layer back to its


default value. If pressed at any other frame, resets the
layer to the value or values set at frame 0.

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Chapter 4: Fill Tools


Using the Fill tools for vector layers, you take the drawings
you created with the Draw tools, and you tell Anime Studio
which areas should be filled with color, where outlines Reset tool options.
should be placed, and what fill and line styles to use.
The drawings created with Draw tools are only guides. As
far as Anime Studio is concerned, they’re invisible and they Select Shape
won’t show up in the final rendered output. That’s where Fill
tools come in. Draw tools define the shape of objects, while Shortcut: Q
Fill tools define the appearance of those objects. Of course, This tool is used to select one or more existing shapes (fills or
you’re always free to switch back and forth between any outlines).
of Anime Studio’s editing tools at any time.
To select a shape, just click on the desired shape and it will
Anime Studio has a smart tool palette, which be selected.
shows and hides tools based on their need.
The position of the tool shown in the screenshots may • To select additional shapes, press the Shift key while
differ, depending on the selected layer in the Layers you click and drag the mouse over each additional
palette, and the current time in the timeline. shape to add to the selection.

• To deselect a shape, press the Alt key while you click


Click the tool icon in the properties bar to the shape(s) you want to remove from the selection.
display a submenu. Choose Reset Tool to
After your shape or shapes are selected, you can press the
reset the current tool to its default settings. Choose
Delete or Backspace keys to delete the shapes, or adjust
Reset All Tools to reset all tools to their default
their properties in the Style Window (see “Chapter 13:
settings.
Style Window” on page 232). Options also appear in the

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properties bar to change the color of the fill or stroke in the


selected shapes.
After clicking on a shape to select it, you then have the
option to select shapes lower in the stacking order. Just
hold down the Ctrl key (Windows) or Cmd key (Mac) and
press the down arrow key to select the next shape lower
down at the point you clicked the mouse. Hold Ctrl/Cmd
and press the up arrow key to select the next shape higher
in the stacking order at that same point.
When you change the properties of multiple selected
shapes, the changes that you make will be applied to all
selected shapes. For example, you can select shapes that
have different color fills, and then change the fill color in
Four different layers, each with objects that have different
the style window so that all of the shapes are filled with the
shape properties.
same color.
To illustrate, the following figure shows four different shapes, If you click on one of the shapes with the Select Shape
each with different fill and stroke properties. tool, the Style window updates to display the fill and stroke
properties of the shape that you clicked (color, stroke
width, brush settings and effects, and so on).
If you hold down the Shift key while using the Select Shape
tool, you can select multiple shapes. Pressing the Alt key
will remove a shape from the selection.

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Multiple shapes selected with the Select Shape tool.


The preview updates as you make changes in the Style
The properties of the first shape that you selected will window.
appear in the Style window. Any changes that you make
in the Style window will be applied to all of the selected
shapes. The preview window will update as you make your
style selections.

Select Shape Tool

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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.

Create Shape Options

• Fill: Check this option to change the fill of the selected


shape(s).

• 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
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are only preparing the selection. A shape is only created


when the spacebar or button is pressed.
The picture below shows a selection in progress using the
Create Shape tool. Note that the figure on the left is not
filled with a checkerboard because its border points are
not all selected. The checkerboard area indicates the
region that would be filled if the user hit the spacebar at
this particular moment. The left figure would only receive a
partial outline and no fill, since then entire border has not
been selected.

Selecting the curves to make up a shape

The next figure shows the result of pressing the spacebar to


actually create the two shapes that were being prepared
in the figure above.

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Tool Options

Create Shape Options

• Select Group: Used to select a group that was


previously created with the Select Points tool.

• Create Shape: Press the Create Shape button to


complete the shape. This is the same as pressing the
Spacebar after your selection is made.

• Lasso Mode: The Create Shape tool selects a


rectangular area by default. Check this option to
select points by drawing a lasso around the desired
area.
The two resulting shapes

• 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).

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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

In Anime Studio 10 and later, the lines that


create the closed shape do not have to be
Filling a basic closed outline
welded. For example, you can draw four
overlapping lines with the Freehand tool with Auto
Weld off, and then fill the inside of the lines with the
Paint Bucket tool.

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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.

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A shape with a hole in it. Clicking inside the hole fills just the hole

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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.

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Tool Options

Paint Bucket Options

• Fill: Select this option to affect fill only.

• Stroke: Select this option to affect stroke only.

• Both: Select this option to affect both fill and stroke.

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.

Two overlapping shapes are filled with the Paint Bucket to


create a boolean shape.

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You can superimpose two strokes, each with


a different line width, to create parts for
characters that are made of very few points,
making them much easier to animate. For more
information refer to “Tutorial 2.4: Varying Line
Widths” on page 70 in your Anime Studio Tutorial
Manual.

Delete Shape Tool

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.

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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.

Line Width Options

• Select Group: Used to select a group that was


previously created with the Select Points tool.

• Width: Allows you to enter a numerical value for the line


width.
You can also enable the Magnet Mode option and enter a
radius that determines the area that the magnet will affect.

You can set a magnet radius to affect all vertices beneath the
Line Width Magnet Mode Options magnet.

• Magnet Mode: Check this option to display the cursor


as a red semi-transparent circle. Hide Edge
Shortcut: H

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Sometimes, you will have the need to create a fill shape


with only a partial outline. The Hide Edge tool makes it easy
to accomplish this. After creating the fill shape and setting
the desired line width, simply click on the edge(s) that you
want to hide - those edges will simply disappear from the
outline, without affecting the fill. Below is a before and
after example:

The Hide Edge tool in action


Hide Edge Tool

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.

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Stroke Exposure Tool

• 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.

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Tool Options

Stroke Exposure 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.

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Shapes and curves are drawn on a single layer


A shape with a profile curve applied.

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.

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If you want to animate a shape that uses Curve


Profiles you will need to animate the shape used for
the profile. You cannot assign one profile shape on one
frame in a timeline, and then reassign another profile
shape on another point in the timeline. In addition, if you
delete the curve that was originally used as a profile
shape, the curve profile also gets deleted.

The Repeat Count setting in the options toolbar


controls the number of times that the curve profile
repeats along the path. You can increase or
decrease this setting to add more or less detail to
the shape.

The Repeat Count controls the number of times that the profile
curve repeats along the path

To remove the curve profile from the shape, select the


Curve Profile tool from the Fill section of the tool box and
click on an empty background area.

Tool Options

• Repeat Count: Used to control the number of times


that the profile shape repeats along the path.

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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

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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.

A Trick: Using Two Fills Instead of One


Sometimes you may want to create an object with parts
that overlap in complex ways. Consider the image below:

Two interlocking rings

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.

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The coloring shows three different shapes


Point and curve arrangement.
It takes a little more work to set up an object when you
have to split it into two (or more) parts, but sometimes it’s This technique is also useful in animation, for when you
the only way to achieve a certain effect. The picture below want an object to bend backwards and overlap itself.
shows the project in an Anime Studio window, so that you Normally, this would cause the fill that defined the object
can see the arrangement of points and curves. Note how to get seriously distorted, or even to break holes in itself.
the ring on the right has some extra curves set up so that it However, by building the object out of two or more parts
can be split into two fills. and stacking them properly, you can achieve this type of
effect with no problem.

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Color Points 3. Adjust the Color Strength, if desired, by entering a


numerical value in the Color Strength field. The default
The Color Points tool allows you to create a gradient-type setting is 1.
fill for the objects, based on point positions. After selecting
the point or points that you want to assign a color to, you
use the Color Points tool options to assign a color to the Tool Options
selected points. The assigned colors will then blend across
the surface of the shape.

Color Points tool options.

• Select Group: Allows you to choose a point selection


by name, as saved with the Select Point tool. For
more information on how to create a point group, see
“Select Points” on page 33.
Curve Profile Tool
• Color Strength: Increase or decrease the color strength
To use the Color Points tool, follow these steps: by setting a numerical value in this field. The default
1. Use the Select Points tool to select one or more points, setting of 1 applies the color at full strength.
or to select a predefined point group. Or, click one or
• Color Swatch: Click the color swatch to assign a color
more points with the Color Points tool.
to the selected point(s).
2. Click the Color Swatch to choose a color for the
• Clear: Click this button to clear the color assignments
selected points.
from the selected point(s).

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Chapter 5: Bone Tools Select Bone


Using this tool, you can click a bone to select it. You can
The following tools are available when working with Bone also draw a marquee or a lasso around multiple bones to
or Switch layers. select more than one bone with the Select Bone tool.
If a tool has the following symbol next to it: , then it can You might want to select a bone in order to delete it (press
be used for animation as well. In general, tools that are the Delete or Backspace keys - all of its children will be
used for bone setup can only be used when the time is set deleted too). You also might want to select a bone in order
to frame 0 - others can be used at any time. to add new child bones to it. Click anywhere besides a
bone to de-select all bones.
Anime Studio has a smart tool palette, which
shows and hides tools based on their need.
The position of the tool shown in the screenshots may
differ, depending on the selected layer in the Layers
palette, and the current time in the timeline.

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:

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• Color: Click the Color selector to choose a


representative color for the bones: Plain, Purple, Blue,
Green, Yellow, Orange, or Red. These colors can be
representative of any category you choose and are
Select Bone Options (Part 1) provided for project organization. The keyframes for
colored bones will show up in the timeline in specially
colored channels that match the colors you assign.
• Select Bone: Use the Select Bone dropdown list to
select a bone by name.

• Bone Name field: Displays the name of the selected


bone. You can edit the bone name in this field.

• Bone Constraints: Opens the Bone Constraints dialog,


described in “Bone Constraints” on page 86.

Color options

Select Bone Options (Part 2)


• Show Label: Check the Show Label option to display
the name of the bone in the project window.
• Lock Bone: When checked, prevents accidental The names displayed are those which are either
changes to the current bone. automatically or manually assigned in the Select Bone
list. User-assigned labels help you remember what
• Lasso Mode: When checked, allows you to select
a particular smart bone controls (eye blinks, mouth
multiple bones by drawing a lasso around them. When
shapes, etc.) To change the name of the bone, enter
unchecked, you can select multiple bones by drawing
a new name for the selected bone in the text field
a rectangular selection around them.
immediately to the right of the list.

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• Shy Bone: Shy bones help reduce workspace clutter.


To mark a bone as shy, select the bone(s) and check
the Shy Bone option. All bones marked as shy can then
be displayed or hidden with the Bone > Hide/Show Shy
Bones command, discussed in “Hide/Show Shy Bones”
on page 419.

• End Flip: Click to flip the selected bone end to end.

• Side Flip: Click to flip the selected bone side to side.

Flipping bones can be essential to certain rigs


in Anime Studio. In the past, you could only
flip a bone once. This would alter the position for the
End Flip and Side Flip
whole animation. Anime Studio 11 brings a new and
welcomed change to this workflow. Now when you
flip a bone mid-animation, a keyframe will be
created, allowing the effect to change at any time. Bone Constraints
This works with any bone setup you can think of:
With the Select Bone tool selected, click the Bone
parents, targets, point binding and layer binding.
Constraints button in the options bar to open the Bone
You can even rig your Smart Dials to flip bones,
Constraint options dialog shown below.
adding more flexibility to any workflow.
For detailed instructions and examples of the
options in this dialog, refer to the Angle
Constraints section in “Tutorial 3.2: Bone Constraints”
on page 115 in your Anime Studio Tutorial Manual.

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• Angle constraints: Check this option if you want to limit


the movement of the bone within certain angles.

• Min/max degrees: Enter the maximum and minimum


angle range that you want the bone to rotate. For
example, if you only want the bone to rotate 10
degrees in either direction, enter -10 in the Min field,
and 10 in the Max field.

• Independent angle: Normally, if you move or rotate


a parent bone, the child bone moves or rotates with
it. If you check the Independent Angle option on a
child bone, the child will keep the original angle. This is
extremely helpful when rigging a character, as it can
be used to keep the feet parallel to the ground as the
legs move and rotate during a walk cycle. For more
information about using independent angles, see
“Tutorial 3.6: New Bone Features” on page 144 in your
Anime Studio Tutorial Manual.

Bone Constraints Options

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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.

• Squash and stretch scaling: When this option is


checked, the objects that are controlled by the bone
will maintain their volume when they are scaled. The
height of the object will decrease as the length of the
bone is increased, and the height of the object will
increase as the length of the object is decreased. Enter
the desired scaling factor in the field provided. For
more information, see “Tutorial 3.6: New Bone Features”
on page 144 in your Anime Studio Tutorial Manual.

If you rotate its parent bone, the child also rotates.

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Arc IK Solver is turned on (as it is on the purple bone


below), Anime Studio will attempt to move the bones
so that they line up as segments on a smooth arc.
However, when the Arc IK solver is turned on it may be
more difficult to move the bones into an S-curve.

Squash and stretch scaling helps maintain the volume of an


object as the bone is scaled.

• Maximum IK stretching: Enter the maximum amount


that you want to allow a bone to stretch with Squash
and Stretch scaling.

• 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
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target bones, see “Tutorial 3.6: New Bone Features” on


page 144 in your Anime Studio Tutorial Manual.
Add Bone
Use the Add Bone tool to add new bones to a skeleton.
Bone parents and targeting can be
The location you click will be the base of the bone (the
animated. For more information, see “Tutorial
point it rotates about), and where you drag to will be the
3.7: Animated Bone Targets” on page 153 in your
endpoint.
Anime Studio Tutorial Manual.
When you add a new bone, Anime Studio automatically
assigns a name to it. By default, the first bone you add is
• Angle/Position/Scale control bone: Allows one bone to named B1, the second B2, and so on.
control the motion of another. Click to select the bone
that you want to be affected, and then use the drop- If another bone is selected before you click and drag, it will
down menu to select the bone that you want to use as be the parent of the new bone you create. Otherwise, the
the controller. Enter the desired control angle (positive new bone will be parentless, a root bone.
and negative values are accepted) in the Angle field,
the X and Y coordinates in the Position fields, or the
desired scale factor in the Scale field.

• Bone dynamics: Tells Anime Studio to move the


selected bone automatically, based on values entered
in the Torque Force, Spring Force, and Damping Force Add Bone Tool
values entered. See “Tutorial 3.3: Bone Dynamics” on
page 124 in your Anime Studio Tutorial Manual.
Hold the Shift key to constrain the new bone to point in a
direction that is a multiple of 45 degrees.
• Close: Closes the Bone Dynamics palette.
Note that bones don’t have to be touching to have a
parent-child relationship. In the example shown in “Tutorial
3.4: Character Setup” on page 130 in your Anime Studio
Tutorial Manual, the upper arm bones are children of the
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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

Add Bone 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
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frames you are animating with this tool, and bound


objects will move with the bone.

Tool Options

Transform Bone Tool

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)

• If any objects in other layers have been bound to the


bone, they will not move if the current frame is 0. At • Length: Allows you to view or enter a numerical value
frame 0, you are modifying the bone layout - at later for the length of the bone.

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• 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.

• Angle: Allows you to view or enter a numerical value


for the angle of the bone.

• Reset: If pressed at Frame 0, resets a layer back to its


default angle. If pressed at any other frame, resets the
layer to the value or values set at frame 0. Manipulate Bones Tool

• 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

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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

Bone Strength Tool

Although by default, all bones have some influence


over some points, you can change this behavior. In the Bone Strength Options
Layer Settings dialog, under the Bones tab, there are two
options, Flexible binding and Region binding. Flexible • Select Bone: Click this menu button to select a bone
binding means that every bone will influence every point. by name.
Region binding, on the other hand, means that a point
will only move under the influence of the bone(s) in whose • Bone Strength: Allows you to view or enter a numerical
region of influence it lies. If that point only lies in one bone’s value for bone strength.
region, it will only move with that bone - if the point is
overlapped by the regions of two bones, it will move with
both of those bones. Offset Bone
Flexible binding is the default setting for new bone layers The Offset Bone tool lets you add an extra amount of
because it works reasonably well almost automatically. bone movement starting at frame 1 of your animation. The
The downside is that it leads to rubbery movement of the reason you might want to do this is to simplify the setup of
attached vector artwork. Region binding will give you a complex character. Often, parts of a character such as

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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

• Select Bone: Click this menu button to select a bone


by name.
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For more information on how to use the Bind


Layer tool, see the Layer Binding section of
“Tutorial 3.1: Bone Binding” on page 106 in your
Anime Studio Tutorial Manual.

Bind Points Tool

We don’t usually recommend using the Bind


Points tool. Instead, the best way to attach
Bind Layer Tool points to bones is to use automatic bone binding,
together with the Bone Strength tool.

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

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The Bone Physics tool is a setup tool and will only be


available at Frame 0, and once a boned object is placed
inside a Group layer that has physics enabled. The options
mentioned in the following section become available in
the Options bar. You can assign different physics properties
to the bones by clicking each bone with the Bone Physics
tool.
Bone Physics Tool
For additional information on configuring
groups and objects for physics, see “Tutorial
5.9: Basic Physics” on page 215 in your Anime
Studio Tutorial Manual.

After you set up the objects in your scene, and the


bones in your character, you can press the play
button to see how the character responds to the
physics as it comes into contact with the other
stationary and physics-enabled objects in the scene.

A boned character placed into a physics group

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to control the size of the physics region, trying to get


it to match the underlaying character as closely as
possible. When you play back the animation, the bone
physics regions are what is used in collisions, not the
character artwork. (This is because the bending of the
character is not directly physics related. The physics
pushes the bones around according to the physics
regions, and the bones then move the character just
like they would if you were hand-animating.)

• Motor Speed: . The motor speed is the number of


degrees per second the object will rotate (it can
be negative to rotate backwards). Depending if
the object bumps into obstacles or there are other
The boned character responding to other objects in the scene influences, it may not actually rotate at that speed,
but in a zero gravity setup with no collisions, that will be
the speed of rotation.
Tool Options • Motor Torque: Motor torque controls the strength of
the motor. With low torque, when a motorized object
• Select Bone: Click this menu button to select a bone bumps into other objects it may come to a stop,
by name. depending on the size and density of the obstacles.
With a high torque, it will tend to push obstacles out of
• Bone Physics Region: With physics, bones are
its way. Even with no obstacles, if a motorized object
represented internally with a kind of pill-shaped region
is unbalanced (off center of its origin), a low torque
around them, the physics region. You can enter a
setting may mean that it can even lift itself up.
number numerically, but generally you would just
use this tool to click and drag on individual bones

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• 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.

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You will eventually add two bones to this rectangle, so


you’ll also want to make sure that there are some points in
the center of the rectangle where the two bones will meet
(as a joint).
In the Layers window, create a bone layer and drag the
rectangle vector layer into it. With the Bone layer selected,
use the Add Bone tool to create two bones to the bone
layer.

Adjust bone strengths to get a nice bend in the center.

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.

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The steps that follow describe how to create


smart bone actions manually. You can use
the Bone > Make Smart Bone Dial command to set
up the smart bone dials more quickly. See “Make
Smart Bone Dial” on page 419.

Creating a Smart Bone Action


In order to use this feature, you need to assign a name to
each bone that needs correction. In the following figure
Each bone is assigned a name.
the bones are named B1 (for the bone on the left) and
B2 (for the bone on the right). You can name the bones
whatever you want to name them. Choose Window > Actions to bring up the Actions window.
Create a new action with the same name as the bone (B2
Every bone automatically gets named when in this case).
you create it. By default, the bone is assigned
a name such as B1 (for the first bone), B2 (for the
second bone) and so on.

You’ll notice when you rotate bone B2 it causes the


rectangle to distort when it is bent. You can correct this
distortion by creating an action that is associated with that
bone.

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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.

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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.

Creating a Second Smart Bone Action


You’ve just created an action for the bone when it moves
in one direction. However, you also need to create an
adjustment for the other direction

Select the vector layer for the rectangle, and create the target
shape for that rotation angle

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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.

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a muscle bulge for when an arm is bent upward. Bone


actions make this process easy to do:

• To begin, go back to frame 0 and add a point to the


rectangle, located in the area where you want the
muscle bulge to happen.

• Select the first correction action (B2).

• Move the new point like a bulging muscle.

Bend the bone in the other direction to see if adjustments are


needed.

Editing a Bone Action


You can also go back to a previous bone action and
make corrections to it. For example, when you created the
first bone action, it simply improved the shape of the bend.
Suppose you want to go back and create something like
Add a new point and position it to make a bulging muscle.

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• 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.

Fixing Bad Transitions


You might discover after creating your bone actions
that the object doesn’t look quite right when it’s bent
in intermediate positions. For example, objects might
bend unpredictably if their point count is too high, or
unoptimized. The following solution can help improve the
appearance of intermediate frames.

You can also use Blob Brush to fix a transition


between two bones (such as an elbow or
knee bend). This type of bone binding can be
applied to vector and image layers. For more A rectangle with many points along its length
information about this feature, see “Create Smooth
Joint for Bone Pair” on page 416. Bones are added to the rectangle, and the second bone
(Bone B2) is posed as described earlier in “Creating a
The processes discussed in “Creating a Smart Bone Smart Bone Action” on page 102. The end result looks
Action” on page 102 and “Creating a Second Smart similar to the previous example when Bone B2 is rotated to
Bone Action” on page 104 are still used to create your its extreme position.

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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.

• Instead of creating the angle at frame 1, you can


move it somewhere later in time, like frame 120. Move
the keyframe for the bone angle out to 120.

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Anime Studio doesn’t care how many frames


you need to complete the bone action. But
because of the nature of the program it interpolates
in steps. If an action is too short (3 frames), you only
have three steps in between to make the animation
smooth. Spreading it out smoother gives you room
to correct for a more smooth transition.

Select all of the point positions that you changed


for the original bone action and move them out
to 120 as well. Now the action takes 120 frames to
complete the bend.

Frame 60 of the bone action before adjustment.


• Move to an intermediate frame in that bone action
(not in the main timeline) until you locate an area
that looks objectionable. Now you can adjust the in
between positions of the points. Make sure when you
edit the points that they are the only keyframes that
are selected.

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Other Uses for Bone Actions


Here are some eyes in which bones have been set up to
make the eyes do a variety of movements such as blink,
dilation, sideways, and up-down. Tags have been put on
the bones to show what the bones are used for, but this
is not necessary. The bones aren’t really being used as
bones, but they are being used as control levers.

Frame 60 of the bone action after adjustment

After you make your adjustments, scrub through to make


sure that there are no other areas that need adjustment.
If you find others, just move the points in that frame of the
bone action (not in the main timeline) to make additional
corrections as needed.
After your edits are complete go back to the main timeline. Bones used as control levers.
Test out bending the bone on frame 0.

The bones were initially created with the bone strength


set to zero. Each of the bones was assigned a name (the
name isn’t really important but helps you keep track of the
actions that the bones are intended to control). When you
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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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need to delete and recreate the smart bone actions, or at


least review them carefully and tweak them to make sure
they still look good with the new point binding. As a general
rule of thumb, we recommend that you get the rig to work
as well as you can first. Adjust bone position, strength and
point binding first, and commit to them before you set up
any smart bone actions.

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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.

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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.

• Note Layers (Anime Studio Pro only) are like sticky


notes in Anime Studio. You might use a note layer Enhanced Layer Alignment
when you want to leave a note for yourself or another
animator. For example, you might create a note layer
Features
at a particular frame that needs some work, or to The Layer Alignment features in Anime Studio assist in
describe why a character is set up in a particular way. alignment when using 2D to 3D conversions. New layers
See “Note Layers” on page 129 for more information. align to face with the current camera view. This allows you
to create more complex 3D objects in your Anime Studio
• Audio Layers allow you to add a sound file to your
scenes.
project. When adding an audio layer you will be
prompted to select an audio file. To demonstrate, try this:
1. Create a new Anime Studio scene.
• Patch Layers allow you to arrange layers so that part of
a layer can appear behind a layer, and another part
2. Use the Draw Shape tool to draw a box in the scene.
of the same layer can appear in front of a layer. They
are used in conjunction with the Character Wizard, but 3. Use the 2D to 3D conversion features to extrude the
can also be used in other ways. 2D box into a 3D box. To convert a 2D vector layer to
3D, double click on the layer in the Layers Window and

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click on the 3D Options tab. Then select ‘Extrude’ from


the 3D Conversion drop down menu.

4. Use the Orbit Workspace tool to rotate the camera


so that you are looking at the 2D box from a different
angle.

5. Create a new layer, and add another extruded box on


that layer. The new box faces the current angle of the
camera.

6. Rotate the camera so that you can see how the two
boxes relate to each other.

New layer alignment features

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.

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text, there’s no difference between them whatsoever -


they’re both collections of curves. One happens to be in
the shape of a circle, and the other in the shape of some
text. There are advantages in treating all objects the same:
first, you never have to worry about what type of object
you’re working with - the answer is always the same: a
set of points and curves. The other advantage is that any
operation you can perform on hand-drawn curves can be
performed on text, or a circle, or whatever.
The other feature of Anime Studio’s drawing mode that
is different from many other drawing programs is the
concept of welding. In Anime Studio, two points can be
welded together into a single point. In fact, any number of
points can be welded together. When points are welded
together, moving one of them moves them all, along with
any curves that pass through that point. This is particularly
Vector Layers useful when you start to animate objects. For example, if
you want to move a character’s nose, then welding it to
The tools available for working with vector layers essentially the face might not be a bad idea. That way, however you
make up a 2D drawing program. You can draw lines and distort the nose or the face, they’ll always stay connected.
curves, re-shape existing curves, and manipulate objects
in various ways. There are a couple ways that Anime
Studio differs from other drawing programs. First, everything Image Layers
you draw in Anime Studio is a set of points and curves. In
Image layers are a way of importing artwork into Anime
many programs, when you draw a circle, you get a circle
Studio that was created in other programs. Any program
object, or you may type some text to create a text object.
that can produce image files can be used together with
In Anime Studio, once you’ve created the circle or the
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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.

Due to differences in media support between


Macintosh and 64-bit Windows OS, you will
need to use the 32-bit version of Anime Studio Pro to
import and export MOV files that have alpha
channels.

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.

Group Layers Group with Selection Layers

Group with Selection Layers Bone Layers


You can use the Group with Selection layer type to Bone layers are similar to Group layers - they can both
combine two or more selected layers into a group. group together multiple sub-layers that can then be

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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

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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

When you use bones with a vector layer, you need to


consider how the bones and curve control points will
interact. When a bone moves, it moves the points around
it as well. Each bone has a region of influence (which A bone and vector setup
you can adjust). Points move mostly with the bone whose
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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.

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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.

• Anime Studio Pro uses a production sync library that


For examples of how lip syncing is used, see
analyzes the audio track to determine the phonemes
“Tutorial 5.1: Automatic Lip-Sync” on page
(the basic components of speech) that are being
183 in your Anime Studio Tutorial Manual and
used. Results are improved when you enter the
“Tutorial 5.2: Phoneme Lip-Sync” on page 185 in
spoken words into Anime Studio. After the production
your Anime Studio Tutorial Manual.
sync analysis is done, Anime Studio Pro applies the
matching mouth shape.
If you prefer more control over lip-syncing than what the
The mouth shapes supported by the Anime Studio lip automatic built-in lip-syncing offers, you can take full
syncing features follow standards developed by Preston manual control over the process using a separate, and
Blair, an animator from the early days of Disney. free, tool called Papagayo (see http://www.lostmarble.
com/papagayo/). In Papagayo, you type in the words
that are being spoken. Papagayo then uses a phoneme
dictionary to break down the words into spoken phoneme
components. These are lined up on a timeline, along with
the audio waveform.

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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
ƒƒ 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.

• When a layer inside a switch group is renamed, the


switch animation channel is updated to use the new
name to preserve existing switch animation.

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Frame by Frame Layers


The Frame by Frame layer type automatically creates a
layer that has the Frame by Frame option turned on in the
Layers window. A new vector layer will be placed inside
the Frame by Frame animation layer so that you can begin
drawing in it.
All of the drawing tools are available when a frame by
frame layer is selected. Unlike doing frame by frame
animation with switch layers, you will not need to go into
the individual layers inside the frame by frame layer. You
also will not need to expand a Frame by Frame animation
layer to select the individual layers while you draw.

See “Tutorial 5.10: Using Frame by Frame


Layers for Animation” on page 221 in your
Anime Studio Tutorial Manual for more information Frame by Frame Layers
on how to use Frame-by-Frame layers.

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

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layer will automatically animate its sub-layers so that they


appear to be flowing outward from the particle layer’s
origin.

Particle spray direction

Particle Layers During an animation, a particle layer can be turned on or


off. When it is turned off, no more particles will be created,
but those that already exist will continue to the end of their
The direction that a particle layer sprays its particles is
lifetime. To turn a particle layer on or off, right-click its entry
illustrated below.
in the Layers window. A popup menu will appear to let you
turn the particle layer on or off.

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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)

• Lifetime (frames): The number of frames before a


particle is recycled and sent back to the source. If set
to zero, the particles will keep going for the duration of
the animation.

• Source width: The width of the spray source

• Source height: The height of the spray source

• Source depth: The depth of the spray source. If set to


a number greater than zero, then some particles will
appear closer to the camera than others.

• Velocity: The speed that particles start at (a value of 2


will cause a particle to cross the entire screen vertically
in one second)

• Velocity spread: The amount of random variation in the


Particles Layer Settings particles’ velocity

• Damping: This acts kind of like air resistance, or


backwards acceleration

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• 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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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

By default, Note layers do not appear in final rendered


output, so your audience doesn’t need to see your
comments to yourself. However, if for some reason you
do want a note to appear in the final product, you can
do that by unchecking Don’t render this layer in the Layer
Settings dialog.

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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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When preparing a 3D model for use with


Anime Studio, it’s usually a good idea to
triangulate the model before exporting it as an OBJ
file. This will eliminate any problems with concave or
complex faces.

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

Patch layers are intended for use when you are


constructing a character such as a humanoid figure. For
example, let’s say you are drawing different body parts on
different layers in a bone group. The head is on one layer,
the torso on another, upper left and right arms on their own
layers, and so on. Each layer has its own outline and fill.

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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.

3. A dialog asks you to select a target, and you can


select the target layer from the Target drop-Down
menu. Choose the Torso layer and click OK.

4. You’ll see a new circle in the project window. The


circle is the patch. The patch will be named according
to the target layer that you selected in the Patch Layer
dialog. In the case of our example, the patch layer is
named Torso-Patch.

5. Use the Transform Layer tool to position and scale


the patch so that the lines are covered. It should be
positioned at the point where the shoulder will rotate.

Determine the areas that you want to blend with underlying


layers.

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Double-click the Patch layer to change the target


if necessary.

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.

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Text Layers

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Chapter 7: Layer Tools


The following tools are available to be used with any type
of layer. Their purpose is to modify an entire layer, not just
an individual object in that layer. Reset tool options.

If a tool has the following symbol next to it: , then it can


be used for animation - using the tool at different frames
in the timeline will cause the object you adjust to change Transform Layer
over time.
Use this tool to translate, rotate, or scale the entire
Anime Studio has a smart tool palette, which layer. It doesn’t matter what objects are selected -
shows and hides tools based on their need. everything in the layer will move when you use this tool.
The position of the tool shown in the screenshots may
When the contents of the layer are selected, a pair of
differ, depending on the selected layer in the Layers
rectangles will surround the items in the layer.
palette, and the current time in the timeline.

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.

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When you move an object forward or


backward in Z, it appears to move toward
the center of the camera. What you are seeing is a
perspective effect. If you want to move an object
backward but keep the visual size the same, press
the SHIFT and ALT keys together while you transform
the layer. You will see the object move backward or
forward, but it will also be transformed along the X
and Y axes as well. This will make the layer appear
as though it is moving forward or backward from its
center.

Transform Layer rectangle When you release the mouse after


transforming the layer with the Shift ALT keys,
it will appear as though the layer pops back to its
• To translate a layer: Click anywhere inside the inner
original size. If you rotate the camera you’ll see that
rectangle to move the layer to a new location.
the object has become larger. This helps you
ƒƒ Hold the Shift key while translating to constrain maintain the same composition from the view of the
the movement to straight horizontal or vertical camera, allowing you to compose your scene in 2D
movement. but then add depth to it in Anime Studio. As you
move the object forward or backward the change
ƒƒ Hold the Alt key while translating to move the layer
in scale reflects the amount that the object is
on the Z (depth) axis.
moved. After you release the mouse, the object
changes scale to retain the original composition of
the scene.

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• 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
ƒƒ 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
ƒƒ 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.

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Tool Options (for Translating) • Scale X: Allows you to enter a numeric value for
scaling along the X axis.

• Scale Y: Allows you to enter a numeric value for scaling


along the Y 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.’

• Reset: If pressed at Frame 0, resets a layer back to its


default value. If pressed at any other frame, resets the
layer to the value or values set at frame 0. Transform Layer Options for Rotating

Tool Options (for Scaling) • Angle: Allows you to enter a numerical value for
rotation along the Z axis.

• Reset: If pressed at Frame 0, resets a layer back to its


default value. If pressed at any other frame, resets the
layer to the value or values set at frame 0.
Transform Layer Options for Scaling
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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.

Other Transform Layer Options

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

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• 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.

• Flip Layer Horizontally: Click this button to flip


horizontally.

• Flip Layer Vertically: Click this button to flip vertically.

Follow Path Follow Path

This tool allows you to assign any layer to follow a path in


your scene. You will need two layers, one with the path, If a layer follows a path, an extra squiggly line
and the other with the object that will follow the path. will appear on top of their icon in the Layers
palette.

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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.

Two layers, one with a path, and another with a character or


object

To use the tool, select the layer that contains object


that you want to follow the path. Then select the Follow
Path tool from the Layer section of the toolbox. The path
appears in the scene after you select the Follow Path tool.
Click the path in the scene to reposition the object to the The fish before and after it is placed on the path with the
beginning of the curve. Follow Path tool

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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.

Check the Rotate to Follow Path option in the Layer Settings


dialog to orient the object to the path

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• Percentage: Allows you to enter a numerical value for


the position of the object on the path. A value of 0
places the object at the beginning of the path, while a
value of 100 places the object at the end.

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

Follow Path Options Rotate Layer XY

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Tool Options

Rotate Layer XY Options


Shear Layer

• X Rotation: Allows you to enter a numerical value for


rotation along the X axis.
Tool Options
• Y Rotation: Allows you to enter a numerical value for
rotation along the Y axis.

• Reset: If pressed at Frame 0, resets a layer back to its


default value. If pressed at any other frame, resets the
layer to the value or values set at frame 0. Shear Layer Options

Shear Layer • Shear X: Allows you to view or enter a numerical value


for shear along the X axis.
Use this tool to shear the current layer horizontally or
• Shear Y: Allows you to view or enter a numerical value
vertically. Click and drag to shear, or slant the
for shear along the Y axis.
current layer to the left, right, up, or down.
• Shear Z: Allows you to view or enter a numerical value
for shear along the Z axis.

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• Reset: If pressed at Frame 0, resets a layer back to its


default value. If pressed at any other frame, resets the
layer to the value or values set at frame 0.

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 ƒƒ In the Layers window, create a new Text layer.
you want to select, and its layer is automatically selected ƒƒ 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.

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Insert Text

ƒƒ Choose Draw > Insert Text

ƒƒ Use the keyboard shortcut COMMAND/Ctrl T. The


Insert Text dialog appears.

Insert Text Options

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2. The Select Font list displays all of the fonts on your


system. Select the font that you want to use from the
list.

Enter your text in the text field.

4. Use the remaining settings to set additional text


properties as follows:

Select Font list

3. Enter the text in the Text field. The project window will
update as you type.

Word balloons will automatically resize to


accommodate the text. If you want to break
the text into multiple lines, you will need to press the
Enter key where you want a line break to occur.
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ƒƒ Stroke: Check this option if you want your text to


have an outline. Click the Color swatch to select
the outline color.

ƒƒ Width: Enter the desired pixel width for the outline


stroke in the Width field.

ƒƒ Justification: Click the justification type that you


want to apply to the text. Choices are Left, Center
(the default), or Right.

ƒƒ Create One Shape: With this option checked, your


text object will be added to the currently selected
layer. This text will be added as a vector object
and will not be editable.

If you leave the Create Text Layer option


unchecked, your text object can be
manipulated just like anything else. This includes
Select fill, stroke, and other font options. using any of the drawing tools to distort its shape, or
to add new points in the middle of a character. This
also means that in order to move or rotate a text
ƒƒ Style 1 or Style 2: Select a saved style to assign to
object, you need to select all the points in the
the text.
object. This is easy to do using the Select Points tool
ƒƒ Fill: Check this option if you want your text to be - just click on the filled in area of the text to select all
filled with a solid color. Uncheck the option if of it.
you want your text to only use an outline stroke
(described next). For filled text, click the color
swatch to select the fill color.

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If your text is added as a vector object, you ƒƒ 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
ƒƒ 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 ƒƒ 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.

ƒƒ Kerning: Use the Kerning slider to adjust the amount


of space between letters. Move toward the left to
decrease space, and toward the right to increase
space. Negative values are also valid.
5. If you want to use a word balloon to enclose your text,
select one of the word balloons from the Select word
balloon type list. Otherwise, choose <none> if you do
not want to use a word balloon.

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


morphs to customize its appearance.

ƒƒ Custom Fill: Check this option if you want to select


a fill color for the word balloon. Click the color
swatch to choose the desired fill color.

Choose a word balloon type, if desired, and use the balloon ƒƒ Custom Stroke: Check this option if you want to
morphs to customize its appearance. select a stroke (outline) color for the balloon. Click

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the color swatch to choose the desired stroke


color.

ƒƒ Stroke Width: Enter the width of the stroke used for


the word balloon in pixels.

ƒƒ Size Relative to Text: Use this slider to increase


or decrease the amount of white space that
appears between the text and the outer edges
of the balloon. Move the slider toward the left to
decrease the amount of space, and toward the
right to increase the amount of space.

ƒƒ Flip Vertical: Check this option to flip the object


vertically. For example, if the tail is on the bottom
of the balloon by default, it will place the tail on
the top.
Text added as a text layer.
ƒƒ Flip Horizontal: Check this option to flip the object
horizontally. For example, if the tail is on the left side
of the balloon by default, it will flip the balloon so
that the tail is on the right side. Creating Word Balloons
ƒƒ Constrain Proportions: Check this option if you
You can use Anime Studio Pro to create word balloons for
want to keep an equal amount of white space
your own use. Briefly, the following conditions should be
around the width and height of the balloon. When
met when creating word balloons:
unchecked, the height of the balloon will be closer
to the text, and the width of the balloon will have • The Anime Studio files must contain a rectangular point
more white space. group named Text Region. If this point group is missing,
8. Press OK to add the text to your project. the balloon will be considered invalid.
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• 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.

• Default word balloons for Anime Studio appear in


the Resources > Support > Word Balloons installation
folder. It is not recommended to put your custom word
balloons in this same folder. Instead, create a content Eyedropper Tool
folder as recommended in “Creating a Content
Folder” on page 16, and place your custom word
balloons in its Word Balloons subfolder.

Eyedropper
To use the Eyedropper, click on a shape to copy its
parameters.
Hold the ALT key to push the current color.

• Press the COMMAND/CTRL key down while you click


to pick up the properties of the underlying object. This
is not limited to vector layers. For example, if you have
a Bone Layer active in the Layers palette but click over
a gradient shape on the stage, the properties of the
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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

After you create your scene in Poser, save it to a folder


on your hard disk. The file will be saved with a .PZ3 or .PZZ
extension, depending on whether you use compressed files
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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.

Rotate or scale Poser actors with dials in the Poser Parameters


dialog
A Poser figure, imported into an Anime Studio scene

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To select the character’s root actor (usually Tool Options


the BODY), hold down the ALT key while
clicking the figure with the Poser tool.

The parameters for each body part can be animated. For


example, you can pose the figure on one frame in your
Switch Layer Options
timeline, and then move to a frame that appears later in
the timeline and reposition the body part. Anime Studio will
then animate the in-between frames by interpolating the • Active Child: Use this menu to select the active layer
motion between the keyframes that you set. for the switch function

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

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Options that appear in the Particle Options dialog are


discussed in detail in “Particle Layers” on page 126.
Crop
The Crop tool allows you to crop an image layer to a
specified area. After you add the image, select the Crop
tool and draw a rectangle around the area that you
want to keep. As you draw the rectangle, Anime Studio
Particle Layer Options highlights the area that you want to keep. When you
release the mouse, the image layer will be cropped to the
rectangle that you drew.

Crop tool

Tool Options

Crop tool

Particle Options • Reset Crop: Click the Reset Crop button to restore the
image to its original apperance.

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• 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.

Image Masking tool

Import an image into your Anime Studio scene

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

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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.

Adding Tracking Points


Assume that you have imported a video, and you want
to eventually add an object that will follow the position
and rotation of a person’s thumb and wrist. The first step
of the process is to add tracking points that identify the
two points you want to follow. The Primary tracking point
controls the position of the object’s origin. The Secondary
tracking point controls the angle or scale of the object.
To add the tracking points, select the Video Tracking tool
from the Layer panel.

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

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points follow the items you want to track. When you see a
problem, don’t worry ... there are ways to fix them!

After the tracking points are added, keyframes are generated


in the timeline

Fine-tuning Marker Positions


Markers after they are adjusted (SWF file)
You might notice some places where the tracking points
seem to drift away from the marker, or stop following it
entirely. If this happens, stop the video playback. Go back
Re-syncing Tracking Points
to the beginning of the movie. Zoom in more closely to the
video and use the Video Tracking tool to reposition the You may also find instances where the tracking points go
markers that need to be adjusted. out of sync with the tracked object. The most likely cause
Choose View > Reset to reset the zoom level of the video for this is when the tracked area touches or passes over
back to the default. Play the video again and watch for another area in the video that is very close in color. For
any other problems. Keep making adjustments until you example, when the tip of the thumb goes in front of the
are happy with the results. The following movie shows our paper on the wall, there are similar colors in the paper that
markers after they have been adjusted. cause the tracking point to go out of sync with the thumb.
Fortunately, there is a way to fix that. The next movie shows
one of those problem areas.

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The tracking point loses focus after reaching the paper on the
wall (SWF file)

To fix this type of problem, you scrub through the timeline


Find the point where the point loses focus
until you find the point where it loses track. In the next figure
you see the spot where the thumb appears to blend in with
After you find the problem frame, advance ahead a
the paper. This is the area that causes the tracking point to
couple of frames until you reach a point where there is
lose sync with the thumb.
more contrast. Then drag the tracking point to position it
where it should be. When you press Play, the tracking point
will continue tracking from there.

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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.

You can use the Animation > Clear


Animation > From Layer After Current Frame
or Animation > Clear Animation > From Document
After Current Frame commands to delete keyframes
from the current frame to the end of the project.

Advance the video to a clear spot and adjust the tracking


point

Sometimes color similarities occur for a period that is longer


than a couple of frames. For example, in our video there is
a segment where the thumb passes across the face. This is
a much larger area where there is very little color contrast
between the tracked object and the area it passes over.
The solution here is slightly different. You can use
interpolation to calculate the path between two good

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... and we delete the keyframes that occur until the thumb
reaches the other side of the face

Jump ahead in the video to a point after the thumb passes


over the face and reposition the tracking point. When
you play the video back, Anime Studio will interpolate the
motion between the keyframes that are missing.

Here we move to the point just before the thumb passes over
the face ..

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Adjusting Tracking Point Sensitivity


When you add tracking points, you can change the sizes
of the inner and outer rings to adjust the falloff. Click and
drag on the edge of the rings to change the size. The inner
ring defines the region that you are trying to track. For
example, if you are trying to track an eye, adjust the inner
ring so that it surrounds the eye.
The outer ring represents how fast the object can move.
From one frame to the next, the outer ring represents the
maximum distance that you want the object to move. If
you have a fast-moving object you may need to increase
the size of the outer circle for tracking. Expanding the
search area too much can lead to further errors, so you
want to keep it as narrow as possible. The default settings
are generally sufficient for most cases.

On the other side of the face, we reposition the tracking point


to a good spot

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an exclamation point to a new layer. Now we want the


exclamation point to follow the hand in the video.
To assign the layer that will track the points, choose
Animation > Track Layer to Video. The Motion Tracking
dialog lists the videos in your scene (in this case, there is
only one).

Two rings control the sensitivity of the tracking point

Assigning the Tracked Layer


Select the movie to track, then choose the primary and
After you set the two points on the object you want to secondary tracking points
track, you can then assign the layer that will track those
points. In our example, we returned to Frame 0 and added First we’ll assign the Primary Tracking Point, which is
associated with the origin point of the tracked layer. We

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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 secondary tracking point can control the angle or scale of


the tracked layer. We want the thumb to control the angle of
the exclamation point
The crosshairs of the exclamation point, representing the origin,
now follow the primary tracking point The following movie shows the results of our selections. Now
when you play the movie, the origin of the exclamation
The secondary tracking point is optional. You can use it point follows the wrist, and the angle of the exclamation
to control either the angle or scale of the tracked layer. point is follows the angle line from the wrist (primary
In our case, we want the thumb to control the direction tracking point) to the thumb (secondary tracking point).
of the exclamation point, so we select the thumb as the
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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

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motion. This allows you to use a video file as a reference


whether or not you want to see the video in your final
project.

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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.)

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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.

Pan/Tilt Camera Tool

Pan Workspace Tool


Workspace Tools
Change your view of the workspace
Zoom Workspace
The last group of tools in the toolbar is always available,
regardless of the current layer type or the current selected The Zoom Workspace tool is similar to the Pan Workspace
object. These are the Workspace tools, and are used to tool: it moves your view of the project, without modifying
control your view of the project, but don’t actually modify the objects themselves. With this tool, dragging the mouse
the project itself. left or right zooms your view of the project in and out.
A shortcut for the zoom tool is to click and drag left or
right in the working area using the right mouse button
Pan Workspace
while holding down the shift key - it’s a quick way to zoom,
When the Pan Workspace tool is selected, you can click regardless of what tool is selected in the toolbar.
and drag in the working area to move the project side
to side and up and down. Note that this isn’t the same as

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Zoom Workspace Tool Rotate Workspace Tool

Rotate Workspace Orbit Workspace


The Rotate Workspace tool is used to temporarily rotate The Orbit Workspace tool allows you to view your scene
the workspace. Think of drawing on paper - sometimes you from outside the camera. It’s like holding the scene in your
might rotate the physical paper to draw from a different handing and turning it around to look at it from different
angle. The Rotate Workspace tool works in a similar way angles. This tool is mainly useful when you’re working on
- sometimes (especially with the Freehand drawing tool) a scene with 3D elements (layers with different depths,
it may be helpful to orient the workspace in a different complex camera moves, etc.). Hold the Alt key while using
direction. A shortcut for the Rotate Workspace tool is to this tool to move your view forward and back.
click and drag in the working area using the right mouse
button or the touchwheel on a Wacom tablet, while
holding down the control key - it’s a quick way to rotate,
regardless of what tool is selected in the toolbar.
To get back to the normal view of the scene, you can
Orbit Workspace Tool
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. After using this tool to change your view of the scene, a
blue wedge will be visible in the scene, representing the
location of the camera. To get back to the normal view of

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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.

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Anime Studio
Windows

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Chapter 10: Anime


Studio’s Main Window

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

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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.

Working Area Toolbar


Although every project has a fixed image size (for example The toolbar to the left of the main Anime Studio window
640x480 pixels), the working area is basically an endless is where you select which tool you want to work with. The
flat space on which you can draw and animate. The available tools will change depending on whether you’re
blue visibility rectangle mentioned above indicates the currently animating, which objects are selected, and what
actual image area for the project. While working, you type of layer is currently active. The purpose and use of
may want to zoom in or out to see more or less detail in each tool is described in the following chapters:

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• Draw Tools: See “Chapter 3: The Draw Tools” on page


32

• Fill Tools: See “Chapter 4: Fill Tools” on page 62

• Bone Tools: See “Chapter 5: Bone Tools” on page 84

• Layer Tools: See “Chapter 7: Layer Tools” on page


136

• Camera Tools: See “Chapter 9: Camera and


Workspace Tools” on page 170

• Workspace Tools: See “Chapter 9: Camera and


Workspace Tools” on page 170

Anime Studio Pro Tools (some tools not shown)

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Status Bar
The status bar along the top of the Anime Studio window
displays a short description of the currently active tool in
the toolbar. If you don’t know what a tool does, the best
thing is to read this manual. However, if you just need a
quick reminder, the status bar can be helpful.

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.

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• Shape Effects: Displays shape effects

• Images: Display images in image layers.

• Smooth images: Display images with higher quality


alpha blending.

• Masking: Display masking effects.

• Transparency: Display shape transparency.

• Brushes: Display brush effects applied to shape outlines.

• Labels: Displays bone labels on the workspace so you


can easily identify what the bones control.

• Fade unselected layers: Fades the content of


unselected layers so that you can more easily see
and work on the content in layers that are currently
Display Quality options
selected.

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.

• Strokes: Display the outlines of vector shapes.


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layers except one, you would leave Fills turned on in the


Display Quality popup, but turn it off in the Current Layer
popup for the layer in question.

Docking and Undocking Windows


You can dock and undock the windows that appear
at the sides and bottom of the Anime Studio interface
to maximize the area that the document window uses.
The windows that you can dock and undock appear in
the upper portion of the Windows menu as shown in the
following figure:

Window commands
GPU Acceleration on (top) and off (bottom)

Windows that are normally docked (the Tools, Layers,


A little way to the left of the Display Quality popup is Timeline and Style windows) will become undocked if you
another popup box labeled Current Layer. This popup choose the Window menu command associated with
contains similar options to those found in Display Quality. that window. Choose the command again to redock the
The options in Current Layer apply only to the current layer, windows in their default space.
while Display Quality’s options apply to the entire project.
So, for example, if you wanted to display fill shapes for all
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Windows that are normally hidden (Actions, Library, Audio


Recording, and Poser Parameters) will open undocked
when choosing the command. Choose the respective
command again to close the window.

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Chapter 11: Layers


Window
An Anime Studio document is composed of layers, each
of which can be independently edited and animated.
Layers can be thought of as transparent sheets of plastic.
You can draw separately on each of these sheets, and the
final picture is the composition of all the sheets stacked on
top of one another.
Layers can be added, removed, copied, and re-ordered.
The Layers window is where all these operations take place
in Anime Studio, and is the topic of this section.

Overview The Layers window

The Layers window has two sections of interest. As seen


below, these consist of the toolbar and the layer list.
The Layer List
Most of the Layers window is taken up with the layer list. This
is a vertical scrolling list of all the layers in the document.
The layers are stacked in order from bottom to top. That is,
when the project is displayed, the lowest layer in the list is
drawn first, followed by the second from the bottom, and

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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.

The visibility box of the currently active layer


behaves differently. The currently active layer
is always visible (how could you edit it if it wasn’t?),
and clicking its visibility box (while holding the Alt
key) will turn all the other layers at the same level
A single layer in Anime Studio
visible or invisible.

You can edit more than one layer at a time in


Anime Studio, as described in “Editing
Multiple Layers” on page 190.

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Layer Type Changing Layer Settings


To the right of the visibility control is an icon that indicates The last thing you can control in the layer list is the property
what type of layer each entry in the layer list is. The set of any layer. By double-clicking a layer in the list, a
different types of layers include vector, image, group, dialog will appear with various options controlling the
bone, switch, particle, 3D, and note layers. appearance and behavior of the layer. This dialog is
described in “Chapter 12: Layer Settings” on page 190.
Certain types of layers act as groups, and can contain
other layers within them. (You can think of them like folders
on your hard drive.) These layers have a triangle on their Copying and Pasting Layers Between
left side. Clicking this triangle opens and closes these group
Documents
layers, allowing you to access or hide the sub-layers they
contain. The Edit > Copy Layer and Edit > Paste Layer commands
allow you to copy and paste a selected layer between
documents. For more information on these commands,
Reordering Layers
see “Copy Layer” on page 390 and “Paste Layer” on
Layers can be re-ordered simply by dragging one layer page 390.
above or below another layer. Just click and drag the
layer you want to move - you will see a red insertion bar
indicate where the layer will be placed when you drop Layer Toolbar
it. When the insertion bar appears at the location you
At the top of the Layer panel is a toolbar that provides
choose, just drop the layer and you’re done. You can also
several layer operations. The buttons in the toolbar are
use this method to drag sub-layers into or out of group
described below:
layers.

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In Anime Studio 10.1 and later, you can copy


a layer and paste it into another opened
document. Select the layer that you want to copy,
and choose the Edit > Copy Layer command. Switch
to the destination document, and choose Edit >
Paste Layer to paste it directly above the currently
selected layer. You can also copy multiple layers as
outlined in “Editing Multiple Layers” on page 190.

• Delete Layer: Deletes the current active layer. This


Layer Toolbar
operation cannot be undone, so you will be asked to
verify if this is really what you want to do.
• New Layer: Adds a new, empty layer to the project. A
popup menu allows you to choose the type of layer • Layer Settings: This command brings up a dialog with
you want to add. The new layer is placed directly various controls to modify the layer’s appearance and
above the current active layer. behavior. The next section, Layer Settings, goes into
detail about these options. The Layer Settings dialog
• Duplicate Layer: Makes a copy of the current active can also be invoked by double-clicking the current
layer and adds it to the project. This new copy is active layer in the layer list.
placed directly above the current active layer. If you
duplicate a group layer, all of the sub-layers inside it will • Layer Comps: Click to display a menu of Layer Comp
be duplicated also. commands. These commands are discussed in the
following section.

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Using Layer Comps


Layer comps are useful if you want to export only selected
items in your scene so that you can composite them
externally in third party software. For example, you can
create a layer comp that relates to background elements,
another that relates to characters, and another that
relates to foreground elements or titles.
Turn groups on and off until you get elements that logically
belong together. Then create a new layer comp from that
group. At render time, you can then choose to render
specific layer comps as a movie file. Layer Toolbar

The Layer Comp tool appears in the toolbar in the Layers


window. Click the Layer Comps tool to display a menu that • New Layer Comp: In the Layers window, hide the layers
includes the following commands: and objects that you do not want included in the layer
comp, and make sure that all items that you do want
to include are visible. Then choose New Layer Comp.
Enter a name for the layer comp in the dialog that
appears.

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• Expose Layer Comp: Allows you to “solo” the items in


a selected layer comp. All other items will be set to
invisible. Select the layer that you want to expose from
the list of layer comps.

• Show Layer Comp: Allows you to show a single layer


comp by name. Select the layer comp that you want
to show from the list of layer comps.

• Hide Layer Comp: Allows you to hide a single layer


comp by name. Select the layer comp that you want
to hide from the list of layer comps.

• Show All Layers: Shows all previously hidden layer


Creating a new layer comp comps.

• Hide All Layers: Hides all layer comps.


• Update Layer Comp: Choose this option if you need to
make changes to an existing layer comp. Make sure • Delete Layer Comp: Allows you to delete a layer comp
that all items that you want to include are visible on from the list. Deleting a layer comp does not delete
the stage. Choose Update Layer Comp and select the the content contained within it, it only removes the
layer comp that you want to change. references to the deleted layer comp.

• Rename Layer Comp: Choose this option and then


select the Layer Comp that you want to rename. A Using Layer Colors
dialog will prompt you to enter a new name for the
selected Layer Comp. If you have many different layers in your Layers window,
you can assign colors to them to help find specific content
more easily. To do so, double-click the layer in the Layers
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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.

Choosing a layer color

Using Layer Referencing


Reference Layer icon
Layer referencing allows you to create one or more
references or instances of a layer. Referenced layers take
on the properties of the original layer. This even extends For more information and hands-on examples
past the initial creation of the layer. As an example, let’s that describe how to create and use
say you have a rigged character. When you create a reference layers, see “Layer Referencing” on page
reference of the character and then move the original 276 in your Anime Studio Tutorial Manual.
character’s arm, the reference layer character will also
move his arm! If changes are made to the reference layer,
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Chapter 12: Layer


Settings
The Layer Settings dialog can be invoked either by double-
clicking a layer in the layer list, or by selecting a layer, then
clicking the Layer Settings button in the layer toolbar. The
various controls are grouped into tabs that we’ll describe
in order. Use the Shift or Command/Ctrl keys to select multiple layers in
the Layers palette.
Click the Apply button to apply changes in settings. The
Layer Settings window will remain open so that you can
When multiple layers are selected, the last layer that you
make additional changes.
select becomes the primary layer. The primary layer is
displayed in a slightly darker shade in the layers palette.
Editing Multiple Layers Secondary layers are displayed with a slightly lighter
colored highlight.
When you select a layer in the Layers palette, you can
A message appears at the bottom of the Layer Settings
view the settings for that layer in the Layer Settings dialog.
dialog to indicate that multiple layers are selected. In
In Anime Studio 10, you can use the Shift or Command/Ctrl
addition, a checkbox appears at the bottom, labeled
keys to make multiple selections in the Layers palette. The
Copy all <Tab name> settings to other selected layers.
layers that you select don’t have to be the same type of
Check this option in the applicable tab and click the
layer. For example, you can select an image layer and a
Apply or OK button to copy all settings from that tab to
vector layer as shown in the following figure:
all the other selected layers, as applicable. Reference
the General, Image, Audio, and Text tab sections in this
chapter for minor exceptions that are not copied to the
other tabs when this option is selected.
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setting in the Vectors tab, and then apply that change


to all of the layers in the selection, whether they are
vector or image layers.

• If you make settings that are specific to the primary


layer type, they will not be applied to sublayers of a
different type. For example, if your primary layer is an
Image layer and you make changes in the Images
tab, those changes will not be applied to the vector
The Layer Settings window displays a message when multiple layers in your selection.
layers are selected.
• Where settings are grouped, any change to one of
those grouped settings will cause all settings within
The following rules apply when you are making changes to that group to change on all of the selected layers.
multiple selected layers: For example, the Outline section of the General tab
groups three settings together: Outline On, Width, and
• If different layer types are selected, the Layer Settings
Color. If you change the outline color, Anime Studio
window will only display the tabs that apply to the
will also update the outline state (on or off) and outline
primary layer. For example, if your primary layer is a
width to all of the layers when you click Apply or OK.
vector layer but you have image layers as secondary
Settings are grouped as follows:
layers, the Image tab will not be displayed. However,
you will be able to edit settings that are common to ƒƒ Outline (“General Tab” on page 192): Outline
image and vector layers in the Vectors tab. On, Width, and Color.

• When you change a setting that is common to all ƒƒ 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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ƒƒ Layer Shadow (“Shadows Tab” on page 202): ƒƒ 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
ƒƒ 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
ƒƒ 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.
ƒƒ Physics Settings (“Physics Tab” on page 228):
ƒƒ 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.

ƒƒ Depth Sorting (“Depth Sort Tab” on page 217):


General Tab
Sort layers by depth, Sort by true distance, Enable
animated layer order. This tab is available for all layer types, and controls general
ƒƒ Toon Settings (“Image Tab” on page 219): layer properties.
Toon effect, Edge level, Gray level, Black level,
Saturation, Lightness, Quantization.

If you make any settings in the Image tab that


apply to videos, they will only be modified in
secondary image layers that have video files as their
sources.

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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.

• Hide in editing view: Turn on this checkbox to hide the


layer while editing. The layer will still appear in rendered
output, but will be invisible in Anime Studio’s edit view.
This can be useful to reduce clutter and improve
performance. Things you might consider hiding in
the editing view are background details, texture and
detail layers, or special effects like particle layers. Note
that if a hidden layer is the currently active layer, it will
temporarily un-hide itself so that you can edit whatever
it contains.

• 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.

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• Layer Color: Layer colors are used to help you


categorize the content in your project using colors of
your choosing. Use the Layer Color selector to choose
a color for the current layer. Plain will display the layer
in the normal Anime Studio interface color. Other
choices for categorizing your layers are Purple, Blue,
Green, Yellow, Orange, and Red.

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

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turn it on at frame 10, off at frame 20, on at frame 30,


etc. to create the effect of a blinking light.

• Blur radius: Lets you apply a blur (in pixels) to an entire


layer to simulate such effects as camera focus. The
blur can be animated over time to make a layer look
like its coming in and out of focus. Decimal values
are allowed to provide smoother transitions during
animation.

• Opacity: Allows you to modify the transparency of


an entire layer. An opacity value of 100 will not affect
the layer at all, while a value of 0 will make it totally
transparent. By changing the value from 0 at frame
1 to 100 at frame 10, the layer will seem to gradually
appear out of nowhere, which in some cases is more
desirable than the type of on/off visibility provided by
the Visible checkbox. Without Auto Shading

• Auto shading radius: Allows you to simulate 2D


ambient occlusion effects. Double-click the desired
layer, or highlight a layer in the layers panel. Turn the
Auto Shading option on and set the radius to a value
other than zero. A good starting point is somewhere
between 8 and 16 pixels.

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The threshold is applied to the RGB values at


whatever you add in the threshold field. A
value of 128 is a midpoint value. If you end up with
unusual colors after applying the threshold, you can
use Colorizing to overlay a color on the layer. For
more information about colorizing, see “Colorizing”
on page 198.

• Flip horizontally and Flip vertically: Clicking these boxes


flips the entire layer in the direction specified. (If the
layer is a group layer, then the sub-layers inside it get
flipped as well.) This can be convenient in the case
where you want to duplicate a layer and have the
second copy face the first one as a mirror image.

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.

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and width on a bone group, but not on each layer of a


bone group, the layer outline will only be applied to the
outline of the character (and not each individual part).
After you specify your outline parameters, you will need to
preview your drawing with the File > Preview command, or
use the shortcut Cmd R (Mac) or Ctrl R (Windows).

Outline Options

• Outline on: Check this option to create an outline


around the objects on the layer.

• Width: Set the desired width of the outline, in pixels.

• Color: Click to set the color of the outline.


You can add an outline to a layer by enabling the option
in this section and specifying the width and color of the With 10 pixel blue outline around the bone group
outline.
You can set separate colors and widths for each layer to
add nice effects to your drawings. If you set just one color
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Colorizing settings). The figure shown below shows several objects


on a layer which have a blur setting applied (top).
The Colorizing section allows you to overlay a color on the Thresholding is added to soften the shapes between
selected layer. The options are as follows: the objects. After rendering, you may see unusual colors
(middle) because the threshold is applied to the R, G, and
B values in the original object color. To fix this, choose the
Colorize layer option and select your overlay color. Render
again to see the final result (bottom).

Colorizing Options

• Colorize layer: Check this option to apply a color


overlay to the selected layer.

• Color: Click to set the overlay color and properties.


You can use the Colorizing feature to eliminate unwanted
or objectionable colors that occur after you apply
thresholding to objects on a layer (see “Compositing Original objects (top); threshold applied (middle); with color
Effects” on page 194 for information about the Threshold overlay (bottom)

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Options effects like blurs and shadows will become larger or


smaller to match the scale of the layer.
The Options section of the General Properties tab provides
the following options: • Use HSV modifier image: This checkbox lets you use an
image file to distort the colors of the layer. Sometimes
you may want to do this to break up the solid colors in
your project and make it look less computerized. The
exact behavior of this feature is difficult to explain. The
best way to try it out is to use one of the HSV modifier
images included with Anime Studio. These images
should be pretty close to 50% gray. Other images
may produce bizarre, unexpected results. Feel free to
experiment - you can always turn off this checkbox if
you don’t like the results.
General Options

• Immune to camera movements: Sometimes you may


• Rotate to follow path: When this checkbox is turned on, want to make some layers ignore camera movements.
the layer will automatically rotate to follow its direction For example, certain backgrounds or title or logo layers
of movement. (Specifically, the up direction will turn you may want to stay in one place on the screen even
to follow the direction of layer translation.) This can be while you move the camera around.
useful for creating things like flowing arrows that need
• Embedded Script File: Allows you to attach a lua script
to point in their direction of movement.
to a layer. When you play it back in the timeline or
• Scale compensation: When this box is checked (as render a document, the script is executed to go with
it is by default), and you scale an entire layer larger that layer.
or smaller, the lines in the final rendered output will
• Immune to depth of field: The depth of field function
automatically get thicker or thinner so that they retain
(in the Project Settings dialog) lets you simulate the
their relative weight in the overall image. Also, layer
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blurring of objects with different distances from the ƒƒ 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 ƒƒ 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 ƒƒ 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
ƒƒ No: Turns off the Rotate to Face Camera feature.
axis points straight up, so being that we are looking
ƒƒ 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
ƒƒ 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.

ƒƒ Free Pivot: Rotates the layer on both its X


There are also three layers in the diagrams: Layer A
(horizontal) and Y (vertical) axis as best it can to
is not set to face the camera. Layer B pivots on the Y
make the layer’s Z axis point at the camera.
axis so that it faces the center of the camera. Layer
C is set to Face Image Plane Y Axis.

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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.

An Anime Studio scene viewed from the top, with the camera
moved to the left side

• Layer blending mode: Normally, layers are composited


on top of each other simply according to the
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transparency of each layer. The layer blending mode


popup lets you select a different blending mode
for each layer. This can be very useful for simulating
shading and lighting effects.

• Copy all General settings to other selected layers


(except Name): When multiple layers are selected,
check this option and click the Apply button to copy
all settings (except the name) to all other applicable
selected layers.

Shadows Tab
The controls in this tab allow you to apply automatic
shadows and shading to an entire layer.

Shadows Layer Settings

The Shadows tab includes the following option that applies


to layer shadow, 3D shadow, and layer setting options:

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• 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.

• Expansion: Allows you to expand the reach of the


shadow. This can be useful for halo-type effects. Try an
Offset of 0, Blur of 8, and Expansion of 8.

• Shadow Color: Clicking on the “Shadow color” swatch


lets you change the color of the shadow that is being
cast. You can also modify the transparency of the
shadow with this control.

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.

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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.

• Contraction: Allows you to pull the shading further into


the center of the layer.

• Inverted: Inverts the shading effect so that the object


looks like it has a rim highlight.

• Shading Color: Clicking on the “Shading color” swatch


lets you change the color of the shading that is
applied. You can also modify the transparency of the
Layer Shading options. shading with this control.

• Shading Direction: Controls the direction the shading


• Shading On: Checking the “Shading on” checkbox will appears. Just drag the knob in circles to change the
make all objects in the layer appear shaded, giving direction of the shading.
them a rounded edges effect.

• Offset: Controls how far inside the layer the shading


appears. A larger offset makes objects appear to have
more “rounded” edges.
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3D Shadow (Perspective Shadows)


Anime Studio allows you to easily create perspective
shadows for the objects in your scene. Select a layer from
the Layers window and open the Layer Settings dialog.
Click the Shadows tab, and adjust the settings in the 3D
shadow area. You can animate this feature by applying
different settings at different points in the timeline. You
will not see the shadow until after you render the current
frame, or all or part of a movie.
The position of the shadow is determined by the Set Origin
tool in the Layer section of the toolbox. When you set a
perspective shadow, pay attention to the location of the
origin of the object. The shadow is cast from the origin
point. The origin represents the ground point, so you can Position the origin point at “ground” level.
position it to make the object look as though it is resting on
the ground, or as if the object is floating in the air. The settings for perspective shadows are as follows:

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• Color: Allows you to select a color for the shadow.


Default color is black.

Motion Blur Tab


The controls in this tab control the motion blur effect for
this layer. Motion blur can be turned on and off during the
course of an animation.

3D Shadow options.

• Perspective Shadow On: Check this button to turn


Perspective Shadows on. Uncheck it to turn Perspective
Shadows off.

• Blur: Sets the amount of blur on the perspective


shadow. Higher values create a softer shadow.

• Scale: Controls the “depth” of the shadow. Higher


values make the shadow seem more elongated, while
lower values make the shadow shorter

• Shear: Allows you to control the slant of the shadow


(the direction that the light source is coming from).

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• Motion Blur On: Checking “Motion blur on” turns on the


effect. The default settings work pretty well for a basic
motion blur effect.

• Frame Count: Controls how many copies of the layer


should trail behind itself. The higher this number, the
longer it will take to render your animation. Sometimes
a high number may be used for an exaggerated anime
or cartoon effect.

• Frame Skip: Controls the separation between blur


frames. A larger number will cause the blur effect to trail
farther out behind the current position.

• Start Opacity and End Opacity: Control how the blur


fades away behind the layer. Generally, a motion blur
effect will fade a bit as it trails behind the layer. For
some special effects, however, you may not want the
motion blur to fade at all. In those cases, set both values
to 100 to keep the motion blur completely opaque.

• Blur Radius: Controls the radius (in pixels) of the motion


blur effect.

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.

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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.

Masking Layer Settings

If the layer is a group or bone layer, then the following


options are available:

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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.

• + Add to mask, but keep invisible: Add this layer to the


mask, but don’t show it in the final output.
Masking Tips and Tricks
• - Subtract from mask: Use this layer to cut a hole in the
When setting up masking in a group, the best approach
current mask.
is to first set up the mask, then set up the objects to be
masked. The bottom-most layers should define the mask
• + Clear the mask, then add this layer to it: This makes
by either adding to it or subtracting from it. Then the layers
the mask identical to the transparency value of the
above that should be masked against the defined mask.
current layer.
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For masking to be fringe-free, try to follow these guidelines:

• Masking should only increase in a one-way direction.


The alpha channel must increase monotonically.

• Use additive masks only (use Hide All, instead of Reveal


All)

• Don’t use any of the following modes for child layers in


the group:

ƒƒ Subtract from mask

ƒƒ Clear this mask then add this layer invisibility to it

ƒƒ Don’t Mask This Layer (unless all other layers in the


group above this one also use Don’t Mask This
Layer)

ƒƒ Exclude Strokes (unless all layers in the group


above are set to Masked)
The following examples demonstrate some do’s and don’ts
in masking techniques.

Simple Masking (Produces No Fringing)

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:

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• Group mask: In the Group Mask section, choose Hide


All. In the Layer Masking section, choose Mask this
layer.

• Layer 1: Set to +Add to mask.

• Layer 2: Set to Mask this layer.

• Layer 3: Set to Mask this layer

• Layer 4: Set to + Add to mask

• Layer 5: Set to Mask this layer


After you apply the above settings, the end result will look
as shown in the following figure, when rendered. Result of simple masking.

Mask Reset (Produces Fringing)

This example consists of a group with five layers, each with


an oval shape. This group doesn’t follow the rules. It renders
with fringe because Layer 4 is set to “Clear and Add to the
Mask.”

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• Group mask: In the Group Mask section, choose Hide


All. In the Layer Masking section, choose Mask this
layer.

• Layer 1: Set to +Add to mask.

• Layer 2: Set to Mask this layer

• Layer 3: Set to Mask this layer

• Layer 4: Set to + Clear the mask, then add this layer to


it.

• Layer 5: Set to Mask this layer


After you apply the above settings, the end result will look
as shown in the following figure, when rendered.

A group with five layers, each with a different shape.

This example uses the following settings:

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Result of mask reset.

Complex Masking (Produces Fringing)

This example starts with a group that contains three


layers. each with an oval shape. This masking example
also renders with fringe, because it breaks the rules by
combining additive and subtractive masking in the same A group with three layers, each with a different shape.
group.
This example uses the following settings:

• Group mask: In the Group Mask section, choose Hide


All. In the Layer Masking section, choose Mask this
layer.

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• 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.

Result of complex masking.

Vectors Tab
This tab is only available for vector layers, and controls
the appearance of lines and fills in the layer. The controls

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both of these, all the shapes in the layer will become


distorted. However, if you check only one, the effect
will look like someone was coloring but didn’t stay in
the lines. The circle displayed on the right side shows a
preview of what your noise effect settings will do to the
final drawing. (The best way to understand this feature
is to just start clicking the checkboxes and watch the
circle.)

• Animated noise: Controls whether the noise factor will


vary over time in your animation. This can lead to either
a very distracting look, or a very sketchy, free-form
one, depending on your tastes. Again, experiment with
this and watch the circle.

• Extra Sketchy: (Associated with noise settings). Creates


gaps in the outlines. If you have a curve being drawing
you might actually have little gaps in it.

• Offset: Determines how far in pixels (on average) your


drawing will be distorted from its original shape.

• Scale: Determines the “jaggedness” of the distortion.


Larger scale numbers will result in smoother, lumpier
Vectors Layer Settings
distortion, while smaller numbers will give you a more
scribbled look.
• Noisy Outlines and Noisy Fills: The first two checkboxes
• Interval (Frames): When vector noise is set to be
turn on noise for outlines and/or fills. If you turn on
animated, you can set an interval so that the noise
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changes every nth frame, with n being the number


that you enter in this field. Increase the number to
reduce the amount of noise.

• Line Count: Tells Anime Studio to draw a number of


lines, distorting each in a different way.

• Animated Shape Order: Check this option if you want


to enable animated shape order on the selected layer,
using the Draw > Raise Shape, Lower Shape, Raise to
Front, or Lower to Back commands (or their equivalent
shortcuts: Up arrow, Down arrow, Shift Up arrow or
Shift Down arrow). This will allow you to select shapes
on the current layer and animate the order in which
they are stacked in relation to the camera. In the
following example, animated shape ordering is used
in combination with smart bones to position the ears
above or below a character’s head as the head turns.
When the smart bone is positioned toward the left, the
character is looking to the left, the right ear is above
the head and the left ear is below the head. When the
smart bone is in its center position, the character looks
to the center, and both ears are above the head.
Finally, when the smart bone is positioned to the right, Animated shape ordering allows you to position the ears of a
the character looks to the right, the left ear is above character as its head turns.
the head and the right ear is below the head.

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See “Tutorial 5.11: Animated Shape Ordering” on


page 228 in your Anime Studio Tutorial Manual for
Depth Sort Tab
a hands on tutorial on how to use animated shape This tab is only available for group and bone layers. Depth
ordering. Sort has two controls that can be used with Anime Studio’s
3D features.
• Gap Filling: Sometimes two shapes are drawn that line
up exactly side-by-side with no overlap whatsoever. In
some situations, a small crack can appear between
them. Turn this option on to enable Anime Studio to fill
in these cracks.

• Legacy Curves: Switches a layer back to the curve


drawing method used in Anime Studio 7 and earlier.
Documents created in Anime Studio 7 and earlier
should open in the application with this option turned
on so that the existing artwork does not suddenly
change.

• Copy all Vector settings to other selected layers: When


multiple layers are selected, check this option and
click the Apply button to copy all vector settings to all
other applicable selected layers.

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Normally, layers are drawn in the order they appear in


the Layers window. However, with this option turned
on, layers are displayed according to how far they are
from the camera. Typically, layers are sorted by their
depth from the camera, but if you’re trying to create
a 3D object using multiple Anime Studio layers (like a
cube or pyramid), you may want to turn it on.

• Sort by True Distance: Tells Anime Studio to sort layers


by the distance from the camera to the layers’ origins,
rather than by depth. Usually this option will be left
unchecked.

• Enable animated layer order: During the course of an


animation, you may want to move objects in front of
or behind each other. One example is when simulating
head turns. The children of a group layer have the
ability to move back and forth in layer order over
the course of an animation, but you need to turn this
option on to allow it. If it’s off, then moving one layer in
front of another affects them for the entire timeline.

• Copy all Group settings to other selected layers


Depth Sort Layer Settings (except Name): When multiple layers are selected,
check this option and click the Apply button to copy
all group settings to all other applicable selected
• Sort Layers by Depth: Allows sub-layers to move in
layers.
front of and behind each other during an animation.

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Image Tab
This tab is only available for image layers. There are five
options in this tab.

Image Layer Settings

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• 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.

• Persist Last Frame: When checked, displays the last


frame of a movie continually after the playhead
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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:

Toon effects on a photograph

When used with videos, the processing can take quite a


while. When working with videos, open up the movie file
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• Gray level: Darkens the middle areas of the toon


effect.

• Black level: Darkens the dark areas of the toon effect.

• Saturation: Increases or decreases the amount of color.


Negative values make the toon more black and white.

• Lightness: Increase the setting to make the image


appear more faded.

• Quantization: Sets the number of colors in the image.


When set at 0, the quantization works the same as
found in Anime Studio 7 and earlier. When set to a
value greater than 1, the value you enter is the number
of colors in the image.

• Copy all Image settings to other selected layers


(except Source Image): When multiple layers are
selected, check this option and click the Apply button
to copy all image settings (except the source image)
to all other applicable selected layers.

Toon settings in the Layer Settings Image tab


Audio Tab
• Edge level: Controls the width of the edges in the toon This tab is only available for audio layers. The options are:
effect. Increase the setting to make the edges wider,
and decrease to make the edges thinner.

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• Set Source Audio: Click the Set Source Audio button to


select an audio source file on your system.

• Reveal Source Audio: Click this button to locate the


audio source file in its folder location.

• Audio level: Displays a numeric value for the audio


volume, with 1 being equal to the default volume of
the audio file.

• Spatial Positioning: Enabled by default. When enabled,


Anime Studio will use and play back

Switch Tab
This tab is only available for switch layers.

Audio Layer Settings Switch Layer Settings

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• 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.

See “Tutorial 5.1: Automatic Lip-Sync” on


page 183 in your Anime Studio Tutorial
Manual and “Tutorial 5.2: Phoneme Lip-Sync” on
page 185 in your Anime Studio Tutorial Manual for
examples of using audio lip-syncing functions.

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Particles Layer Settings 3D Options Layer Settings

• Edges: Allows you to control which elements get edges


3D Options (or outlines) and to what degree. You can choose to
enable or disable outlines around silhouettes, materials,
This tab is only available for 3D layers.
or creases. The Crease Threshold setting controls the
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level of crease outline that will appear. The Edge


Extension setting makes the outline thicker.

• Shading: Controls the type of shading that appears


on the 3D object, along with the shading color and
density. Choices of shading include None, Smooth,
Toon, Hatched, or Extruded Side Color.

3D Shading Options

• Polygon orientation: Allows you to adjust whether the


polygons in your model are oriented clockwise or
counter-clockwise. After importing a model, if it looks

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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.

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ƒƒ Enable physics: Check this option to turn the


physics simulator on.

ƒƒ Gravity direction: Use the directional slider to point


to the direction from which gravity is originated.
By default, the direction is straight down (270
degrees). 0/360 degrees is at the 3:00 position of
the dial.

ƒƒ Gravity magnitude: Controls the strength of the


gravity. Lower values make the gravity less forceful
(objects are lighter) and higher values make the
gravity more forceful (objects are heavier).

ƒƒ Use baked physics (advanced): Turn this option


on to stop the physics simulation from running. It
will play back results from the last time you played
back the animation.

ƒƒ Copy all Physics settings to other selected layers:


When multiple layers are selected, check this
option and click the Apply button to copy all
physics settings to all other applicable selected
Notes Layer Settings layers.

Physics Tab
The settings in the Physics tab are as follows:
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Normally, physics simulations are re-run every


time you play back an animation so that
they can respond to other objects in the scene. The
advantages to using baked physics are (1) it is faster
to re-use simulations rather than to re-run the
physics; (2) If the physics simulation doesn’t give you
the results you want, you need to tweak results. You
can’t manually animate objects if they are under
the influence of physics, but you can use the
precomputed physics while you modify keyframes
as you see fit. (3) If you get a result that you like, you
can turn this option on to make sure it doesn’t
change.

Physics will only work with objects that are


filled.

For more information on how to use physics in your Anime


Studio projects, see “Tutorial 5.9: Basic Physics” on page
215 in your Anime Studio Tutorial Manual.

Physics Settings

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Bones Tab Anime Studio provides an option that allows


you to control the children of a bone’s
The settings in the Bones tab are as follows: children, making it easier to work with bones on
images and vector art. In other words, if you have a
• Binding Mode: Check one of the following to select the group inside a bone layer, and vector layers inside
binding mode that you want to use for bones. that group, the bone layer can warp the artwork in
those vector layers if Allow nested layer control is
ƒƒ Flexible Binding: This option is selected by default.
turned on in the Bones tab of the Layer Properties
This uses Flexi-Binding, which allows greater control
palette and if the group layer is not bound. This
over how bones affect different layers in a bone
allows more powerful bone rigging while also
group. See “Tutorial 3.5: Flexi-Binding” on page
allowing you to organize your layers in a hierarchy.
141 in your Anime Studio Tutorial Manual.
This allows you to have parent bones and
ƒƒ Region Binding: Uses the binding style that was “Grandpa” bones ... bones that affect more than
used by Anime Studio prior to version 9.5. See one layer of bones beneath them.
“Tutorial 3.4: Character Setup” on page 130 in
your Anime Studio Tutorial Manual.

• Allow Nested Layer Control: Allows you to control the


children of their children, making it easier to work with
bones on images and vector art.

• Copy all Bones settings to other selected layers: When


multiple layers are selected, check this option and click
the Apply button to copy all bone settings to all other
applicable selected layers.

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Bones Settings

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Chapter 13: Style


Window
The Style window is where you set up colors, line widths, fill
effects, and other properties to control the appearance of
your vector artwork. The Style window has two views, Basic
(shown on the right in the following figure) and Advanced
(shown on the left in the following figure).
The Advanced checkbox in the lower-left corner of the
dialog will toggle the Styles palette between Basic and
Advanced views. Check the option to display in Advanced
view, and uncheck it to display in Basic view.
The options in the Style window are displayed and listed on
the following page.
When you edit the fill color, stroke color, or brush settings,
the changes will be displayed live on the canvas so that
you can see the effects of your changes.

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Style Window Options: 27. Checker selection


1. Fill enable checkbox
2. Fill color selector
3. Stroke enable checkbox
4. Stroke color selector
5. Stroke brush selector
6. Stroke line width field
7. Stroke effect drop-down menu
8. Stroke effect settings button
9. Color swatch drop-down menu
10. Color swatch
11. Copy button
12. Paste button
13. Reset button
14. Advanced window checkbox
15. Window mode indication
16. Name field
17. Fill effect drop-down menus
18. Fill effect settings buttons
19. Round end caps checkbox Basic Style Options
20. 3D conversion thickness field
21. Shape selection drop-down menu
22. Style management drop-down menu
23. Fill color override checkbox
24. Stroke color override checkbox
25. Stroke width override checkbox
26. Applied styles drop-down menus

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Shapes (Advanced View)

Window Mode Indication (15)


This indicates the current mode of the Style Window. There
are three modes:

Window Mode Indication

• DEFAULTS (For new shapes): In this mode the style you


define will be applied to any new shapes you create.
This default will retain the style of the last shape you
had selected. This is the default mode when there are
no shapes or styles selected.

• 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.

• STYLE: In this mode the style you define will either


Advanced Style Options (Green)
create a new style or edit an existing one, depending

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on the option you select from the style management


drop-down menu.

Name Field (16)


The name field allows you to name or rename any
selected shape or style and displays any existing name. It is
only active in SHAPE or STYLE mode.

Shape Selection Drop-Down Menu

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.

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Choose Edit >Preferences... and in the Option


tab, you can select Auto-name new shapes
so that all of your shapes have names when
created. Refer to “General Tab” on page 393 for
more information.

Style Management Drop-Down Menu


(22)
A style contains all of the properties which define how a
shape should look. Use the Styles menu to create, delete,
and edit your styles.

Style Management Drop-Down Menu

These are the options of this menu:

• New: This option allows you to create a new saved


style.

• Delete: This option allows you to delete a selected style.

• Delete Unused: This option allows you to delete all styles


that are not currently applied to any shapes.

• <None>: This option deselects all saved styles.

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• List of style names: If you have created any saved


styles there will be a list of their names. Selecting one of
these will open that style for editing.

Style names are now referenced internally by


a unique ID rather than by name. This allows
you to have more than one style of the same name,
and also prevents naming collisions when you Fill Enable Checkbox
import styles of the same name from another
document.

Fill Color Selector (2)


Fills This displays the fill color for the default style, the selected
shape, or the selected style, depending on the style
In Basic view, the Style window displays the following window mode. Clicking on it allows you to edit the color
options for fills: with the color picker:

Fill Enable Checkbox (1)


This checkbox determines whether a selected shape has
a fill.
A fill is the color inside of a closed shape. This option is only
Fill Color Selector
available when you have an existing shape selected.

The color picker allows you to select the color and


transparency of the fill or stroke of your style. The large field
to the left is where you can chose the color saturation and
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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.

Fill Effect Drop-Down Menu

• <plain> indicates that no effect is applied in this drop-


down.
This is followed by a list of fill effects. Some fill and line
effects can be animated, with keyframes being added to
the timeline when you change colors, blur radius, angles,
offsets, blurs, and more.

Color Picker

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Many of the fill and stroke effects can be


shown in the workspace, while others can
only be seen once rendered. This can slow down
performance, so it is disabled by default. To enable
effects in the workspace open the Display Quality
settings drop-down at the bottom of the workspace
and enable the Shape effects checkbox.

Shaded Fill Effects

When you choose Shaded Fill effects, a dialog displays the


following options:

Expanded Menu

Selecting an effect will bring up an effect settings dialog,


each of which are described in the sections that follow.
Each effect has a variety of specific parameters for the
user to adjust, as well as an effect preview that updates as
changes are made to these settings.

You will only be able to view the results of


some effects on your shapes by rendering a
single frame (Cmd/Ctrl R) or exporting the animation
(Cmd/Ctrl E).

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• Offset: Allows you to assign a value for how far the


shadow is offset from the filled area

• Blur: Controls the softness of the shadow.

• Shadow Color: Allows you to choose the shadow color


from a color palette.

• Shadow Only: Check this option to only display the


shadow, without the fill.

• 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.

Soft Edge Fill Effects

When you choose Soft Edge Fill effects, a dialog displays


the following options:
Shaded Effect Options

• Light Angle: Provides a dial that allows you to change


the direction that the light is coming from. You can also
enter a numerical value. Zero degrees is located at the
bottom of the dial.

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Halo Fill Effects

When you choose Halo Fill effects, a dialog displays the


following options:

Soft Edge Effect Options

• Blur Radius: Allows you to increase or decrease the


softness, or blur, around the edge of the fill.

• 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.

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• 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.

• Gradient markers: Below the gradient bar are initially


two markers, one on each end. Selecting one of these
will fill the arrow above it and display its color in the
Color selector to indicate it is selected. These markers
can be moved anywhere along the gradient bar.

• You can also add additional color markers to the


gradient by clicking anywhere just below the gradient
bar. You can copy an existing marker by holding the
Alt key when you select a marker. You can then drag
this copied marker to a new location on the gradient
bar, or even click the color selector to change its color.

Gradient Effect Options

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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.

• Through Transparency: Check this option to mask


areas of an underlying shape with transparent areas in
a texture fill.
When you apply a texture fill effect, you can select images
that are partially transparent. After you select the image,
the preview in the Texture dialog will apply the partially
transparent image over the shape so that you can see the
underlying color through the texture.

Image Texture Effect Options

• Select Texture: Click this button to choose an image


file to be used as a texture fill.

• Tile: Choose this option if you want the image to


repeat more than once to fill the selected area
A shape filled with a partially transparent image.
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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.

A shape filled with a partially transparent image.

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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• Offset: Allows you to assign a value for how far the


shadow is offset from the filled area

• Blur: Controls the softness of the shadow.

• Shadow Color: Allows you to choose the shadow color


from a color palette.

• 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. Crayon Effect Options
A preview of the settings appears in the preview window
as you adjust them. When you are satisfied with the • Line Width: Allows you to increase or decrease the
appearance of your shadow, click OK to apply the width of the crayon stroke.
settings. You will need to preview the frame (Cmd/Ctrl R)
or export the animation (Cmd/Ctrl E) to see the results. • Density: Decrease the setting to give the crayon a
more grainy appearance. Increase the setting to
Crayon make the crayon more “solid.”

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.

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A preview of the settings appears in the preview window


as you adjust them. When you are satisfied with the effect
preview, click OK to apply the settings.

Legacy Effects

Legacy Effects (Anime Studio Pro only). These are older


effects that significantly slow down render speeds, do
not respond to bone influence, and may have other
limitations and drawbacks. You must decide for yourself
whether these effects are worth the extra time to render an
animation that makes use of them.

Splotchy

This effect fills the selected area with a splotchy pattern.


You can control the contrast, scale, and chromatics of the
pattern fill.
Splotchy Options

• Magnitude: Allows you to adjust the contrast of the


splotchy pattern.

• Scale: Adjusts the scale of the splotchy pattern.

• Monochrome: When this option is checked the


splotchy pattern will only use shades of the fill color.

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Spots • Spot length: This option determines the length of the


spots.

• Spot width: This option determines the width of the


spots.

• Length spacing: This option determines the space


between the ends of the spots.

• Width spacing: This option determines the space


between the sides of the spots.

• Angle: Provides a dial that allows you to change the


direction of the spots. You can also enter a numerical
value. Zero degrees is located at the right of the dial.

• Spot color: Allows you to choose the spot color from a


color palette.

Fill Effect Settings Button (18)


Each of these buttons in advanced view become active
when you have an effect selected in the effect drop-
down menu next to it. These buttons allow you to access
and edit the effect settings dialog of the selected effect.

Spots Options

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• DEFAULTS and SHAPE: In these modes the override is


only available if a saved style has been applied (see
19). Enabling this will override the applied style fill color
with the current color in the fill color selector.

• STYLE: In this mode the override determines what


properties are included in the saved style. There is an
override for fill, stroke (see 12), and line width (see 14).
You can create styles with any combination of these
Fill Effects Settings Button
properties.

• When a style is applied any overrides checked in that


Fill Color Override Checkbox (23) saved style will override those properties in the shape
or default.
If checked in advanced view, the color displayed in the fill
color selector will override any other fill color in the style.
Stroke

Stroke Enable Checkbox (3)


This checkbox determines whether a selected shape has
a stroke.
Fill Color Override Checkbox A stroke is the outline of a shape. Shapes can exist without
a stroke or only composed of a stroke. This option is only
This works slightly different, depending on which mode the available when you have an existing shape selected.
window is in:

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Stroke Brush Selector (5)


This displays the current brush used for the stroke of the
default style, selected shape, or selected style.

Stroke Enable Checkbox

Stroke Color Selector (4)


Stroke Brush Selector
This displays the stroke color for the default style, the
selected shape, or the selected style, depending on the Clicking this box opens the Brush Settings dialog:
style window mode. Clicking on it brings up the color
picker.

Stroke Color Selector

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• Align brush with curve: This option changes the


orientation of the brush to the vector curve it is applied
to.

• Brush jitter angle: This option determines how much the


orientation angle varies, with zero being to variance.

• Brush angle drift: This setting works well with multibrushes


that have some sort of obvious alignment. With brush
angle drift off (see top stroke in the figure below),
strokes that are aligned with a curve will be aligned
similarly. With brush angle drift on (see bottom stroke
in the figure below), the alignment angles will vary
depending on the drift angle value that you enter.
Smaller values will produce less angle drift than larger
values.

Brush Settings Dialog

• Brush selection menu: This displays all of the available


brushes. You can click on one to select it for use or
select None for no brush.

Brush angle drift off (top) and on (bottom)

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• Brush spacing: This allows you to set the spacing


between each instance of the brush. Improvements to
brush spacing have been made so that brush spacing
remains consistent whether the brush curve follows
curve points that are either pointed or curved.

• Minimize frame-to-frame randomness: Check this


option to keep the brush from jittering during the
animation.

• Merge alpha: With merged alpha turned on (see


top stroke in following figure), an alpha value will be
applied uniformly on strokes that were made with
multibrushes. With merged alpha turned off (see
bottom stroke in following figure), multibrush strokes are
allowed to build up and the strokes appear more like
natural media (as shown in the two strokes on the left
in the following figure).

Merge alpha on (top) and off (bottom)

• Tint brush using stroke color: For brushes that are


colored (not all black) this option allows the brush to
take on the selected stroke color instead of the color
displayed in the brush selection menu.

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• Random Order: When checked, randomizes the order Using Multi-Brushes


of the Multi-Brush shapes while the stroke is painted.
Anime Studio 10 includes a new feature called Multi-
• Brush preview: This displays a preview of the chosen Brushes. If you go into the Brush Settings dialog you will
brush settings. notice several new brushes. Multi-brushes are indicated in
the Brush Settings dialog with three dots in the upper left
• Save Brush: Allows you to save a brush with the current corner of the brush preview.
settings. Click this button to enter a name for your new
brush. The settings for the brush will be encoded onto
the end of the name. You are also allowed to choose
where the brushes are saved. Click Custom Content
Folder to save the new brush in one of your user
content folders. Click Choose Folder to save the new
brush to another folder on your hard drive.

The name that you assign to the brush must


be a legal filename for your system.
Underscore characters that appear in the base
Multi-Brushes are indicated with three dots in the upper left
filename will be converted to dashes to preserve
corner of the brush preview.
encoding requirements in Anime Studio.

When you select a Multi-brush, the preview window at


If you save a new brush into the Brushes folder the bottom of the Brush palette displays a preview of the
in your User Content folder, they will not show selected brush. You will notice that there are multiple
up in the Brushes picker until you reload the brushes. images mixed into a single brush stroke.
You will be given the option to reload the brushes
when you save the new brush to the User Content
folder.

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Multi-Brushes allow you to add multiple shapes in a single brush


stroke.

Some Multi-Brushes mix different textures into a single


stroke. The differences in texture may appear to be more
subtle in the preview window, but the variations will be
more obvious after you render a preview.

Subtle Multi-Brush differences will be more clear after rendering


(as seen in the bottom)

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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.

• Second number: Represents the Brush Jitter angle.


The next time you start Anime Studio, you will find the
new Multi-Brush added to the Brush palette. It will appear
• Third number: Represents the Brush Spacing setting.
last in the list. You can further adjust the brush settings as
• Fourth number: Minimize Frame to Frame Randomness indicated previously in “Stroke Brush Selector (5)” on page
off (0) or on (1). 249.

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Stroke Line Width Field

Stroke Effect Drop-down Menu (7)


This drop-down menus allow you to select a stroke effect.
There are many effects to chose from. The stroke effects
are the same as the fill effects described earlier.

Stroke Line Width Field

Stroke Line Width Field (6)


This field allows you to set the stroke line width of the
default style, selected shape, or selected style. The
minimum line width is .25. After clicking in this field you can
either type in or use the mouse wheel to adjust the value.

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Sketchy

Sketchy Effect Options


Stroke Effect Drop-Down Menu

There are two more stroke Legacy Effects: • Radius: Adjust the radius of the effect.

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Angled Pen Stroke Effect Settings Button (8)


This button becomes active when you have an effect
selected in the effect drop-down menu next to it. This
button allows you to access and edit the effect settings
dialog of the selected effect.

Stroke Effect Settings Button

Round End Caps Checkbox (19)


Angled Pen Effect Options
You’ll notice the addition of a Round Caps option in the
Stroke section of the Advanced Style window. Check this
• Radius: Adjust the radius of the effect. option if you want to use strokes that have rounded ends.
Uncheck the option to use flat ends on your strokes (similar
• Angle: Provides a dial that allows you to change the to those used in Anime Studio 7 and earlier).
direction of the angled pen. You can also enter a
numerical value. Zero degrees is located at the right
of the dial.

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Stroke Override Checkbox (24)


If checked in advanced view, the color displayed in the
stroke color selector will override any other stroke color in
the style.

Rounded End Caps Checkbox

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.

Stroke Override Checkbox

This works slightly different, depending on which mode the


window is in:
DEFAULTS and SHAPE: In these modes the override is only
available if a saved style has been applied (see 19).
Enabling this will override the applied style stroke color with
the current color in the stroke color selector.
STYLE: In this mode the override determines what properties
Rounded end caps compared to ends that are not rounded.
are included in the saved style. There is an override for fill,
stroke, and line width (see 14). You can create styles with
any combination of these properties.

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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.

If checked in advanced view, the width displayed in the


line width field will override any other line width in the style. Applied Styles Drop-Down Menus
(26)
These drop-down menus in advanced view allow you to
apply two different saved styles.

Stroke Width Override Checkbox

This works slightly different, depending on which mode the


window is in:
Applied Styles Drop-Down Menus
• DEFAULTS and SHAPE: In these modes the override is
only available if a saved style has been applied (see A saved style is a set of information used by a shape
19). Enabling this will override the applied style line (color, line width, line brush, effects, etc.), but it doesn’t
width with the current width in the line width field. actually appear on its own in your animation. Instead, after
creating a style, you can apply that saved style to one
• STYLE: In this mode the override determines what
or more shapes. For example, you might create a “Skin”
properties are included in the saved style. There is an
style, and apply it to all the body parts of a character.

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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.

3D Conversion Thickness Field

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.

3D Conversion Thickness Field (20)


This option (20) is only available for the default style or
selected shapes on vector layers that are using either the
Extrude or Inflate options of the vector layer Layer Settings
> 3D Options tab > 3D Conversion drop-down. This field
Swatches menu
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use this as a shortcut for selecting colors for your objects.


Just click a color in this palette to assign it as the selected
shape’s fill color. Right-click a color swatch to assign it as
the selected shape’s outline color.

Color Swatch

Copy, Paste, and Reset Buttons


Expanded menu There are three buttons that we’ve classified as “other”
controls:
These swatches appear in the Color Swatch (22) below.

Color Swatch (10)


The swatch you select from the color swatch drop-down
menu shows up here as a simple color picker. You can
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Copy, Paste, and Reset buttons

Advanced Window Checkbox


• Press Copy (11) to copy the properties of the selected
shape or style.

• 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.

Advanced Window Checkbox


(14)
As mentioned at the beginning of this chapter, this
checkbox switches the style window between Basic
and Advanced views. The basic view minimizes the style
window to some of the options most used while animating.

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Chapter 14: The Library 1. Category Icons: The Category icons allow you to
select library content that is arranged in several

Window different categories. See “Library Palette Categories”


on page 264.

2. Tree List: The Tree is a hierarchical list of the content in


If the Library Window is not open, select Window > Library
the library. You can customize the appearance of the
or use the keyboard shortcut Command/Ctrl Shift L.
tree as discussed in“Tree Options” on page 266.
The Anime Studio Library window provides access to
all of the content that ships with Anime Studio such as 3. Item List Panel: The Item List Panel is shown or hidden
characters, props, images, audio, etc. It has three tabs: as described in “Display Options” on page 265.
You can display the item list panel and customize
• The Library tab that provides access to the content its appearance as discussed in “Library Palette
categories. See “The Library Tab” on page 263. Categories” on page 264.

• 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.

The version of Anime Studio Debut that is sold


through the Mac App store offers most of the
functionality described in this section. Differences will
be noted in this chapter where appropriate.

Library Palette Categories


The Library tab contains several categories, discussed
below. Each category is further divided into
subcategories. You can create and remove categories
and subcategories, and can add and remove content,
including your existing content libraries, to/from the Library
palette. Anime Studio’s library allows you to quickly select
The Anime Studio Library window
categories and the items contained within them:
Click a Category icon to select a Content category. Then
drill down in the hierarchical list in the Library list to select
the item you want to add to your scene.

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Category Icons

The default categories are broken down by content type:


Figures, Props, Images, Audio, Video, Effects, Scenes, 3D, Display Options
Styles. When you switch between categories, the Library
remembers which item was selected the last time you used • Tree (1): If this option is checked, the folders in the
a specific category. Library will be displayed in a hierarchical list. Options for
the tree are discussed in “Tree Options” on page 266.

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.

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• 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

• Thumbnail Size: Move the slider left or right to decrease


or increase the size of the thumbnail that is used when
an item is not selected.

• Selected Thumbnail Size: Move the slider left or right to


decrease or increase the side of the thumbnail that is
used when an item is selected.

• Indent: Move the slider left or right to adjust the


Areas with Display Options
indentation of the thumbnails.

Tree Options
By default, the Tree displays the content in your library in a
hierarchical folder structure. You can adjust and position of

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• When a folder is collapsed, click the right arrow to


expand the contents of the folder.

• When a folder is expanded, click the down arrow to


collapse the contents of the folder.

• The currently selected item is highlighted, and


displayed with a larger icon. Smaller preview icons
appear beside an item that is not selected.

• Available details about the selected item appear in


the Extended Details panel if you have elected to
show them.

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.

• Click or select an item in the list to expand the display


and view a larger preview of the content item. List Options

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• 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.

• Horizontal Gap: Move the slider left or right to decrease


or increase the amount of horizontal space between Displaying the Library Window
the thumbnails.
To resize the Library palette:

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.

• Drag any corner of the Library palette across your


screen to the desired height and/or width.

Loading and Managing Items


using the Library Icons
Detail Options
The Library icons appear as shown in the following figure.
These icons appear at the bottom of the palette.
• Show Image: Check this option if you want to display a
thumbnail of the currently selected item. Uncheck the From left to right, these icons are:
option to display only text.

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• Save to Library: Clicking the Save to Library (+) button


adds the selected item to the Library palette.

• Delete from Library: Clicking the Delete from Library


(-) button removes the selected item from the Library
palette.

The Save to Library and Delete from Library


buttons allow you to save and delete content
to your “My” folders only. You will not be allowed to
save or delete library content from the Anime Studio
library.

• Rename: Click to assign a new name to the currently


Library Icons selected item. Enter a new name for the item in the
Rename dialog, and then click Rename to assign it.

• 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.

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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.

Choosing meaningful names for your styles


documents can also aid in recognizing which
styles each document contains.

Deleting Items from the Library Palette


To delete an item from the Library palette, select it by
Library Icons clicking its preview image, then click the Delete from
Library icon (-) at the bottom of the palette (see below for
an image of the Library icons).

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Deletions are permanent! Be sure you really


want to delete the selected item. If you have
not saved your content elsewhere (such as archiving
the source files), the deleted content will be
permanently lost. You cannot undo content
deletions.

Searching the Library


The Search tab in the library allows you to perform a
keyword search in all or in selected categories.

Library Search Tab

To perform a search, follow these steps:


1. Switch to the Search tab in the Library.

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2. Enter a keyword (such as anime) or a series of


keywords (such as outdoor scene) in the Search For
Favorites Tab
field. The Favorites tab allows you to quickly add your favorite
content to library folders that you create yourself.
3. Check or uncheck options as follows:
To add an item to the Favorites tab:
ƒƒ To perform a search throughout all Library
1. Highlight the library item that you want to add to
categories, check the All Categories option.
favorites.
ƒƒ To perform a search in specific categories in your
Library, uncheck the All Categories option and 2. Click the Add to Favorites button at the bottom of the
then check or uncheck Characters, Props, Images, Library palette. An Add to Favorites menu appears
Audio, Video, Effects, Scenes, or 3D as needed to above the selected item.
find the content you are looking for.
3. From the menu, select an existing Favorites category,
or choose <<New Folder>> to create a new Favorites
folder. When the New Library Name dialog appears,
enter a name for your new folder and click OK. The
new folder appears in the Favorites tab and your item
appears within it.

Searching specific categories

4. Click the Search (eyeglass) button. Anime Studio


performs a search for the content that you specified,
and search results appear in the Content pane.

Add to Favorites button


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Importing Library Content


You can also access library content by choosing
Import > and selecting content from one of the various
subcategories.

Selecting content from the File > Import command

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Chapter 15: The


Character Wizard
The Character Wizard allows you to quickly and easily
create characters that you can animate in Anime Studio.
It consists of several different tabs that allow you to specify
body proportions, facial features, movement, clothing and
Click the Character Wizard button to open the Character
other styling features.
Wizard

Using the Character Wizard


You can open the Character Wizard by clicking the
Character Wizard button that is located in the upper right
corner of the Anime Studio interface. It appears just to the
left of the Library button.
The Character Wizard consists of a number of different tabs
that help you design your own character. There are also a
few controls that appear from one tab to the next.

The Character Wizard window

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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.

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Different character views

Changing character views

Exporting Views
After you complete your character in wizard, either with a
preset or by customizing in the other tabs (described in the

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sections that follow) you can click OK to exit the character


wizard and view the character in your Anime Studio
project.
Before clicking the OK button, you should check the status
of the Export All Views option beneath the view slider. With
this option checked, five views of the character will be
exported to your Anime Studio project (Front, Front 3/4,
Back, Back 3/4, and Side). With the option unchecked, only
the currently selected view will appear in your project.

If any of the parts used in the character have


pre-animated movement (such as eyes that
blink), the movement will also be added to your Some random characters
character. The animation will show on the
Movement tab in the Character Wizard, and will be
added as Actions in your Anime Studio project. Body Tab
The Body tab allows you to adjust the proportions of the
Randomizing Characters various parts of the character’s body. Move the sliders
left or right to adjust the proportions as described in the
The lower-right corner of the Character Wizard contains following sections. The preview window will update the
a Randomize button. When you click this button, the character in real time while you make your adjustments.
Character Wizard combines settings from the different tabs
to create a totally unique character. This is a quick and
easy way to generate a customized character or preset as
a starting point that you can later modify yourself.

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• Torso height: Move the slider toward the left to


decrease the height of the area between the
shoulders and hip, or toward the right to increase the
height of this area.

• Leg length: Move the slider toward the left to shorten


the legs, or toward the right to lengthen them. The feet
will remain stationary on the ground.

• Head height: Move the slider toward the left to make


the head smaller, or toward the right to make the
head larger. The height of the character will remain the
same.

• Belly width: Move the slider toward the left to decrease


the width of the waist, or toward the right to increase it.

Character wizard Body tab

Proportions

• Height: Move the slider toward the left to make the


character shorter, or toward the right to make the
character taller.
Proportion options

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Legs

• Hip width: Move the slider toward the left to decrease


the width of the hip, bringing the legs closer together.
Move the slider toward the right to increase the width
of the hip, creating more space between the 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

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the right to increase the size of the arms (making them


fatter).
Face Tab
The Face Tab of the Character Wizard allows you to select
• Arm muscles: Move the slider toward the left to make
and adjust the facial features, including the head, eyes,
the arms less muscular and bony, or toward the right to
mouth, and nose. Included at the bottom of the various
make them more muscular.
categories are the following sliders:
• Hand length: Move the slider toward the left to
• Horizontal adjustment: Move the slider left or right to
decrease the size of the hands, and toward the right to
position the facial features, if necessary after you adjust
increase the size of the hands.
the head proportions. For example, you can move
the eyes, nose, and mouth closer to the face if they
• Hands: Use the Hands drop-Down menu to select a
appear to be detached from the face. The adjustment
style of hands for the character. Choose Generic to
slider will be disabled in the Front and Back views
create generic hands that have no fingers. Other
where it does not apply.
choices include Anime Boy Mittens, Female Red Nails,
Long Fingers, Simple, Square, and Toon.
• Vertical adjustment: Move the slider left or right to
adjust the height of the facial features, if necessary
after you adjust the head proportions. For example,
in some cases, the profile of the lips will not match up
with the line of the mouth and this control can match it
more closely.

Arm options

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• Neck width: When you are working with a head where


the size of the neck can be adjusted, this dial allows
you to increase or decrease the width of the neck. The
option will be disabled when the character does not
have a resizeable neck.

• Head top: (enabled for Generic head only) Move


the slider toward the left to decrease the width of the
crown, or toward the right to increase the width.

• Head middle: (enabled for Generic head only) Move


the slider toward the left to decrease the width of the
middle head, or toward the right to increase the width.

• Head bottom: (enabled for Generic head only) Move


the slider toward the left to decrease the width of the
lower head, or toward the right to increase the width.
Character wizard Face tab

Head

• Head selector: Click the Head drop-Down list to choose


from a number of preset character heads. Styles range
from human to fantasy and more. Some characters
have hair or hats, while others are bald.
Head options

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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.

• Spacing: Move the slider toward the left to bring the


eyes closer, or toward the right to move the eyes
farther apart.

Mouth options

Nose
Eyes options
• Nose selector: Use the Nose drop-Down list to select
one of several different nose shapes.

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• 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.

Nose options Head Prop options

Head Prop Movement Tab


Head props are only enabled when the Creature is The Movement tab in the Character Wizard allows you to
selected as a character preset. generate a walk cycle for your character, very quickly and
easily, through the use of sliders. As you design the walk
• Prop: Use the Prop drop-Down list to select one of
cycle, it will be applied to all of the character views (front,
several different head props, such as hats, beards,
back, sides, and quarter-views).
curls, and other facial and head features.
The character is not automatically animated by default.
When you add a character to the scene, the actions
will also appear in the Actions palette so that you can
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manually add actions in the timeline where you want them


to occur. For example, you can apply a walk at frame 1,
and then add a jump action at frame 100 and a wave
action at frame 120.

When you export a single view of your


character, it will appear as a bone group
inside your Anime Studio scene. When multiple views
of the character are exported to your Anime Studio
scene, the character will appear as a Switch Layer.
Beneath that switch layer, you will see a bone group
for each of the character views (front, back, and so
on).

You will not initially see the actions appear in


the timeline because the bone groups and
layers are contained within a switch layer. The Character wizard Movement tab
actions that you use in your animation will be
applied to the currently selected view (active switch The following options appear:
layer) of the character. To view the actions in the
timeline, select one of the bone groups beneath the • Actions: Use the Actions drop-Down list to select the
main switch layer. type of action that you want to use or preview.

The Walk cycle is a computer generated action. The others


(Jump, Kick, and Wave) are custom actions that were
created in Anime Studio Pro. These actions can be applied
to any character.

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the slider toward the right to add more bend (adding


more bounce to the walk).

Actions options

• Steps per second: Move the slider toward the left to


make your character walk more slowly, and toward Other settings options
the right to make it walk faster.

• Step distance: Move the slider toward the left to make


your character take shorter steps, and toward the right Clothing Tab
to make your character take longer steps.
The Clothing Tab allows you to change the style and colors
• Step height: Move the slider toward the left to keep of the pants and shirt that the character wears. There are
the steps closer to the ground (less knee bend); and two sections available in this tab.
toward the right to raise the feet more from the ground
(more knee bend).

• Arm swing: Move the slider toward the left to decrease


the arm swing (making it stiffer), and toward the right to
increase the arm swing (making it looser).

• Torso bend: Move the slider toward the left to add less
bend to the torso (making the posture straighter). Move
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Other settings options

Shirt

• Type selector: Choose whether you want your


character to wear a short-sleeved shirt or a long-
sleeved shirt.
Character wizard Clothing tab
• Color: Click the color ship to open the color palette,
where you can select a new color for the shirt.

Pants

• Type selector: Choose whether you want your


character to wear short or long pants.

• Color: Click the color chip to open the color palette,


where you can select a new color for the pants.
Other settings options
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Style Tab
The Style tab allows you to change the skin color, hair color,
and stroke color and width for your character.

Other settings options

• Skin color: Click the color chip to open the color


palette, where you can select a new color for the skin.

When you create body parts for the


character wizard, special colors MUST be
used for the skin and hair. Use Yellow (R 255, G 255, B
Character wizard Style tab
0) for any body part that you want to identify as skin
color, and Cyan (R 0, G 255, B 255) for any part that
The settings you select here are as follows: you want to identify as hair. Any parts that use these
colors will inherit the skin or hair colors that you
identify in the Character wizard.

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• 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.

• Stroke color: Click the color ship to open the color


palette, and select a new color for the character Designing a Character and Walk
outlines.
Cycle
• Stroke width: Sets the stroke width size to use as the
The Walk cycle is a computer generated action. The others
default.
(Jump, Kick, and Wave) are custom actions that were
If you have a mouse with a scroll wheel, you created in Anime Studio Pro. These actions can be applied
can increase or decrease this value while to any character.
watching the character update in the preview To create a walk for your character, follow these steps:
window
1. Click the Character Wizard button in the upper-right
corner of the Anime Studio interface to open the
• Set as default: Click this button after you change the Character Wizard.
value in the Stroke Width field.
2. Design your character using the Body, Face, Clothing,
• Randomize line width: With this setting on, the line width and Style tabs as outlined in the previous sections. Use
will vary slightly across the character. With the setting the view slider beneath the preview window to view
off, the line width will be uniform. your character from all directions as you design it.

• Scale compensation: When checked, the stroke width


will be proportionally adjusted as the character is
resized. If you make the character smaller, the strokes
will get narrower. If you make the character larger,
the strokes will get wider. When unchecked, the stroke
width will remain the same when you increase or

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Pay attention to the adjustments you make in


height and placement of the facial features.
Use the Horizontal and Vertical adjustment sliders to
position the eyes, nose, and mouth in the side and
quarter-view, and then verify that the changes are
acceptable for each of those views. In other words,
if you use the slider to adjust the position of the nose
and mouth in the side view, also look at how the
changes affect the placement of the facial features
in the Front 3/4 and Back 3/4 views.

3. After you design your character, click the Movement


tab.

Character wizard Movement tab

4. From the Actions drop-down menu, choose Walk (it


should be selected by default).

5. Adjust the Steps per second, Step distance, Step height,


Arm swing, and Torso bend sliders until you are happy
with the walk.

6. The preview window shows a preview of the walk


cycle as it is applied to your character. You can view

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the walk from several angles by moving the slider right


below the preview window. Examine your character
Making Your Character Walk
from all directions and make tweaks as necessary In the previous project you designed a character and
before you export it to your Anime Studio project. You a walk, and saved the preset. When you exited the
will export your character in the next tutorial. Character Wizard, you noticed that the character that
you worked on appeared in the project window. However,
7. Click the + button at the top of the Character Wizard
because you saved the character, you can easily reuse
window. Name your character My First Character and
it at any time in any project you start. We will begin this
click OK to save the preset. Now you will be able to
tutorial with a new project, and you’ll reuse the character
reuse that character preset in any of your projects.
preset that you designed in the previous exercise. In this
tutorial, you will export only one view of the character: the
Side view.
1. Start a new empty project in Anime Studio.

2. Optionally, you can shorten the length of the


animation from its default of 240 frames. To do so, enter
100 in the end frame field in the timeline.

Saving a preset character

8. Click OK to exit the Character Wizard. You will notice


that the character appears in your scene when you do
so. The next two tutorials will explain different ways that
you can export and use the character in your projects.

Decrease the length of the animation to 100 frames.

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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

Choosing a preset character

5. Move the View slider so that you see your character in


the side view.

6. Uncheck the Export All Views option beneath the


preview window. This will export only the current view,
which is now set to the Side view.

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At frame 96, move the character to the right of the screen.


At frame 0, move the character to the left of the screen.

10. Press the Play button to view your character as it walks


9. Advance the timeline to frame 96, and move the across the screen.
character off to the other side.

Rotating Your Character 360


Degrees
In this exercise you’ll make your character spin around in a
full 360 degree circle.
It’s fairly easy to do, if you follow these steps:
1. Start a new empty project in Anime Studio.

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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.

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When you export multiple views of the


character, you will see the character appear
as a Switch Layer. Each of the different views of the
character then appear as individual bone groups
beneath that layer, as shown in the following figure.
The view that is currently visible is the layer that you
had selected at the time you exported the
character (in this case, the Front view).

At Frame 6, right-click the Switch layer (shown here as Man)


and select the Front 3/4 view.

11. Now move to Frame 12 (the next keyframe), and right-


click to select the Side view in the Layers window. Your
character will rotate to face the side.

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.

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15. Advance to Frame 30. In the Layers window, right-click


the switch layer, and choose the Back 3/4 view.

16. Next, to make your character continue to spin in the


same direction (rather than return in the same direction
from which it came), you’ll need to click the Flip Layer
Horizontally button in the Transform Layer tool option
bar, as shown below.

At Frame 30, select the Back 3/4 view and then flip it
horizontally.

17. Complete the remaining three frames as follows:

ƒƒ Frame 36: Right-click the switch layer to choose the


Side view.

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ƒƒ 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
ƒƒ 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.

4. The project will consist of five different bone layers that


Designing Your Own Actions animate a mannequin figure: Back, Back 3/4, Side,
Front 3/4, and Front. If you play the animation you will
Advanced Anime Studio users may be interested in notice that all of the views are animated in unison.
creating their own actions for the Character Wizard. The
actions that you create will appear in the Actions selection
menu that appears at the top of the Character Wizard
Movement tab.
The steps to create your own custom actions are briefly as
follows:
1. Use Windows Explorer (Windows) or Finder (Mac) to
locate your Anime Studio installation folder.

2. Navigate from your installation folder to the Resources


> Support > Character Wizard > Actions folder. You will
see three ANME files within that folder: Jump, Kick, and
Wave. These are the three files that are associated with
Five bone layers display a mannequin in different views.
the actions that appear in the Actions selection menu.
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5. Choose the Animation > Clear Animation from


Document command to remove all of the keyframes in
the timeline. They will be removed from all bone groups
in the document.

6. Use the Manipulate Bone tool to modify the movement


of each view so that you again create five different
views of the character that move in unison. Make sure
you make your changes on frames 1 or higher (do not
make changes on Frame 0).

7. Make sure that you adjust the length of your animation


so that the movement is seamless when it is played in a
loop. Add or remove frames as necessary to create a
Edit each view for your figure so that the character moves in
smooth-flowing animation where you cannot tell where
the same manner for each view.
the loop starts or ends.

8. After all five views of your character have been


animated, save the modified file. You should now see
your new action appear in the Actions menu in the
Character Wizard Movement tab.

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that store the ANME files for the Character Wizard content
that you select in the Body and Face tabs.

Character Wizard content folders.

The additional subfolders are as follows. Examine the files


Your new action will appear in the Actions menu in the for some ideas on how you can create your own content:
Character Wizard movement tab. Eyes: Contains the Eyes content that you select from the
Eyes section of the Face tab.

• Feet: Contains the Feet content that you select from


Creating Content for the the Legs section of the Body tab.
Character Wizard
• Hands: Contains the Hands content that you select
Your Anime Studio application installation folder includes from the Arms section of the Body tab.
the Character Wizard subfolder as mentioned previously in
“Designing Your Own Actions” on page 297. In addition
to the Actions folder previously discussed, the Resources >
Support > Character Wizard folder contains other subfolders

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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.

• Examine the heads that are included within the Heads


folder. Some heads have hair that fall in front of facial
features (for an example, see the Spike head, and turn
visibility on and off for the various layers to examine
how they work).

• Hair color is controlled within the Style tab of the


Character Wizard. When designing your character,
assign the color R 0, G 255, B 255 to the objects that
you are using for hair (or eyebrows, moustaches,
and beards). The Character Wizard will replace this
“special” color with the hair color that you choose in
the Style tab.

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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.

Animation channels are not displayed in the timeline until you


add them to your project

If you then rotate the layer, you’ll see the Rotation channel
added to the timeline, along with its keyframe.

The Anime Studio timeline

The Timeline window only displays information about the


currently active layer in the project. When you switch to a
new layer, the timeline panel will update its display to show A rotation channel added to the timeline
the new layer’s keyframes.
Changes are not displayed in the timeline until you actually
create a keyframe change in a channel. For example, you
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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.

A timeline that is not consolidated (top), and a consolidated


timeline (bottom)

Uncheck the Consolidate Timeline Channels option before you


delete keyframes

This option combines all changes on a single layer into one


line in the timeline. The following image shows an example
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The consolidated timeline view displays a


keyframe when there is a change in any of
the consolidated layers. If you delete a keyframe,
you may not be sure which type of keyframe you
are deleting , or whether or not there are multiple
keyframes being deleted at that point. Be sure to
uncheck the Consolidate Timeline Channels option
in the Preferences dialog before you remove any
keyframes from your timeline.

Click the Timeline Options widget to condense or expand the


Timeline Options.
Condensing and Expanding the
Timeline Timeline options appear at the top of the timeline. These
options can be hidden or shown with a controller that
A condense/expand timeline options widget appears in appears next to the ruler. If the options are hidden, a
the upper left of the Timeline window. Click the button to dialog displays the applicable options, along with an
access the dialog. option to show the options in the timeline again.

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.

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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:

• Use the mouse scrollwheel to move the sequencer


vertically (up and down through the layers).

• Press the Alt key while you use the scrollwheel to move
the playhead right and left through time. Add Marker button (circled)

• Right-click and drag to pan left or right through the


timeline. • When the Edit Marker dialog opens, enter a name
for the marker. Check the Document-wide marker
• Use the mouse wheel in Graph mode to zoom in and option if you want the marker to apply to the entire
out of the timeline. document, or leave the option unchecked to add the
marker to the currently selected layer.

Using Timeline Markers


Anime Studio provides an option to add timeline markers
that help you identify where specific events take place in
your project. The Marker dialog allows you to enter a string
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Edit Marker dialog

Timeline marker regions are based on the


keyframe’s hold values.

Edit Marker dialog You can manipulate markers just like any
other keyframe type.

• After you create the marker, a label appears in


the timeline. Hover over the marker to see the text
associated with it. You can also double-click the Choosing an Interpolation
marker indicator to edit the settings for that marker.
Method
You can choose a keyframe interpolation method in one
of two ways:

• To change the interpolation method for existing


keyframes: Select one or more keyframes. Then right-
click a selected keyframe to open the Keyframe menu.
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Select one of the available interpolation methods from provide a real-time preview of the changes as they are
the menu. applied.

Choosing a default Interpolation Method

The interpolation methods are as follows:


Choosing an interpolation method for existing keyframes
• Default Interpolation: Uses the interpolation method
that is set by the Interpolation popup.
• To change the interpolation method for keyframes that
you will add to the timeline: Immediately to the right of • Smooth: Takes into account neighboring keyframes,
the Motion Graph tab you will see a popup menu that creating a smooth transition from one keyframe to the
allows you to choose a default interpolation method. next.
The method that you choose here will be applied to
any new keyframes that you create. Anime Studio will

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Smooth interpolation Ease In/Out interpolation

• 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.

• Ease In/Out: Creates a smooth transition at the


beginning and the end.

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• Step: Holds an object, unmoving, at the previous


keyframe’s position until the next keyframe is reached.
Then it suddenly jumps (or steps) to the new position.

Ease Out interpolation

• Bezier: Allows you to use Bezier handles to shape an Step interpolation


animation curve. Bezier handles in the timeline graph
mode are colored Red, Green,and Blue to match
colors for X, Y, and Z keyframes. • Noisy: Can be used to simulate a handheld camera,
but it can be used to interpolate any value. It adds
jitter to the interpolation process so that the object
appears wobbly from one keyframe to the next.

Noisy interpolation

Bezier interpolation

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• 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

• Bounce: Creates a bounce between the start and end


points. Settings include the number of bounces, and Elastic interpolation
the height scale. A setting of 4 for a bounce count and
a scale of .75 would result in an object that bounces • Stagger: Creates a stairstepping effect between
four times, and each bounce would reach 75 percent keyframes, and gives the illusion of an object that is
of its previous height. staggering against weight.

Bounce interpolation Stagger interpolation

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Choosing an Animation Interval


By default, interpolation is calculated for each frame (an
animation interval of 1). There might be cases when you
want your animation to be calculated less frequently.
The greater the animation interval, the less smooth your
animation will be.
The Animation Interval popup menu will allow you to
select an animation interval between 1 and 6 frames. You
can find this popup menu in the Timeline, between the
Interpolation and Onionskins popup menus.
The interpolation level is normally 1, which means that a
change is interpolated for each frame. When you choose
an animation interval other than one, a change will not
occur until after that number of frames is reached. For
Choosing an Animation Interval for selected keyframe(s)
example, an interpolation level of 3 would cause the
selected layer to change at every third frame. This can
create motion that looks more staggered, without having • To change the default animation interval: Use the
to add a lot of keyframes to accomplish the same effect. Animation Interval popup that appears in the Timeline
window. Click the Animation Interval button to select
• To change the animation interval for existing a default animation interval between 1 and 6. This
keyframes: Select one or more keyframes. Then right- default animation interval will be applied to any new
click a selected keyframe to open the Keyframe menu. keyframes that you add, until you change the default
Expand the Interval command to select an animation setting.
interval between 1 and 6.

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Choosing a default Animation Interval

Onion Skin Options


Onion Skins
The Onionskin options are as follows:
Next, just below the time ruler, is the onionskin controller.
Expand the Onionskins menu to enable this feature and set • Enable onion skins: Click the Onion Skins button to turn
additional options. on the display of onion skins. This allows you to set onion
skin markers in the timeline. You can also toggle onion
skins on/off with the View > Enable/Disable Onion
Skins command. You will be unable to add onion skin
markers unless this option is turned on. You’ll notice has
marks that line up with the frames in the time ruler. By
clicking one of these tick marks, you can turn on an
“onionskin” frame. Anime Studio can display up to 8
onionskin frames.

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ƒƒ 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
ƒƒ 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.

Onion skin markers placed in the timeline.

If you uncheck this option after you set


onionskin markers, it will remove the existing
markers completely and the onionskin bar will be
inactive. To remove existing markers but keep the With Outlines Only unchecked, onionskins are shown as
bar active, use the Clear All button, described partially transparent versions of the layer.
below.

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• Clear All: Click this button to remove all existing onion


skin markers. The onion skin bar will remain active so
that you can add new onionskin markers.

• Playing a Partial Segment


Sometimes, you may want to play back just a short
segment of the timeline, instead of your entire animation.
For example, you may be working on one small move, and
you want to play it back over and over while you make
small changes to see when you’ve got it just right.
To set a limited segment of the timeline for playback, hold
down the Ctrl key (Windows) or Cmd key (Mac) while you
With outlines only checked, onionskins are shown as red and click in the time ruler. Click with the left mouse button to
green outlines of varying transparency. set the beginning of the segment, and click with the right
mouse button to set the endpoint. To remove the limited
• Relative frames: When this option is checked, you playback segment, Ctrl-click on the segment endpoints to
will be able to scrub through the timeline, and the remove them from the timeline.
onionskin markers will move with the current frame,
keeping the same relative distance to each other.
When unchecked, the onion skin frames will remain
Animation Channels
stationary as you scrub through the timeline. Most of the timeline panel is taken up with animation
channels, drawn as horizontal bars below the time ruler.
• Selected layer only: When checked, this option will
Each animation channel displays a certain type of
only display the onionskins for the currently active layer.
motion or effect that can take place in an Anime Studio
When unchecked, onionskins will be displayed for all
animation. These animation channels only appear in
layers in the scene.

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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

available. For example, vector layers are the only ones


with a point animation channel, and bone layers are the Layer Scale
only ones with bone animation channels. At the left end of
each animation channel is a small icon that indicates what Layer Z Rotation
type of channel it is.
Layer Y Rotation
Shown below are the icons for the various types of
animation channels. Note that the red-colored channel Layer X Rotation
icons represent animation for the currently selected object.
(If you’re ever unsure about which channel an channel
Layer Horizontal Flip
icon refers to, just hold your mouse over it momentarily for a
tooltip reminder.)
Layer Vertical Flip

To help reduce visual clutter, not all animation


Layer Shear
channels have to be displayed at once in the
timeline. For example, you won’t often have to refer
to the Layer Shading channel in the timeline. Hidden Path Following

channels are still doing their work behind the scenes,


they just aren’t displayed in the timeline. See “Hiding
and Showing Timeline Channels” on page 319 for Layer Effect Channels
more information.
Layer Visibility

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Layer Blur Vector-Only Channels

Layer Opacity Point Motion

Layer Shadow Selected Point Motion

Layer Shading Point Curvature

Layer Motion Blur Selected Point Curvature

Layer Ordering Fill Color

Selected Fill Color

Camera Channels
Line Color

Camera Tracking
Selected Line Color

Camera Zoom

Camera Roll Other


Camera Pan/Tilt Auto Shading

Threshold

Perspective Shadow

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Outline Bone Side Flip

Layer Color Selected Bone Side Flip

Bone Target

Bone-Only Channels Selected Bone Target

Bone Angle * Bone Parent

Selected Bone Angle Selected Bone Parent

Bone Dynamics
Bone Translation *

Selected Bone Dynamics


Selected Bone Translation

Bone Motor Speed


Bone Scale *
Selected Bone Motor Speed
Selected Bone Scale
* Angle, Translation, and Scale channels are also displayed
Bone Lock in the timeline for colored bones (appropriately colored
Purple, Blue, Green, Orange, Yellow, and Red).
Selected Bone Lock

Bone End Flip


Switch-Only Channels

Selected Bone End Flip Switch Layer

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Particle-Only Channels Hiding and Showing Timeline


Particles On/Off
Channels
The View > Timeline Channels command opens the
Timeline Channels dialog, which allows you to configure
Marker Channels the channels that appear in the timeline.

Document Markers

Layer Markers

Physics Channels
Enable Physics

Physics Nudge

Physics Motor Speed

Physics Force Field


Timeline channels dialog

The top of the Timeline Channels dialog shows three


buttons:

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• All: Click the All button to set all channels to display in


the timeline. The channels will appear in the timeline
Working with Keyframes
whether or not they are used in the project. Keyframes are displayed along the length of an animation
channel. A keyframe represents a point in time at which
• None: Click the None button to set all channels off
you, the animator, made a modification to an object. For
in the timeline. Channels that are set to off will not
example, if you set the current time to frame 24, then scale
appear in the timeline, even if they are used in the
the layer, a keyframe will appear in the layer scale channel
project.
at frame 24.
• All Auto: Click the All Auto button to set all channels Keyframes appear as small markers on the channels. At
to Auto. This mode will cause a timeline channel to points in time that lie in between keyframes, Anime Studio
appear in the timeline only if it is used in the project, automatically calculates how to move an object from one
and is the default selection when you first open the keyframe position to the next.
Timeline Channels dialog.
Keyframes are not just static elements displayed in the
• You can also select individual channels to on, off, animation channels. They can be moved, deleted, and
or auto by clicking the appropriate icon next to the copied. Anime Studio remembers what key frames are
channel that you want to set. selected when you change layers, delete keys, move keys,
and so on.
• After you set your timeline channel display options,
click OK to exit the dialog. You can also click Apply to
assign those that are already configured and remain in
Editing Keyframe Settings
the dialog to make additional changes. Click Cancel The Window > Keyframe command opens the Keyframe
to exit the dialog without saving changes. window so that you can manage settings for the keyframes
in your project.
1. Select the keyframes that you want to modify.

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2. Choose Window > Keyframe or use the shortcut Ctrl/ ƒƒ 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.

ƒƒ Stagger: Check this option to apply a “stairstep”


effect to the selected interpolation method.

ƒƒ Hold Duration: Enter the number of frames desired


for the hold duration (the number of frames you
want to hold the objects in their current position)
and press Enter to apply the setting. For additional
information, see “Hold Durations” on page 325.

ƒƒ Interval: By default, interpolation is calculated at


every frame. Increasing the setting creates an
animation that is less smooth. For more information,
see “Choosing an Animation Interval” on page
312.
Keyframe dialog
ƒƒ Label: Use the Label dropdown to choose a color
that later helps you identify keyframes that share
3. Modify the following settings as applicable. Settings are
common settings.
applied live as you modify them:

ƒƒ Keyframe: Displays the frame number at which


your keyframe selection begins. The plus sign
indicates that the selection extends beyond the
designated frame number.

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Copying and Pasting Keyframes


Another way of creating keyframes is to copy an object’s
position from another point in time. Keyframes can also be
copied from one layer to another, or from one document
to another.
To copy keyframes:
1. Select the keyframes you want to copy.

Keyframes with a color label applied. 2. Press CMD/Ctrl C to copy the keyframes to the
clipboard.

3. Select the layer or document to which you want to


Adding Keyframes paste the keyframes.

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.

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You can also use the Edit > Paste Relative


command to paste keyframes and continue
animation relative to the current position in the
timeline. See “Paste Relative” on page 390 for
more information.

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

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it to the right. You can also move selected keyframes


beyond other keyframes.

Coloring Keyframes
You can use color to label the keyframes in your timeline
in ways that are meaningful to you. For example, you
can assign one color to keyframes that pertain to a
particular character in your scene, and another color for
another character. This helps you visually keep track of the
movements associated with a particular object or group of
objects.
To add color to keyframes, select the keyframes that you
want to assign color to. Then right-click to display the
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).

Editing Multiple Keyframes


If you have a number of keyframes that you want to edit.
you can now select multiple keyframes and edit them
at the same time. For example, if you want to move an
object to a different part of the screen but want to keep
the animation of that object the same, you can select all
the keyframes and translate them all at the same time.

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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.

Hold durations shown in the timeline.


Hold Durations
There are times when you need to hold an object in the Pill shapes are used to represent switch keys,
same position for a while, before the animation starts. In layer ordering keys, and keyframes that have
cases like this, you can add a hold duration that keeps hold durations.
the object in place for a set number of frames. Place a
keyframe in the first frame where you want the object to
stay still, and then add a hold duration for the number of Keyframe Transitions
additional frames where you want the object to pause.
As mentioned before, Anime Studio automatically
To directly modify the hold duration for a selected
calculates what happens in between keyframes. However,
keyframe, hold down the ALT/OPTION key while dragging
you do have some control over this. By default, Anime
the keyframe in the timeline. A red pill shape will appear in
Studio will compute a smooth transition from one keyframe
the frames where the keyframe is held in its set position.
to the next - most of the time, this is probably what you
You can also right-click the keyframe in the timeline to want. However, you can change the transition type by
display the keyframe context menu, and then enter a hold right-clicking a keyframe and choosing a new method
duration (in frames) in the Hold Duration dialog. from the popup menu that appears. The transition methods
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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

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You can also use the sequencer to show or hide a layer at


any time during the movie. Advance to the frame where
you want the layer to become invisible. Open the Layer
Settings dialog for the layer that you want to hide, uncheck
the Visible checkbox, and close the Layer Settings dialog.
The contents in the layer will disappear in the project
window, and the track in the sequencer will appear as
though it ends at the point where it was hidden.

Select a layer to move it and its sublayers

You can also move a sublayer by itself

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To make the layer reappear later in the timeline, repeat


the process. Select the layer you want to unhide, open
the Layer Settings dialog, and check the Visible checkbox.
After you close the Layer Settings dialog the layer will
reappear in the sequencer.

The sequencer shows a break where the layer is hidden

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

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character disappears from the scene. You can place the


pop in the right place.
It works the same way if you import a video layer. For
example, if you want an explosion to happen just before
the pop, you can import a video layer and place it just
before the sound effect.
The Timeline window in graph mode

The main body of the timeline is now a graph, showing the


value of the animation channels as curves:

• The horizontal dimension represents time in frames (just


as in the regular timeline mode). To move forward or
backward in time, you can scrub the playhead left or
right.

• Depending on the values in your animation channels,


You can precisely place audio and video files in Sequencer
the curves on the graph may be too large to view,
view
or too small to work with easily. You can change the
vertical scale of the graph in the following ways:

Motion Graph • Scroll the mousewheel to increase or decrease the


vertical scale.
In the Motion Graph in the Timeline window, you can
ƒƒ Set the vertical scale numerically in the Scale text
enable Anime Studio’s graph mode. In graph mode, the
field in the Graph Mode popup.
animation channels of the current layer are displayed
graphically, rather than just as points along a line. In the ƒƒ Press the Page Up/Page Down keys to zoom in and
example below you can see what graph mode looks like: out vertically. If you hold the Shift key while pressing
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Page Up/Page Down, you can move the graph up


and down.

ƒƒ Press the End key, to automatically scale the graph


to accommodate the currently active channel.

Use the scrollwheel on your mouse to increase the vertical


Use the scrollwheel on your mouse to increase the vertical range of the animation curves.
range of the animation curves.
To further reduce clutter, only one channel can be active
If all animation channels were displayed at once, the in editing mode at a time. The active channel’s icon on the
graph would become too cluttered to be useful, so it’s left is outlined to indicate this - here the Layer Z Rotation
up to you which channels to display at any given time. To channel is active. Double-click a channel icon to activate
turn the display of a channel on and off, click its icon on it. The active channel is the only one that has its keyframes
the left side of the timeline. Channels that are turned on displayed in the graph - the keyframes look the same as in
become highlighted in the color of their respective curves regular mode.
in the graph - in the following example, three channels are
turned on: Move (red), Scale (green), and Rotate (olive).

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Different colors are used for X (Red), Y (Green) and Z (Blue)


Double-click a channel icon to make it the active channel. layer translations.

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.

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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.

• Microphone Drop-Down List: Selects the microphone


that you want to use for audio recording.
Audio Recording
• Pitch Shifting: Use the Pitch Shifting slider to raise or
Anime Studio allows you to record audio tracks within the lower the pitch of the recording. Move the slider
application. Select Window > Audio Recording to open the toward the left to lower the pitch, or toward the right to
Audio Recording palette. You will see the following controls raise the pitch. The Reset button returns the recording
and settings: to its original pitch.

• 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.

• Play Button: After the recording is complete, press the


Play button to hear the recording.

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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:

Audio Recording Window

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

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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:

• All: Displays all actions in your project.

• Regular: Displays actions of a general nature, and


which are not configured as morphs or smart bones.

• Morphs: Displays a list of actions that apply to morphs


only. See “Creating Morphs” on page 337 for further
steps.

• Smart Bones: Displays a list of actions that apply only


to Smart Bones. See “Smart Bones” on page 100 for
more information.
New layers have no actions, just “Mainline”, which
represents the main animation timeline. Creating a New Layer

Creating New Actions Editing Actions


To create a new action, just click the New Action button.
To edit an action, double-click it - this will switch an action
Anime Studio will prompt you to name the action. The new
into editing mode. (When you create a new action, it also
action is created in the current layer and, if the layer is a
starts off in editing mode.) You can tell which action is in
group-type layer, in all of its child layers.
editing mode by the red arrow to its left, as seen below.
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working on a little reusable clip. Actions by themselves do


not appear in your final animation - they only appear if
you use them in the main timeline. To switch back to the
main timeline, double-click on the “Mainline” action in the
actions window. (Mainline is not really an action - it’s just a
way to refer to the main animation timeline.)

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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other normal keyframes. If you later modify the action, any


changes you make will not appear in the mainline.
If you create actions for objects in your scene you can
assign shortcuts to those actions. You can assign the
shortcut when you create an action, or you can right-click
on an existing action and assign a shortcut.
The shortcuts make it easy to reuse the actions in an
animation. You can press the shortcut keys while an
animation is playing back to insert the action into the
timeline.

Inserting an action.

If you insert an action by reference, Anime Studio will


insert a special keyframe in the Mainline that refers back
to the action you used. Later, if you make changes to the Setting an Action Shortcut.
action, these changes will automatically be reflected in
the mainline. On the other hand, if you insert an action by
copy, Anime Studio will simply copy all of the keyframes
in the action to the mainline, and they will act just like

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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.

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Assign a name for your morph.


Default state (left) and Happy morph (right).

Then, move some points around in your scene to represent


After you create your new morph, click the Mainline
the morph that you are creating. The following shows
(top) line in the Actions window. The character should
an example of the scene before and after the Happy
return to its default state. Select the Happy action again
changes are made:
in the Actions window, and notice a single-frame action
in the Channels tab of the timeline. Notice that all of the
keyframes are on Frame 1. This is very important when
blending poses. A general action can have as many
keyframes as you like … but if you want to blend poses, the
action can only contain a keyframe at Frame 1.

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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.

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Anime Studio
Menus

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Chapter 18: File Menu New


Creates a new, empty Anime Studio project using the
default project settings (NTSC D1, 720 x 534 pixels). Use the
Project Settings command (“Project Settings...” on page
347) to change your project settings if desired.
Anime Studio names the first new document Untitled.anme.
After that, each new document is named Untitled x.anme,
where x is a number that is one higher than the number of
untitled documents that are currently opened.

Multiple Document Support


When you create a new document, it will open in a new
tab and keep the other documents open in their own tabs.
You can drag the tabs left or right to change the order in
which they appear. Anime Studio 10 allows you to have up
to 64 documents open at the same time. You will receive
an alert when that number is exceeded.
Use the View > Show Document Tabs command or the
keyboard shortcut Command/Ctrl Shift J to show and hide
the document tabs in the interface. If the tabs are hidden,
you can select documents in the following ways:

File Menu • A chevron control appears in the far right corner of


the document tab bar when you have opened more

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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.

New from Template


Allows you to create a new project based on a template.
Expand the submenu to see an available list of templates.

Templates are standard ANME files that are


saved to the Templates folder within your
Anime Studio installation folder. For example, if you
Click the chevron at the far right corner of the document tab
want to create a template for use in Anime Studio
to display a menu of additional opened documents.
Pro, you can save your ANME file to Smith Micro >
Anime Studio Pro 10 > Templates folder.
• Open documents also appear in a list at the bottom of
the View menu. Select one of the documents in the list
to bring it to the foreground.

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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.

In Anime Studio 11, the .anme file format has been


The Preferences dialog contains a setting where you can
replaced with a new JSON-based file format, which is
set your preferred document file format. Choose Edit >
saved with an .anime extension. This format will make it
Preferences and choose the Documents tab. Select your
easier to maintain backward and forward-compatible
desired default file format from the Document file format
features as newer versions of Anime Studio are released.
menu. Choices are:
The JSON format organizes data in specific, yet flexible,
hierarchies. This file format is a text-based format that is • Anime Studio Compressed (.anime): This is a
widely used on the web to communicate data between compressed JSON-based file format, which is the

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new default file format used by Anime Studio 11.


Essentially, it is a ZIP archive with an .anime extension.
Open Recent
We have used a standard compression file format Displays a list of recent files that you can reopen. Files
so that you can expand the archive with standard that have been moved or deleted since saving them will
archive tools. When you decompress the file you will automatically be removed from the list.
find a file named project.animeproj. The archive file
To clear the list of recent files, choose File > Open Recent,
may also include a preview.jpg file, which is a preview
and click the Clear Menu command at the bottom of the
image of the document. You can choose the desired
list.
thumbnail size in the Documents tab of the Preferences
dialog. Select the desired thumbnail size (or choose No
Thumbnails) from the Document preview thumbnail size
dropdown list.
Close
Closes the current project. You can also close a document
You can also use the File > Save or > Save As
by clicking the X that appears in the left side of the
command to save to the new .anime file
document tab when you hover over the tab.
format.

• Anime Studio Project (.animeproj): Allows you to save


an uncompressed version of the JSON file. Instead of
being named project.animeproj, it will be assigned the
same name as your Anime Studio project file.

• 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.

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Save Save All


Saves the current project to disk. Saves all open documents that have unsaved changes.

Your Anime Studio project is automatically


saved every 30 seconds while you work, to a Revert
temporary location on your hard drive. If the
application crashes, you will be asked if you want to Revert the current document to its last saved state.
reopen the previous project the next time you start
Anime Studio.
Gather Media
Anime Studio documents are now saved with When you import something into an Anime Studio project,
a preview thumbnail. By default the it such as an image, movie, or audio file, the original
generates a thumbnail that is 128 x 128 pixels. You locations of the imported objects are only referenced
can set thumbnail preferences in the Preferences within the Anime Studio project. In other words, they are
dialog. See “General Tab” on page 393 for more not actually part of the project file itself, rather the project
information about thumbnail options. file links to the files on your disk(s).
If your project contains many external files, we recommend
that you place them in a common folder. When you do
Save As... that, you have a self-contained folder that you can copy,
archive, or move the project and the project will still work.
Prompts you for a name and location, then saves the
If you haven’t kept your files in a single folder, the File >
project to disk.
Gather Media command allows you to create a single
location for all related project files. This is very useful
if you need to send your project to someone else for
collaboration or for technical support.

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layer data as well as items such as fonts, and brushes that


may not be included when gathering.

Poser scenes will not get gathered, due to the


complex structure of the Poser library folder
hierarchy.

Gather Media command


A Gathered Media folder
After choosing the command, you are prompted to select
or create a folder in which to store the project-related files.
You then enter a name for the gathered project and click Export as Version 9 File
Save to save it to the selected folder. When you look in
the folder, you will see the Anime Studio project file, along The File > Export as Version 9 File commands will export a
with Audio, Images, and/or Movies folders that store the project file that is compatible with Anime Studio 9.
collected media associated with it.
A bill of materials.txt file is also included, and lists all files
required by the project. This bill of material also lists switch

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The algorithims that underly blurs (layer blur,


shadows, shading, depth of field, etc.) and
Export as Version 10 File
variable width lines changed in Anime Studio 10. The File > Export as Version 10 File commands will export a
Exporting them to Version 9 may produce slightly project file that is compatible with Anime Studio 9.
different results.

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

• Bounce and Elastic interpolation

• Texture fill effects with transparency option

• Threshold effects

• Use of new brushes.

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ƒƒ NTSC D1 Widescreen: 872 x 486 pixels, 24 frames


per second

ƒƒ PAL D1/DV: 788 x 576 pixels, 24 frames per second

ƒƒ PAL D1/DV Widescreen: 1050 x 576 pixels, 24 frames


per second

ƒƒ 480p Widescreen: 852 x 480, 24 frames per second

ƒƒ 720p (HDV/HDTV): 1280 x 720 pixels, 24 frames per


second

ƒƒ 1080p (HDV): 1440 x 1080 pixels, 24 frames per


second

ƒƒ 1080p (HDTV): 1920 x 1080 pixels, 24 frames per


second
The Project Settings dialog ƒƒ VGA: 640 x 480 pixels, 24 frames per second

ƒƒ Web: 320 x 240 pixels, 24 frames per second

Dimensions ƒƒ Web Widescreen: 426 x 240 pixels, 24 frames per


second

• Dimensions menu: Allows you to set Custom ƒƒ YouTube: 480 x 320 pixels, 24 frames per second
dimensions, or choose from a wide variety of presets.
ƒƒ YouTube HD: 1280 x 720 pixels, 24 frames per
Presets include the following:
second
ƒƒ Custom: Allows you to enter or edit your own
ƒƒ iPhone: 480 x 320 pixels, 24 frames per second
settings.
ƒƒ iPhone 4: 960 x 640 pixels, 24 frames per second
ƒƒ NTSC D1: 720 x 534 pixels, 24 frames per second
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ƒƒ iPhone 5: 1136 x 640 pixels, 24 frames per second ƒƒ Frame Rate: The number of frames per second in
the animation.
ƒƒ iPad: 1024 x 768 pixels, 24 frames per second
ƒƒ Start Frame: The starting frame of the animation.
ƒƒ iPad HD: 1280 x 1024 pixels, 24 frames per second
ƒƒ End Frame: The ending frame of the animation.
ƒƒ Android: 480 x 360 pixels, 24 frames per second

ƒƒ Android HD: 1280 x 1024 pixels, 24 frames per


second
Background Color
ƒƒ Droid: 854 x 480 pixels, 24 frames per second • Background Color: Sets a background color for the
project - just click on the color swatch.
• Constrain Proportions: This option allows you to
maintain the aspect ratio of your animation project.
When the option is checked, you can enter a Depth of Field
new width or height, and the other dimension will
automatically change to maintain the same width-to- • Depth of Field: Depth of field simulates a camera,
height aspect ratio. If you choose one of the preset where a certain range of objects are in focus, while
configurations from the Dimensions drop-down list, it closer or more distant objects become blurry
will ignore the Constrain Proportions option and resize
your project to the dimensions specified in the selected ƒƒ Enabled: Check this option to enable or disable the
preset. Depth of Field feature in your project.

ƒƒ Focus Distance: The focus distance value is the


• When you select a preset, the following settings
distance from the camera to the plane of perfect
appear below.
focus.
ƒƒ Width: The width, in pixels
ƒƒ Focus Range: Objects that are within the “focus
ƒƒ Height: The height, in pixels range” distance of this plane will also appear in
focus. For this feature to work correctly, you need

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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.

ƒƒ Max Blur Radius: Sets a maximum value for the


blurriness of your scene.

Enhancements in Anime Studio 10 make it easier to


define sharp and blurry areas when Depth of Field
is used. “Tutorial 6:5.2: Crowds, Particles, and Depth
of Field” on page 254 in your Anime Studio Tutorial
Manual shows how to use these enhancements.

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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• Stroke Style: Select the stroke style that you want to


use each time you render. Choices are Normal; None;
Basic Black; Sketchy; Crayon; and Pen. The preview
window updates as you make your selections. In
addition, there is a Chalk style that is designed for use
with a white stroke color on a dark background as
shown below.

The Crayon style is also available as an effect


in the Advanced view of the Style window.

Global Fill styles

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Chalk Stroke style.

• 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.

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Other Settings

• Sort Layers by Depth: The “Sort layers by depth”


checkbox allows top-level layers in Anime Studio to
move in front of and behind each other during an
animation. Normally, layers are drawn in the order they
appear in the Layers window. However, with this option
turned on, layers are displayed according to how far
they are from the camera. See “Tutorial 5.5: Sorting
Layers by Depth” on page 195 in your Anime Studio
Tutorial Manual for an example of using this feature.

• Sort by True Distance: Typically, layers are sorted by


their depth from the camera, but if you’re trying to
create a 3D object using multiple Anime Studio layers
(like a cube or pyramid), you may want to turn on “Sort
by true distance”. This tells Anime Studio to sort layers
by the distance from the camera to the layers’ origins,
Global Layer styles.
rather than by depth. Usually this option will be left
unchecked.
• Minimize frame-to-frame randomness: If this option
is not checked, styles like crayon will have lines that • Noise Grain: With the “Noise grain” field, you can set
appear different on each frame, which can cause up some noise grain for the project. Noise grain is a
some distraction unless frame rates are lower and subtle film grain-type effect that adds slight variations
the effect is intentional. When you turn this option to the pixels in your project and leads to a more natural
on, Anime Studio will try to use the same crayon look to the final image. It can also increase the visual
strokes from frame to frame to reduce the amount of quality in some kinds of movie compression when you
flickering. generate an animation. If you want to try out noise

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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
ƒƒ 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
ƒƒ 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.

ƒƒ Side By Side (YouTube friendly): Produces two


separate images rendered side by side in the same
image, one for the left eye and one for the right
eye.

ƒƒ Cross-eyed: Looks similar to Side by Side, except


that the left eye image is on the right side, and the
right eye image is on the left side. This is the type of
stereo rendering that YouTube expects.

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• Restore Defaults: Resets the project to the default


values.

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.

• Anime Studio Object: This command will ask you to


choose a Anime Studio project file. Once you’ve
chosen a file, a list of layers in the project will show up
in the dialog

3D Stereo view

• Save as Defaults: When you create a new project in


Anime Studio, your animation defaults to 320x240 pixels
at 24 frames per second. If you create most of your
projects at different settings, you can change these
defaults. Just type in new values in this dialog, and
click “Save As Defaults” to make the new settings the The Insert Object dialog
default settings for all new projects.

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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

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Many OBJ files and Poser objects have


multiple materials. The multiple materials will
show up as Shapes in the Style window. Select a
material from the Shapes drop-Down (discussed in
“Shape Selection Drop-Down Menu (21)” on page
235) and change material settings if desired. If you
select None from the Shapes drop-Down it controls
the default material and stroke.

An imported Poser scene

They are also editable in the Style window. You can


turn the stroke on or off, and adjust the width of the
stroke.
Materials appear as Shapes in the Style window

When you are using a 3D layer, you can open


the Layers window and go to the 3D Options tab
to control some additional properties. See “3D
Options” on page 225 for more information.

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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.

When media that is referenced by projects is


changed in the background, Anime Studio
will sync those changes your project. If a large
number of changes are updated at once, Anime
Studio may not notice the changes until the main
window is brought to the foreground, or brought to
the front after appearing behind a non-floating
window.

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in the Layer section of the tool box, allows you to select


a Poser figure or actor (such as a body part) within the
scene, and then modify the parameters of the selected
item. You will be able to edit many of the same parameters
as you can in Poser. For example, you can select a
body part and then adjust the Bend, Twist, Front-Back,
or Side-Side parameter to rotate the body part to a
different position. You can also use the Window > Poser
Parameters command to open the Parameters window
for the selected body part. When you move a body part,
keyframes appear in the timeline.

If the Poser project used a BVH motion


capture file to generate the animation on the
character, you will see keyframes on every frame.
You can select and delete some or all these
An imported Poser object keyframes and edit the animation within Anime
Studio if desired. A new keyframe will be added at
any point in the timeline when you make a change
Poser must be installed in order for the Poser in the Poser Parameters palette.
integration features to work.

When you rotate the integrated Poser content, the display


of the character switches to Box mode to reduce demand
of your computer resources.
The Poser integration features also import any animation
associated with the Poser scene. The Poser tool, located

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After importing the Poser scene, you may


notice a difference in the time length of your
animation after you import into Anime Studio. Poser’s
default frame rate it 30 frames per second, whereas
Anime Studio’s default frame rate is 24 frames per
second. To make the time match up to that created
in the Poser program, choose File > Project Settings,
and set the frame rate of your Anime Studio project
to 30 frames per second.

Use the Poser Parameters window to adjust scale or position of


body parts.

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Import Notes and Tips Moho Files


Anime Studio will also import native Moho files (files ending
Referenced Files with .moho).

Please note that Anime Studio references the directory


location of images, OBJ’s, sound files and movies files that
Library Content
have been imported for use. When exporting into movie Please read Section 6 of the EULA (End User License
format, Anime Studio continues to reference this directory Agreement) for rules on using the content that has been
location. Moving referenced items from one location supplied with your version of Anime Studio. Please note that
to another will prevent the item from being displayed when importing existing content/movies from the Anime
or heard. We recommend that all items used in your Studio Content Library using the File > Import option, some
animations or artwork accompany it’s native file format animations/movies exceed the default “End Frame”. This
(ANME) and final exported format. will prevent you from seeing the full movie. To adjust the
default “End Frame” settings, please select File > Project
Startup Folder Settings and change the field beside “End Frame”. You
can also double click the movie/content file you would
Adding your own .anme file to the “Startup Folder” like to view from within the Content Library. To access the
(located in the root directory of your Anime Studio Library, select Help > Open Content Library.
installation) will always make Anime Studio open this .anme
document first when it’s initially launched. Please make
sure to rename your .anme file to “StartupFile.anme”.

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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:

• Individually: Choose this option if you want to retain


Photoshop Tips the Photoshop layers when you import your Photoshop
file. Each Photoshop layer will appear in the Layers
window and will be named exactly as they are named
Importing Photoshop Files in the original Photoshop file. You will be able to show
and hide the layers individually within Anime Studio
When you use the File > Import > Image command to
in the same way that you can in Photoshop, and you
import a Photoshop file into Anime Studio, a dialog will ask

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will be able to use the Anime Studio tools to modify or


animate the layers.

Photoshop layers shown in Anime Studio Pro.

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.

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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 you add new layers to a PSD file that has


been imported into Anime Studio, the new
layers will automatically be imported into your
project.

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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

• Groups are supported. Groups where only one child of


the group is visible come in as switch layers.

• Smart objects and smart filters do work internally to the


PSD. They store a flat representation of themselves.

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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.

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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.

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The Options tab in the General Preferences


dialog allows you to specify the number of
images stored in your Render Cache. See “General
Tab” on page 393 for more information.

• Save As: Expand the menu to choose the file format


(JPG, BMP, Targa, or PNG). You can also copy the
image to a clipboard and paste it into another
application.

• Zoom: Move the scrollbar left or right to zoom in


and out of the image. You can also use the mouse
scrollwheel to zoom in or out.

• Percentage field: Allows you to enter a zoom


percentage value.

• Restore Defaults: Resets the preview window to the


default zoom level.

Antialiasing (top); No antialiasing (bottom).


Preview No Antialiasing
Use the File > Preview No Antialiasing command to
generate a quick preview of your work. Jagged edges will Preview Animation
be visible on slanted or curved surfaces.
The File > Preview Animation command performs a screen
capture of the items on the canvas during playback and
saves it as a movie file. You can also generate a preview
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animation by holding down the Option key (Mac) or Alt key


(Windows) while clicking the Play button.

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 Export Animation dialog.

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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.

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• 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’re using QuickTime, set the color depth to


“Millions of Colors+”. The “+” is QuickTime’s indication
of an alpha channel. The codecs that support this
include Animation, None, PNG, TGA, and TIFF.

Anime Studio can only export to a maximum size


of 900 pixels x 900 pixels and 3000 frames. (Anime
Studio Pro does not have this limitation.)

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ƒƒ Image: Supported image formats are JPEG, BMP,


Targa, PNG, or PSD.

ƒƒ MP4 Movie (H.264 AAC): (Windows 7 and higher


only). Saves the movie in mp4 format using an
H.264 video and AAC audio codec.

ƒƒ iPhone Movie: (Windows 7 and higher only). Saves


the movie as a 480 x 320 file in m4v format.

ƒƒ iPhone 4 Movie: (Windows 7 and higher only).


Saves the movie as a 960 x 640 file in m4v format.

ƒƒ iPhone 5 Movie: (Windows 7 and higher only).


Saves the movie as a 1136 x 640 file in m4v format.

ƒƒ iPad Movie: (Windows 7 and higher only). Saves the


movie as a 1024 x 768 file in m4v format.

ƒƒ iPad HD Movie: (Windows 7 and higher only). Saves


the movie as a 1280 x 1024 file in m4v format.

ƒƒ AVI Movie (DV): (Windows XP and higher only).


Saves the movie as a 720 x 480 file in avi format.

ƒƒ AVI Movie (Uncompressed): (Windows XP and


higher only). Saves the movie in avi format using an
uncompressed video codec. Expect these movies
to be large compared to a compressed format
Movie Export Formats: Windows. like DV.

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ƒƒ AVI Movie: (Windows XP and higher only). Saves


the movie in avi format. In the next dialog, the
user will be prompted for the video codec of the
export.

ƒƒ QuickTIme: (Mac and 32-bit version of Anime


Studio for Windows only, not available in Anime
Studio 64-bit Windows). Saves the movie in
QuickTime (mov) format. In the next dialog, you will
be prompted for the video codec and quality of
the export.

On Windows, this output format only appears


in the 32-bit version of the software and
QuickTime must be installed

ƒƒ Flash (SWF): Exports your animation to a Flash SWF


file, using the dimensions of your project.

Saving Movies in Mac OS X


When saving movies from Anime Studio on the Mac, you
can select from the following choices in the Output Format Movie Export Formats: Macintosh.
menu.
For further information about these formats, see your • Image formats include JPEG, BMP, Targa, PNG and
QuickTime documentation. PSD:

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• Movie formats include the following: When choosing a compression format or


codec for export, keep in mind that viewers
ƒƒ Apple M4V: Available in two formats. H.264-AAC
must also have the same codec available to view
and JPEG-AAC.
the file. We recommend that you select a basic
ƒƒ MP4: Available in two formats. H.264-AAC and compression format/codec that is installed with Mac
JPEG-AAC. OS X.

ƒƒ QuickTime: Available in seven formats. H.264-AAC,


H.264-PCM, JPEG-AAC, ProRes 422-AAC, ProRes ƒƒ Flash (SWF): Exports your animation to a Flash SWF
4444-AAC, ProRes 4444-ALAC, and PNG-AAC. file, using the dimensions of your project.
Quality choices allow you to choose a range of movie
ƒƒ iPhone Movie: Available in 480x320, iPhone 4
qualities between Maximum and Minimum, with the
(960x640) and iPhone 5 (1136x640)
default selection being High quality. The higher the quality,
ƒƒ iPad Movie: Available in 1024 x 768 and iPad HD the larger the file size will be, and the longer it will take for
(1280x1024) others to download.
ƒƒ QuickTIme: Saves the movie in QuickTime (mov) After you select your format and quality, choose Save to
format. In the next dialog, you will be prompted for render the QuickTime Movie.
the video codec and quality of the export.

The Mac App Store prevents the export of Exporting Flash


media formats using the QuickTime media
library. Because of this, the QuickTime (PNG-AAC), Anime Studio can also export Flash files in SWF format.
iPhone Movie, and QuickTime Movie movie formats Flash is a common vector animation format on the Web.
are not supported. The other QuickTime formats are When exporting Flash, Anime Studio will also include the
supported using the newer AV Foundation media soundtrack (if any), if the soundtrack is in MP3 format. If you
library. plan on exporting Flash files, it is important to read “How to
Create Efficient Flash Files” on page 377.

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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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• A soundtrack can be exported if it’s in MP3 format, and • 3D layers


at either 44100 Hz, 22050 Hz, or 11025 Hz sample rate.
If you want your SWF file to contain audio, make sure • Multiple audio tracks, or audio tracks other than MP3
that your project contains only one audio track, and format
that the audio track is in MP3 format. In order for Anime
How to Create Efficient Flash Files
Studio to play MP3 format audio files, you must have
QuickTime installed When you’re creating an animation with the intent to
produce an SWF file as output, there are several things
What Can’t be Exported
to keep in mind. An important concern with SWF files is
On the other hand, some things in Anime Studio are just not keeping the file size down. The key way to do this in Anime
compatible with Flash, and cannot be exported to a SWF Studio is to keep as many layers “optimized” as possible. An
file. The following list covers the most important of these optimized layer when exported to SWF will take up much
objects and effects. less space than a non-optimized one. (For other formats,
like QuickTime or AVI, it doesn’t matter.) You can tell which
• Brushes layers are optimized by looking for a little red dot next to
the layer’s icon in the Layers window:
• Fill and line effects (except gradients)

• Layer effects (shadows, shading, layer blur, motion blur,


etc.)

• Image warping or 3D movements in image layers

• Image layers that use progressive JPEG images (Flash


can’t handle progressive JPEG images)

• Layer masking

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• 3D layer rotation (X or Y rotation, or perspective


rotation)

• Layer shear

• A group layer that has 3D rotation or shear will cause all


of its sub-layers to be non-optimized

• Uneven scaling in the X and Y directions

• Point animation

• Bone animation is a common cause of non-optimized


layers. What’s happening is that because Flash doesn’t
have a bone system like Anime Studio, Anime Studio
needs to export a lot of extra information for Flash to
be able to produce the same effect. One way to use
bone animation and to stay optimized is to attach a
Notice the red dot by the optimized layer.
vector layer to a single bone, instead of letting the
bones warp all the points in the vector layer. The vector
A new layer is optimized to start with, but depending on layer will then remain optimized. While you can’t do this
the effects you apply, that optimization can go away. The in all cases, sometimes you can break up a character
following things will “de-optimize” a layer. Note: a non- into multiple body parts - some parts will be warped
optimized layer will still export to Flash, it just won’t be nearly with the bones, and some will be attached to a single
as efficient. bone. At least some parts of the character can remain
optimized.
• 3D camera movements (this will de-optimize all layers
in the project, so it should be avoided if possible when Here are some other things to think about when exporting
targeting SWF) to SWF:

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• 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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Exporting Still Images Export OBJ


Finally, you can export an animation as a sequence of If your scene contains 3D objects, including those that
numbered still images. This option is not used very often, but you have converted from 2D to 3D with Anime Studio’s
sometimes for certain post-processing tasks, you may prefer 3D Conversion feature (see “3D Options” on page 225),
to work with a sequence of separate still image files. You you can use the File > Export OBJ command to save the
can choose between JPEG, BMP, PSD, Targa, or PNG. objects to WaveFront OBJ format. You will be prompted to
enter a file name and choose a location for the exported
OBJ file.
Export FBX
If you import an OBJ file that has been
The File > Export FBX command exports your Anime Studio exported from Anime Studio into your 3D
project in FBX format so that you can import it into other software, and some or all of the faces appear to be
2D or 3D applications that support the FBX file format. No missing, it may be due to inverted normals. Select
export options are provided. After choosing this command, the missing faces and invert the normals in your
you will be prompted to specify a folder and filename for modeler.
the export.

Many Anime Studio commands (point binding,


curvatures, bone stretching, etc.) that are not Export POV
supported in FBX format. When designing files for FBX
export, we recommend that you use the View > FBX You can use the File > Export POV command to export
Preview command to preview your project before 3D objects from Anime Studio to POV format, which is
export. For additional information on how to address compatible with POV-Ray, a free raytracing application
unsupported features, see “FBX Preview Mode” on that produces high quality 3D renderings. For more
page 444 information about POV-Ray, see http://www.povray.org/.

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Export Styles Upload to Facebook®


Choose the File > Export Styles command to save an The File > Upload to Facebook command allows you
Anime Styles Document. This command allows you to save to upload your Anime Studio animation to your page
all the styles from the current project, or only the styles used on Facebook. After choosing the command you are
in the selected layer(s) in the current project. The styles will prompted to locate the animation that you want to
be saved with an .animestyle extension. upload.

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

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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).

You can change rendering options by


selecting a file and then changing the
options at the top of the window. The options that
are set before you queue up any files will apply to all
the files as you add them. The output file format you
select will be the same for all files in the batch.

• Antialiased edges: Normally, Anime Studio renders your


shapes with smoothed edges. Uncheck this box to turn
this feature off.
The Batch Export window.
• Apply shape effects: If this box is unchecked, Anime
The batch export window has many of the same controls Studio will skip shape effects like shading, texture fills,
as the Export Animation dialog The options are as follows: and gradients.

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• 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

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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 Option Configurations


Click the Edit Configurations button in the Batch Export
window to open the Render Option Configurations
dialog, where you can create or edit your own render
configurations.
If no configurations have yet been created, the only
Naming a new configuration.
available option will be the Factory Defaults configuration.
The options in the Render Options Configurations dialog will
be disabled until you create a new configuration or select After you create or select a custom configuration, the
a previously saved custom configuration. options in the Render Options Configuration dialog should
be enabled so that you can choose the settings for your
To create a new configuration, expand the Configuration new configuration. The options in the Render Options
menu and choose Make New Configuration. Configuration dialog are similar to those already described
in the Batch Export dialog:

Creating a new configuration.

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• Delete: Click to delete the currently selected


configuration.

You cannot edit or delete the Factory Default


configuration.

• Name: Displays the name for the currently selected


configuration file. You can enter a new name to
rename the current selection.

• Antialiased edges: Normally, Anime Studio renders your


shapes with smoothed edges. Uncheck this box to turn
this feature off.

• Apply shape effects: If this box is unchecked, Anime


Studio will skip shape effects like shading, texture fills,
and gradients.

• Apply layer effects: If this box is unchecked, Anime


Studio will skip layer effects like layer shadows and layer
transparency.
The Render Options Configurations dialog.
• Render at half dimensions: Check this box to render
a smaller version of your movie. This makes rendering
• Configuration: Choose the configuration file that you
faster if you just want a quick preview, and is useful for
want to edit or delete from the Configuration menu.
making smaller movies for the web.
If you select Factory Default, the other options will
become disabled.

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• 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.

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Relaunch in (x)-bit Mode


The Universal installer allows you to install Anime Studio Pro
in both 32-bit and 64-bit versions. The File > Relaunch in
32-bit Mode and File > Relaunch in 64-bit Mode commands
allow you to switch between modes.

Quit
Quits Anime Studio. Anime Studio will prompt you to save
any unsaved projects before closing.

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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.

Cut, Copy, Paste


These are the traditional clipboard commands. They can
be used together with the Draw editing tools for vector
layers, and operate on the currently selected group of
points or keyframes.
When pasting keyframes, the Edit > Paste command pastes
an exact copy of the keyframes. For example, if you copy
Edit Menu
keyframes that translate an object from a start point to an
end point, and then move to a later frame and paste the
keyframes in, the object will move back to the start point
Undo and repeat the same action.

Choose this command to undo the last operation. You


may undo up to 8 of your most recent editing operations in
Anime Studio.

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Paste Relative Paste Layer


When using the Edit > Paste Relative command to paste After using the Edit > Copy Layer command, select the
keyframes that are copied into the clipboard, the pasted layer above which you want to paste the copied layer.
keyframes will continue animating the object from the Then choose Edit > Paste Layer to paste the layer in the
last keyframe that was copied. In other words, if you copy clipboard above the selected layer.
keyframes that translate an object from a start point to an
end point and then use the Paste Relative command to
paste them later in the timeline, the object will continue Normalize Layer Scale
from wherever it is at that point.
There is a feature in Anime Studio called Scale
Compensation, which you can enable or disable in the
Clear General tab of the Layer Settings dialog (see “General
Tab” on page 192). When scale compensation is
This command is the same as pressing the backspace or enabled, strokes get thinner as an object is scaled down,
delete key: the currently selected object in the working and bigger as you scale the object up.
area will be deleted from the project.
There are times when you need to scale portions of a
character down. For example, you have two eyes in a
Copy Layer character, and you need to scale the larger eye down.

Places a copy of the selected layer into the clipboard so


that you can paste it into the current document or another
opened document.

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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.

After the layer scale is normalized

The larger eye is rescaled

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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.

• Enable GPU: Check this option to enable GPU


acceleration if it is supported by your hardware.

• Enable export/import hardware acceleration:


(Windows Only). If a media codec (such as H.264)
supports hardware acceleration you can speed up
the exporting process by turning GPU acceleration on
if your hardware supports it. Turn this option off if your
card does not support hardware acceleration.

• Enable touch support: Turn this option on if you want to


use Anime Studio with a Wacom touch-enabled tablet.

• Allow sending analytics information to Smith Micro:


When this option is checked, Anime Studio will send
hardware information and feature usage statistics to
Smith Micro. Analytics will not be sent until after the
General Tab application has been properly activated/serialized.

• Startup File: Allows you to start Anime Studio with a


• Automatically check for updates: When this option is
default startup file, an empty document, or a specified
checked, Anime Studio will automatically check for
project file.
updates upon startup. Uncheck this option if you prefer
to manually check for updates. • Max Render Cache Size: Enter the number of renders
that you want to store your Anime Studio render
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cache. The default setting is 100 images. In order to Documents Tab


store these images, you must create a user content
folder. If you did not do this during setup, see “Set
Custom Content Folder” on page 456.

• Poser Location: Allows you to specify the location of


the Poser executable.

Documents Tab

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For a complete description of these file formats see


“Open...” on page 343.

• Auto save for crash recovery: When turned on, Anime


Studio will automatically save your work every thirty
seconds to a temporary file. If the application crashes,
you can recover your work the next time you start the
application. In the event that you are working on very
large files and your workflow is slowed down by saving
every thirty seconds, you can turn this option off to
improve performance.

• Open and switch to new file after gather: If you gather


a document when this option is checked, Anime Studio
will close the current document (the document that
you gathered) and open the gathered document.
If the preference has not yet been set, Anime Studio
will give you the opportunity to select the default
preference the first time you gather a document.
Documents Tab
• Confirm before reverting document: When checked,
Anime Studio will ask for verification before a
• Document File Format: Choose the desired default document is reverted to the last saved version.
file format to use when you open and save Anime
Studio documents. The new default file format is Anime • Document Preview Thumbnail Size: Anime Studio can
Studio Compressed (.anime), which is a JSON-based automatically generate thumbnails when you save
file format. Other choices include Anime Studio Project your documents. The default maximum size for the
(.animeproj) and Anime Studio Legacy (.anime). thumbnails is 128x128 pixels. Other options are None

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(will not automatically generate a thumbnail), 256x256,


512x512, and 1024x1024.

Layers/Objects Tab

Layers/Objects Tab

• Inline Layer Naming: Allows you to name the layer in


the Layers panel when you create a new layer.
Layers/Objects Tab
• Auto Center New Layers: If the camera is in its default
position (such as it would be in a new document) this
option won’t do anything. The option will become

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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.

• Show paths for new layers: Determines whether the


• Auto-scale imported vectors: Makes it easier to import
paths (previously called construction curves) are
multiple Illustrator files (for example, multiple body parts
displayed for new layers. They’re always shown for the
in a character). The imported files will all be in scale
selected layer, but usually hidden otherwise.
with each other when this option is checked. When this
• Legacy curves for new layers: When checked, uses the option is turned off, you may need to press the Esc key
old style curves, rather than the smoother curves found to automatically zoom in to the selected points after
in Anime Studio 8 and later. you import the files.

• 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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• Default Stroke Width: Choose the default stroke width


that appears in the Style window.

Timeline Tab

Timeline Tab

• Consolidate timeline channels: Instead of showing


separate channels (point animation, bone animation,
Timeline Tab layer translation, layer rotation, etc.), this option groups
all channels into one in the timeline palette. This is on
by default in Debut, and off in Pro.

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• Highlight frame 0: If on, a red box is drawn on the Tools Tab


canvas if the current time is set to 0. This can be helpful
to remind you when you’re working on frame 0 (the
setup frame) vs. some other frame.

• Use SMPTE timecode: Shows time in the timeline using


SMPTE timecode instead of frame numbers. SMPTE
timecode looks like this: 00:02:34:07 That would be 0
hours, 2 minutes, 34 seconds, and 7 frames.

• Show angles in degrees in timeline: Angle values


(like layer rotation or bone rotation) are shown in
radians in the timeline’s Motion Graph. This is because
angle values in radians are smaller numerically and
fit in better with other values in the graph. But if the
user chooses to, they can display these curves using
degrees with this option.

Tools Tab

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• 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.

• Enable drawing tools only on frame 0: Creation tools


(Add Point, Freehand, Draw Shape, Add Bone) are
only available on frame 0 if this option is on. Otherwise,
they can be used at any time.

In Anime Studio, there are certain tasks that


can only be performed on Frame 0, many of
which pertain to rigging. Beginning with Anime
Studio 10, when you move to Frame 0 in your
project, each layer will go to its own “Frame 0,”
regardless of where it starts in the project timeline. If
a layer starts before Frame 0, you will now be able to
make edits to that layer without moving it back into
the project timeline.

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,

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the Escape key will be used to deselect all objects, and


the Spacebar will always be used to toggle playback.
For a more detailed list, see “Classic vs New Shortcut
Bindings” on page 474.

• Allow custom tool cursors: Turning on this option will


just use the standard system arrow cursor, regardless of
what tool is active on the canvas.

• Enable audio feedback: When welding points, you


hear a “clicking” sound in Anime Studio. Turning this
option off will disable the click

Tool Layout Tab


The Tool Layout tab allows you to arrange the tools in the
Anime Studio tool palettes to your liking. In order to make
changes to the default configuration, you must enable
the Automatically update tools list when defaults change
option located at the bottom of the Tool Layout tab. After Tool Layout Tab
enabling the option, the other options in the tab will be
enabled. • Installed Tools: Click this button to add installed tools to
the list.

• Add Group: Click this button to add tool groups to the


list.

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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.

• Remove: Click this button to remove the selected item


from the list. Editor Colors
• Move Up: Moves the selected item up in the tool list. Allows you to change the color scheme for the editor
window, including various options for background and
The first item in the list must always be a object colors. Press the Reset button to return to default
group. application colors. The Default Stroke Width option allows
you to specify the default Stroke Width setting that appears
• Move Down: Moves the selected item down in the tool in the Style window.
list.

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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.

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• Click the Color Theme button at the top of the GUI


Colors tab to choose from one of several different
color schemes. You can then modify the color scheme
further if desired.

• Press the Reset button to set the color scheme back to


the default settings.

• Check the Use Large Fonts option to increase the size


of the fonts used in the application.

GUI Colors

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Chapter 20: Draw


Menu

Draw Menu

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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.

Random Line Width dialog.


Reset Line Width
Using the Line Width tool, you can adjust the width of a line
at any point. Choosing this menu command will reset your Peak
custom line widths at any selected points.
This command creates a peaked (or hard) transition
between the curves at the point that you click.
Random Line Width
Use this command to randomize the width of the line(s) Smooth
through the currently selected points. You will be asked
to specify the minimum and maximum width, and Anime This command smooths the transitions between the curves
Studio will assign random line widths within that range. at the point that you click.

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Raise Shape Press the Down arrow key on your keyboard


to move the selected shape(s) one level
Select this menu item to raise a shape in the stacking toward the back.
order. This will move it in front of the next higher shape. The
stacking order only applies to shapes within the same layer
- all shapes in a layer will appear above any lower layers
Raise to Front
and behind any upper ones, regardless of stacking order.
Note that if there is no shape overlapping the selected Works like Raise Shape, but raises the shape above all
one, you may not see any change when this item is others in its layer.
selected, even though the shape gets moved higher.
Shift Up arrow will move the selected shape(s)
Press the Up arrow key on your keyboard to to the top.
move the selected shape(s) one level toward
the top.

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.

Lower Shape Trace Image


Select this menu item to lower a shape in the stacking Anime Studio has always allowed you to import black
order. and white or color bitmap images and work with them.
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However, they are not as flexible as vector objects for


several reasons. You can’t zoom in an infinite amount, you
can’t bend them quite as much, and you can’t edit them.
Anime Studio includes Automatic Image Tracing, which
allows you to convert a black and white or color bitmap
image to a vector object.
For this feature to work its best, you should choose drawing
that have bold lines, such as those created with a felt pen.
Pencil sketches will be more difficult to trace.
After you import your drawing into an Image layer, you
can use the Draw > Trace Image command to display the
Trace Image dialog. The Trace Image dialog contains the
following settings.

Trace Image dialog.

• Conversion type selection: Choose one of the following


radio buttons, based on the type of image you are
importing:

ƒƒ Black and white: Check this option if your source


image is black and white, or if you want to create
a black and white vector image.

ƒƒ Color: Check this option if your source image is


color and you want to create a vector image that
is also color.

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ƒƒ Photo Edges: Check this option if your source


image is a line drawing and you only want to
convert it to strokes; or if you want Anime Studio to
only draw strokes where one color meets another
color.

Tracing Black and White


You can convert either a color or a black and white image
to a black and white vector layer. When you choose a
Black and White conversion, the following settings are
available:

• Threshold: Adjusting the Threshold value can help


remove unwanted gray from the black and white Low threshold (left); high threshold (right).
conversion. Move the slider toward the left to allow less
gray, or toward the right to allow more gray.
• Detail reduction: Move the slider toward the left to add
more detail to the vector layer. This will increase the
number of points in the object and make it harder to
edit, but it will look more like the original image.

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Default lines (left); thickened lines (right)


Maximum detail (left); reduced detail (right).

• Fatten Lines: When Black and White is selected as an


image type, this option controls the width of the lines in
the black and white drawing. Move the slider toward
the left to decrease the width, and toward the right to
increase the width.

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The Automatic Image Tracing feature


remembers your last settings. If you are not
quite happy with the results that you get, you can
return to the Trace Image dialog and tweak your
settings.

Tracing Color
When you choose a Color conversion, the following settings
are available:

• Number of Colors: Move the slider toward the left to


reduce the number of colors in the traced result. Move
the slider toward the right to increase the number of
colors. As you move the slider, the number of colors
that will appear in the traced result will display above
the slider.

A close-up of the traced result

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.

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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.

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• Threshold: Move the slider toward the left to accept


less outline, or toward the right to accept more outline.

Hide Selected Points


Sometimes when projects are complex and you have a lot
of points and bones, you only want to work on one object
or reshape it. When scenes are complex you sometimes
select points in the group.
Select the object you want to work on, then choose Edit
> Select Inverse to select all the points you want to hide.
Then choose Draw > Hide Points to hide the selected
points. The shapes are still there, but the points are hidden
and you can’t accidentally select them.
A close-up of the traced result

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:

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Show All Shapes Reset All Points


Shows all shapes that have previously been hidden. Same as above, but moves all points in the layer back to
their original positions, not just the selected ones.

Freeze Points
After selecting points, choose this command to freeze all
points so that they cannot be edited.

Freeze Selected Points


Adds a keyframe at the current time for all selected points.

Freeze Visible Points


Adds a keyframe at the current frame for all points that are
currently visible.

Reset Points
Moves the selected points back to their original positions,
adding a new keyframe for them at the current time.

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Chapter 21: Bone


Menu

Bone Menu

Bone Menu

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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.

Flexi-Bind Points Release Layer And Points


This command binds the selected points to bones in such a Detaches selected points and layer from any bones that
way that they will influenced by all the bones in the parent they are bound to.
bone layer, depending on the strength and region of
influence of each bone. This results in more of a “squishy”
type of motion when the skeleton is animated. This is the Use Selected Bones for Flexi-
default behavior for all drawings in Anime Studio, so you Binding
usually won’t have to use this menu command - the points
are probably already flexi-bound. Assigns the selected bones to the currently-selected layer
in the Layers palette. For more information, see “Tutorial 3.5:
Flexi-Binding” on page 141 in your Anime Studio Tutorial
Release Layer Manual.

This command detaches the current layer from any bone it


may be bound to. Create Smooth Joint for Bone Pair
This command works on a pair of selected bones (for
Flexi-Bind Layer example, bones for the upper and lower arms, or upper
and lower legs). The two bones also have to have a
This command binds the current layer to the bones in parent-child relationship, and start out in close to a straight
the parent layer in such a way that the child layer will line.

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For more information about using bone pairs


and smooth bending, see “Tutorial 3.6: New
Bone Features” on page 144 in your Anime Studio
Tutorial Manual.

Before applying Elbow binding, the joint collapses when it is


bent.

If you are using vector shapes, the collapsing can be


Two bones (a parent and its child) are arranged in a straight remedied, in part, by using Smart Bones (discussed in
line. “Smart Bones” on page 100). However, Smart Bones
only work on vector shapes. Elbow binding, on the other
Applying this command on a pair of selected bones helps hand, works with either vector shapes (, or with scanned or
prevent a bend from collapsing when the child bone imported images.
is bent. It is ideal for use with elbow or knee bends in a To use this command, go to the Layers palette and select
character. the layer that is controlled by the two bones. Then use the
Select Bones tool to select two bones (the upper and lower
arm bones in the case of this example). Next, select the

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layer that is controlled by the bone, and choose Bone >


Create Smooth Joint for Bone Pair.
After you apply the command, you will notice an
improvement in the elbow joint when you rotate the lower
arm bone. There is a nice smooth bend around the joint,
and it pinches together on the inside.

You can offset the bone from the artwork to amplify the bend
effect.

Use All Bones for Flexi-Binding


Reassigns the selected layer in the Layers palette so that it
After you apply Elbow binding, the joint bends more smoothly. is controlled by all bones in the bone group, rather than by
selected bones that were previously assigned with the Use
If you offset the bone and place it to the side of the object, Selected Bones for Flexi-Binding command.
the bend will be amplified. This is an easy way to create
cartoon characters with rubbery arms.

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Hide Selected Bones Show All Bones


Select the bone or bones that you want to hide, and Use the Bone > Show All Bones command to redisplay
choose Bone > Hide Selected Bones. The bones and their bones that have previously been hidden with the Hide
associated keyframes will be hidden. Selected Bones command.

Hide/Show Shy Bones Track Bone to Video


The Select Bones tool provides an option to identify a Allows you to link a bone to the tracking points that you
bone as a “shy bone.” Shy bones can be displayed or defined with the Video Tracking tool. For a description of
hidden as needed to reduce workspace clutter. Toggle how to use this tool, see “Video Tracking” on page 159.
this command on or off to show or hide all bones marked
as “shy.” For more information, see “Select Bone” on page
84. Make Smart Bone Dial
The Create Smart Bone Dial command is an easier and
Hide Controlled Bones more convenient way to set up smart bones. Smart bone
creation involves several steps. You create a bone, give
Hides any bones that are set up to have their angle or it a name, and set up actions and restraints for it. This
position controlled by another bone. These types of bones command simplifies the process.
are often not animated by the user (their animation is
When you want to use the Create Smart Bone dial to set up
“automatic” through the control feature), and hiding them
your smart bones, the process is as follows:
can clear up some of the clutter in the workspace. This
function is not available when the time is set to frame 0. 1. Create the bone that you want to use as your smart
bone control dial.

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example, you can enter a value of -90 to create


an expression that looks less angry, or happy).

ƒƒ Maximum Angle: Enter the value that represents


the maximum setting of the bone. For example,
you can enter a value of 90 to represent the
maximum strength of the Angry expression.

ƒƒ Duration (Frames): Enter the number of frames over


which you want the smart bone to travel from its
minimum to maximum values. A higher number of
frames creates a smoother range of motion.

ƒƒ Separate actions for positive and negative angles:


Create your control bone. When this option is checked, Anime Studio creates
a smart bone dial that works in both positive and
2. Choose Bone > Make Smart Bone Dial. negative angles. The neutral position will be “zero.”
Uncheck this option to create a smart bone dial
3. The Create Smart Dial dialog appears, with the that works only in positive angles.
following settings:

ƒƒ Name: Assign a name that is descriptive of what


the dial controls. For example, if you are creating a
dial that gives your character an angry expression,
name the bone Angry.

ƒƒ Minimum Angle: Enter the value that represents


the minimum setting of the bone. You can use
negative values to create the opposite state (for

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ƒƒ Enter your settings in the Create Smart Dial dialog.

4. Click OK. A bone appears on the screen, labeled


with the name that you assigned in the Create Smart The control dial and the associated action appear in the
Dial dialog. The Actions window opens to display the window.
associated action.
The rest of the process is similar to that described in “Smart
Bones” on page 100. Scrub the timeline to the minimum
setting and change the scene to the way you want it to
appear when the bone is at its minimum value. Then scrub
the timeline to the maximum setting (90) and change the
scene to the way you want it to appear when the bone is
at its maximum value.

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right foot to move up from frame 24 through 36, and not


from frame 0 through 36.
To accomplish this, you choose the Bone > Freeze Pose
command at Frame 24. This sets a keyframe for every
part in your animated character or object so that you are
assured that the pose you want to use is correct for that
portion of your animation. Then you set the keyframe that
moves the right foot up at frame 36, and down again at
frame 48.

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

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Freeze Visible Bones


Sets a keyframe for all bones that are currently visible in the
project.

Reset Bone
Moves the selected bone back to its original position,
adding a new keyframe for it at the current time.

Reset All Bones


Same as above, but moves all bones in the layer back to
their original positions, not just the selected one.

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Chapter 22: Animation


Menu

Animation Menu

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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.

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Select All Keyframes


Selects all the keyframes in the current layer. This is useful if
you want to move all the animation in a layer forward or
backward.

Rescale Keyframes...
With this command you can rescale a group of keyframes
so that a portion of your animation takes more or less time.

Timeline layer channels can be unconsolidated (top) or


consolidated (bottom).

Set Layer Start Time


Offsets the start of an animation within a layer to the
current selected frame.

Align Layer with Camera


Allows you to rotate the selected layer to face the camera.

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• End Frame: Enter the existing frame number at which to


end the scaling.

• New Start Frame: Enter the new target frame number


for the start of the scaling.

• New End Frame: Enter the new target frame for the
end of the scaling.

• Rescale the following channels: Check or uncheck the


channels that you want to include or exclude from the
scaling operation. The icons representing the various
animation channels are described in the Timeline
Window section.
Examples:

• To reduce the amount of time the animation takes (in


other words, to speed it up), you could set the start
frame (and new start frame) to 30, the end frame to
The Rescale Keyframes dialog. 60, and the new end frame to 45. (45 - 30 = 15, which is
half as long as 60 - 30 = 30)

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

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take place between frames 90 and 120, instead of 30


and You can rescale a portion of the entire document
by clicking the “Rescale entire document” checkbox.

• To rescale the current layer, select the animation


channels that you want to be affected. For example,
you may want to rescale the bone animation, but
leave the layer rotation alone.

Copy Current Frame...


With this command you can copy values from the current
frame in the timeline to any other frame in your animation.
For example, if you position some objects in a way that
you really like at frame 243, you can use this command to
copy that position back to frame 0, to make it the starting
position as well.

The Copy Current Frame dialog.

Add Keyframe
This command adds a keyframe for all channels in your
project, at the currently selected frame.

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Clear Animation • From Document After Current Frame: Clears keyframes


from the entire document, beginning with the frame
Several commands allow you to clear keyframes from a after the currently selected frame and including all
single layer, or from all the layers in your project. Use the keyframes to the end.
Animation > Clear Animation commands as follows:
• From Document Before Current Frame: Clears
• From Layer: Clears all animation keyframes from the keyframes from the entire document, beginning with
current layer. A warning appears to notify you that the frame before the currently selected frame and
animation will also be deleted from sublayers and including all keyframes to the beginning.
asks if you want to continue. Choose Yes to clear the
• From Document At Current Frame: Clears the
sublayers, No to keep keyframes in the sublayers, or
keyframes in the entire document, only at the current
Cancel to exit the dialog without making changes.
frame.
• From Layer After Current Frame: Clears keyframes from
the currently selected layer, beginning with the frame
after the currently selected frame and including all Track Layer to Video
keyframes to the end.
This command allows you to link a layer to tracking points
• From Layer Before Current Frame: Clears keyframes that have been set up with the video tracking tool. For
from the currently selected layer, beginning with a complete description of the process, refer to “Video
the frame before the currently selected frame and Tracking” on page 159.
including all keyframes to the beginning.

• 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
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bouncing, or whatever the situation requires. It won’t keep


going in the nudge direction forever.
Restart Audio Track
Starts the audio track in the selected track over again from
the beginning. This allows you to add repeats in the audio
track.

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.

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Chapter 23: Scripts for a variety of different tasks, and you can also download
more scripts written by other Anime Studio users. These

Menu scripts are all written in the Lua programming language - if


you’re interested in creating your own scripts, feel free to
examine the scripts in the scripts/menu sub-folder in the
Anime Studio program folder.
The scripts in this menu are divided into several sub-menus,
according to their function:

3D
The scripts in this menu are used to create or manipulate
3D models.

Auto-Scale
When you import a 3D OBJ file into your scene, it may
be way out of scale with the Anime Studio scene. For
example, a building may be so large that the Anime Studio
camera is inside it, or off to one side, and you don’t really
see anything on import. This script centers the object and
scales it to an appropriate size for the default Anime Studio
Scripts Menu
camera.

The Scripts menu contains commands that are provided by


script files or plug-ins. Anime Studio includes several scripts

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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.

Rotates the current 3D layer 90 degrees around the Y axis.


Orbit Camera...
Rotate Z Adds animation to the camera to cause it to rotate around
the current scene. You can specify how long this should
Rotates the current 3D layer 90 degrees around the Z axis. take, how far out the camera should be, and the direction
of rotation.

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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.

Apply Sketchy Effect


Remove Bad Fills
Applies a sketchy effect to the outline of the shape.
This script fixes “leaky” fill shapes.

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.

Gear Split Curve


Automatically generates gear shapes. You can specify the Automatically inserts points into selected curve segments,
number of cogs and the inner radius. You can also create allowing you to modify existing shapes.
tapered or non-tapered cogs, and choose an option to
create the gear in a new layer.

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Star... Import Image Sequence...


Draws a star shape in either the current vector layer, or a Imports a numbered sequence of images. Each image is
new layer. Uses the current fill and line colors to color the imported as its own layer, and the entire group is enclosed
star. in a switch group. The image files should be named using a
numerical sequence. For example, “file0001.jpg”, “file0002.
jpg”, “file0003.jpg”, etc.
Toggle Legacy Curves
Turns on old style curves, which are less smooth than the Spherical Panorama
new curve style. However, this is beneficial for use with files
created in older versions of Anime Studio. Converts a spherical panorama image into a 3D sphere
that can be viewed from any angle with the camera tools.

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.

Fisheye Magic Lines


Turns a fisheye image into a curved, wide-angle surface Allows you to create a number of curves and apply this
that can be panned around with the camera tools. script to create an effect. For example, you can use the
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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.

RT: Break Apart Shapes Explosion...


Offers a number of different options in how you can break Creates an explosion effect. The explosion starts at the
apart the shapes on a layer. You can put each shape in current frame, and will fade to a smoke cloud over time.
its own layer and group them together or put all shapes
in one layer creating separate geometry for each shape.
Additional options allow you to select filled shapes only,
Rain
and to name layers according to group names or shape
Inserts a falling rain effect.
names. This script is very useful when working with physics.

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

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Sparkles... Error Test


Inserts a cluster of spiraling sparkles. This effect is very This script intentionally creates a runtime error. The purpose
effective if you bind it to another moving object - for is to show how the Lua Console appears to display the
example, the end of a magic wand. error. When you write your own scripts, the console window
will be very helpful when tracking down errors.

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.

Alert Test Load Data File...


Demonstrates how a script can use an alert box to provide This script is a demonstration of how a Lua script can read
some information to the user. data from an external file. It doesn’t do anything useful
itself, but it could be used as a starting point if you wanted
to write a script to import some kind of custom data.
Automation Test
Shows how you can write a script that will open or save Print Anime Studio API
a document, create a new document, and render a
document. The script opens all documents in a given Prints out all functions, constants, and global variables that
directory and renders a frame for each one. Anime Studio provides through its scripting interface. This
is not meant to be the documentation for Anime Studio’s
scripting interface, but some script writers may find it useful.

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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.

The _tool_list.txt factory default file now begins with a


Print Globals
line that is similar to this: Prints out all global variables currently defined in Lua.

/* anime_version 9010000 (9.1.0 Print Test


rev 0) */
A simple example that shows how you can print output
If you have a _tool_list.txt file in the user scripts/tools
in a Lua script. The printed output will appear in the Lua
location that begins with this line, and the version
Console window. Printing data in the console window is
number is the same or higher than the factory
not generally useful when your script is delivered to regular
default version, your user _tool_list.txt will be used
Anime Studio users, but can be very helpful when writing a
instead of the factory file.
script to track down bugs.

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Sound Number Sequence


The scripts in this menu use sound to control some part of Adds a sequence of numbers based on the number of
an animation. frames in your animation.

Bone Audio Wiggle... Spinning Text


This script uses the volume of a sound file that you select to Creates 2D or 3D spining text. Several settings provide
animate the angle of the currently selected bone. Use this control over length, rotation, translation, opacity, and
script to make a character or object move in sync with a scale. Some presets are provided.
sound.

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.

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Collapse Layers Warp


Allows you to animate the collapsing or uncollapsing of This set of scripts is used to distort the contents of a vector
layers contained in a group layer. layer, applying various animated warping effects.

Fade... Black Hole...


Causes the current layer to fade in or out over a specified Causes the selected points in a vector layer to swirl around
number of frames. If you want a layer to appear or in an inward spiral motion towards the origin point of the
disappear suddenly, it is better to change the value of layer.
the layer’s visibility channel. However, this script should be
used when you want a layer to appear or disappear more
gradually. Wavy...
Causes the selected points in a vector layer to move in a
Unroll Shapes wavy or underwater style.

If you have a vector layer that contains several shapes,


you can run this script to “unroll” or expand the shapes Other Popular Scripts
out from nothing in a cascade. Unroll Shapes can also be
used in combination with Elastic or Bounce interpolation for Opens your web browser to www. animestudioscripts.com,
interesting effects. where you can download popular scripts written by other
members of the Anime Studio user community.

Wavy Fade...
This script combines the Fade effect above with the Wavy
effect below. It can only be used with vector layers.

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Scripting Documentation If you replace an existing item with the Install


Script command, the existing items will be
Opens your web browser to www.animestudioscripting. moved to a scripts subfolder named Uninstalled
com, where you can view the latest scripting Items x-x-x where x is the date. If you perform
documentation. multiple installations that replace existing items on
the same day, each of the uninstalled items folders
generated after the first will also have a number
Install Script appended to the folder name, starting at 1 and
incrementing per folder.
The Install Script command can be used to automatically
install user scripts. The script folder must be laid out with the
following hierarchy in order to install:
My Script Folder
menu
tool
ScriptResources
utility

The items in the folder should reflect the


location in the scripts folder (found in your
user content folder). Script writers should adapt their
script distribution to this hierarchy so that the script
will install through this feature.

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Chapter 24: View Reset


Menu Resets the view of the working area to the starting pan and
zoom values. Use this command when you want to jump
back to the original view of the project.

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

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point of view. Options are Camera, Front, Top, Right, Back,


Bottom, and Left.
Show 3D Axes
Toggles the display of the 3D Axes on and off in the
document window.
Enable Grid
Toggles display of the grid on and off. A checkmark
appears beside the command when the grid is displayed.
Video Safe Zones
This command turns on the display of NTSC “safe zones”.
When creating output for video, it is important to keep
Grid Settings important action and titles within the safe zones, because
most televisions cut off some portion of the outside of the
Displays the Grid Settings dialog, which allows you to set
picture. (The inner rectangle is the safe zone for titles, and
the number of pixels between each grid space. Default is
the outer one for important action.)
20 pixels.

Enable Grid Snapping Show Output Only


This command will hide all artwork that lies outside the final
When the grid is turned on, control points will snap to the
output rectangle. This makes it easy to visualize the final
nearest grid intersection as you draw them and move
staging for your shot. Of course, it’s hard to edit what you
them around. Check this menu command to enable grid
can’t see, so be sure to turn this option off when you need
snapping. When unchecked, you can use the grid as a
to edit an object that lies outside the visible area of the
visual guide, without it interfering in your drawing.
project.
Open documents also appear as a list at the bottom of the
View menu. Select a document in the list at it will appear in
the view port area.

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The following shortcuts allow you to cycle through open


documents:
Enable Onion Skins
Choose this command to toggle the visibility of onion skins.
• To switch to the next open document, press Ctrl Tab
Alternatively, you can click the Enable Onion Skins button
(Windows) or Alt Tab (Mac).
in the timeline toolbar.
• To switch to the previous open document, press Ctrl
Shift Tab (Windows) or Alt Shift Tab (Mac).

Show Play & View Controls


Toggles the display of the play controls and other toolbar
settings that appear above the timeline.
Enable Onion Skins

Show Timeline Options


Toggles the display of the timeline options toolbar (the area Select Tracing Image
between the Play and View controls and the timeline ruler).
Use this command to select a tracing image to display in
Anime Studio’s editing view. This image will not appear in
Timeline Channels your final output - it’s just used as a tracing guide to help
you draw your artwork in Anime Studio.
Reintroduced the timeline channel dialog for giving users
control over which channels to show in the timeline.

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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

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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.

• Remember that when designing a project for FBX


Stereo
output, everything is about flexi-binding. Other binding If Enable Stereo (Red/Blue)Rendering is enabled in the
methods will produce undesirable results in FBX format. Project Settings dialog (see “Project Settings...” on page
347), this command makes it easier to preview and
• Characters that use features like point binding, point
reposition your 3D objects for stereo rendering.
bending, curvatures, and other similar features will not
move in the same way when exported as an FBX file
and imported into another application. You will need
to modify the characters using some of the following
recommendations.
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Show Document Tabs


Open documents appear as tabs in the main window.
You can show or hide the document tabs with the View >
Show Document Tabs command, or by using the shortcut
Command/Ctrl Shift J.

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Chapter 25: Window Layers


Menu Shows/hides the Layers window. The Layers window
is shown by default when you start Anime Studio. See
“Chapter 11: Layers Window” on page 183.

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.

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Actions Blend Morphs


Shows/hides the Actions window. The Actions window You can use the Window > Blend Morphs command
is hidden by default when you start Anime Studio. See to blend poses (or morph targets) together to create a
“Actions Window” on page 333. combination pose or morph. This feature in Anime Studio is
very easy to use.

Library Anime Studio Pro allows you to both create


and blend poses. See “Creating Morphs” on
Displays the Library window, which is discussed in “Chapter page 337.
14: The Library Window” on page 263.
To blend your morphs, begin by moving to the frame at

Audio Recording which you want the new morph to appear.


Next, choose the Window > Blend Morphs command. The
Displays the Audio Recording window, which is discussed in Blend Morphs dialog appears. The sliders in this dialog are
“Audio Recording” on page 332. named the same as the morphs you created in the Actions
window. Adjust the sliders until you get a combination of
the morphs that you want to keep. Then click OK to set the
Poser Parameters new combination.

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.

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You can select which animation channels to copy to a


new frame, or you can copy everything in the document
by selecting the “Copy entire document” checkbox.
There doesn’t need to be a keyframe at the current
frame in order to copy the current value. This command
will copy the current value, whether it is a keyframe or an
interpolated in-between value.

An important note about bones: if you


position a skeleton system during your
animation, and try to copy that pose back to frame
0, the bones themselves will take on that pose at
frame 0, but anything bound to the bones (points in
vector layers, warped images, other sub-layers) will
not take on that pose. This is because frame 0 is a
setup frame - bones are set up at frame 0, but they
have no influence over other objects at frame 0. If
you’re trying to copy a pose back to frame 0 in
Use the Blend Morphs dialog to combine your morphs together order to set up an initial pose, consider copying it
in any combination of values. back to frame 1 instead - frame 1 is actually the
beginning of the animation, and the bones will
You can then advance to other frames in your timeline, influence other objects starting at frame 1.
and use the Blend Morphs command to create new
combinations throughout the timeline. As you scrub
through the timeline, you should then see morphs blend
from one to the other.

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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.

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Chapter 26: Help Menu Tutorials


Opens the PDF version of the Anime Studio Tutorial Manual,
which is installed on your hard disk.

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.

Register Your Product


Register your product to receive information on updates
and upgrades. Internet connection will be required.

Help Menu

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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.

Technical Support About Scripts


Opens your web browser to the Smith Micro website where
Displays some information about all the scripts currently
you can access FAQ’s, see answers to common issues, get
loaded by Anime Studio. All of Anime Studio tools, and
help from a customer service representative etc.
all the entries in the Scripts menu are implemented
in a scripting language called Lua. Although some
Download Bonus Content Pack programming/scripting experience is required, Anime
Studio users are welcome to write their own scripts to
Navigates to the Bonus Content Pack page on Content extend Anime Studio’s built-in features.
Paradise. You will need a Content Paradise account and a
valid Anime Studio serial number to obtain the content.
Buy Content
Online Video Gallery Help speed up your animation workflow with ready to
use content. Buy content from Content Paradise. Internet
Opens your browser to a page that displays some of the connection will be required.
animations that have been created with Anime Studio. This

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Check For Updates


Check to see if there are any updates for Anime Studio.
Internet connection will be required.

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.

Edit Keyboard Shortcuts


The Help > Edit Keyboard Shortcuts command opens the
Keyboard Shortcuts dialog shown in the following figure.

The Keyboard Shortcuts Editor.

By default, the shortcuts that are built-in to Anime Studio


are displayed in their default configuration, in three
categories: Menus, Tools, and Windows. Simply start typing
a command or action name to scroll it into view and select
it.

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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.

• Shortcut List: Displays all shortcuts by category: Menu, Adding Shortcuts


Tools, and Windows. You can use the scrollbar at the
right side of the shortcut list to scroll further down the list. To create a custom keyboard shortcut file, follow these
The left side of the list displays a menu command, tool steps:

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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.

It is possible to create duplicate shortcuts. The


1. Choose Help > Keyboard Shortcut Editor to open the
editor will warn you when multiple actions
Keyboard Shortcut window.
have the same shortcut when you assign a shortcut
that is already used by another action. When
2. If a custom configuration file has not yet been
multiple actions use the same shortcut, the first
created, click the New button to assign a name for a
enabled action found will be triggered.
new configuration file. Otherwise, select the custom
configuration that you want to edit from the Current
Settings dropdown list.

3. Scroll through the keyboard shortcut list until you find


the menu command, tool, or window item that you
want to modify. Click inside the shortcut field to edit it.

4. With the shortcut field selected, press the associated


keys on your keyboard that you want to assign for the
command. You will receive a warning when the keyboard shortcut that
you enter is already in use.

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Actions whose shortcuts are already used by


other actions will appear with a red number
that indicates how many actions already use that
shortcut. Hover over the number to display a list of
actions that use that shortcut. The number and
tooltip only appear when editing custom shortcuts,
and not when viewing default shortcuts.

Update Shortcuts dialog.


After you are finished with your keyboard shortcuts,
click Done to save the configuration file.

If you change your locale, there may be


Set Custom Content Folder
localized shortcuts that conflict with your
Prompts you to create a content folder, as described in
custom shortcuts. Your settings will be updated to
“Creating a Content Folder” on page 16.
eliminate conflicts.

Switching from 32-bit to 64-bit or vice versa


Open Custom Content Folder
could potentially alter the shortcuts available
Opens your custom content folder in Explorer (Windows) or
and may lead to a conflict between default settings
Finder (Mac)
and custom settings. Your settings will be updated to
eliminate conflicts.

If shortcuts have changed in the application since the last


time you updated, a dialog will prompt you to update your
custom shortcut list accordingly, or to use the new defaults.

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Appendix

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Appendix A: Product Morph targets Read Only Read and


create

Comparison Automatic image tracing Black and white


only
Black and
white, color,
and edges

Particles Read only Read and


The differences between Anime Studio Debut and Pro Create

Import Photoshop Files Yes (1) Yes (2)

Feature Comparisons Real-time media connection

Patch Layers
No

Read only
Yes

Read and
create
Feature Anime Studio Anime Studio
Debut Pro 3D Video rendering No Yes

Bone Rigging Yes Yes Global Rendering Styles No Yes

Smart Bones No Yes Scripting No Yes

Frame-by-Frame Animation No Yes Layer Outline Yes Yes

Animation Length 2 minutes (3000 Unlimited 64-bit Architecture No Yes


frames)
GPU Acceleration No Yes
Motion Tracking 3 points Unlimited
Wacom Multi-Touch Support Yes Yes
Audio Tracks 2 tracks Unlimited
Character Wizard Yes Yes
Video Tracks 1 track Unlimited
Render Cache Yes Yes
Physics No Yes
Separate Batch Export Process No Yes
Poser scene import No Yes
Separate Render Process No Yes
Layers Yes Yes
Preview Animation No Yes
3D layer and object support No Yes
Multiple Document Support (Tabs) Yes Yes
Layer Referencing No Yes
Keyboard Shortcut Editor Yes Yes
Animated Shape Ordering No Yes

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Automatic Update Checking Yes Yes Vector Drawing Features


Activation, Serialization, and Yes Yes
License Management
Feature Anime Studio Anime Studio
Debut Pro
(1) Layered using Anime Studio script
Text X X
(2) Import directly through File menu.
Select Points X X

Transform Points (Translate, Scale, X X

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

reusable actions that can be applied to any character Shear Points Y X


created with the Wizard. Perspective Points H X

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Perspective Points V X Select Multiple Shapes X X

Bend Points H X Create Shape X X

Bend Points V X Paint Bucket X X

Noise X Delete Shape X X

Magnet X Line Width X X

Snap to Grid X Hide Edge X X

Reset Line Width X Stroke Exposure X

Random Line Width X Curve Profile X

Variable Width Curve X X Texture Transparency X

Vector Modifiers Fill Modifiers


Feature Anime Studio Anime Studio Feature Anime Studio Anime Studio
Debut Pro Debut Pro

Peak X X Lower Shape X X

Smooth X X Raise Shape X X

Flip Points Horizontally X X Color Points X X

Flip Points Vertically 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

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Transform Bone Tool (Translate, X X Set Origin X X


Scale, and Rotate)
Transform Layer X X
Add Bone X X
Switch Layer X X
Hide/Show Bones X X
Rotate Layer X X
Reparent Bone X X
Rotate Layer Y X
Bone Strength X X
Shear Layer X X
Manipulate Bones X X
Shear Layer Y X
Bind Layer X X
Particle Layer X
Bind Points X X
Follow Path X X
Offset Bone X X
Poser X (1)
Bone Physics X
Image Masking X X
Bone Constraints X
Video Tracking X (2) X
Smart Bones X
Audio Layers X (3) X
Smart Bones Setup X
Vector Shape Selector X X
Color Bones X X
Undo/Redo Layers X X
Bone Labels X
Layer Comps X
Nested Layer Controls X X
Layer Colors X X
Animated Bone Targets X
Flexi Binding X X
Animated Bone Parenting X
Depth Shifting X
Bone Flipping X
Fade Unselected Layers X

Multiple Layer Editing X X

Layer Features Colorize Layer X X

Feature Anime Studio Anime Studio Frame-By-Frame Animation X


Debut Pro

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Layer Referencing X Group X

Animated Shape Ordering X Group with Selection X

Group with Selection Layers X Particle X

Normalize Layer Scale X 3D X

Physics (Layer property) X


(1) Requires Poser 7 or newer
Note X
(2) Limited to 3 tracking points Audio X X

(3) Limited to 2 audio layers 2D to 3D Layer Conversion X

Patch X

Layer Modifiers Text X X

Feature Anime Studio


Debut
Anime Studio
Pro
Camera Features
Flip Layer Horizontally X X
Feature Anime Studio Anime Studio
Flip Layer Vertically X X Debut Pro

Track Camera X X

Layer Types Zoom Camera

Roll Camera
X

X
X

Feature Anime Studio Anime Studio Pan/Tilt Camera X


Debut Pro
Orbit Workspace X
Vector X X
Depth of Field X
Image X X

Bone X X

Switch X X

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Workspace Features Step Interpolation 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

Onionskins X Style Features


Graph Mode X

Smooth Interpolation X Feature Anime Studio Anime Studio


Debut Pro
Linear Interpolation X
Save Style X
Ease In/Out Interpolation X
Pattern Brush X (1) X
Bezier Interpolation X
Blur X X

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Threshold X X Sort by True Distance X X

Noise Grain X
(1) Pro version contains more brushes
Up to 120 Frames/Second Maximum X X

Maximum export size (pixels) 900 x 900 9000 x 9000


Preferences Maximum number of frames 3000 Unlimited

Feature Anime Studio Anime Studio

Options
Debut

X
Pro

X
Content
Editor Colors X X
Feature Anime Studio Anime Studio
GUI Colors X X Debut Pro

GUI Color Themes X X Built in Content X X

Third Party Content X X

3D Object X
Project Settings Character Wizard X X

Feature Anime Studio Anime Studio

Save Project Settings


Debut

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

Stereo Rendering X Draw X

Sort Layers by Depth X X Image Sequences X

Layer Effects X

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Particle Effects X BMP X X

Sound X PSD X (1) X (2)

Warp X PNG X X

Visibility X TGA X X

Script Writing X EPS, AI, Tracing Image X

3D FORMATS

View OBJ

Poser Files and Scenes (Poser 7 and


X

X
newer)
Feature Anime Studio Anime Studio
Debut Pro SOUND FORMATS

Grid X WAV (Windows & Mac) X X

Adjust Grid Size X AIFF (Windows & Mac) X X

Side by Side View X MP3 (Windows & Mac) X X

Over Under View X M4A (MPEG-4) X X

Four-Way View X MOVIE FORMATS

Display Quality X MOV (Mac and Windows) X X

Advanced Current Layer View X AVI (3) X X

MP4 Video X X

MOHO FORMAT
Import MOHO File Format X X

JSON-Based File Format X X


Feature Anime Studio Anime Studio
Debut Pro MotionArtist File Support X X

2D FORMATS
(1) Layered using Anime Studio script.
JPEG X X
(2) Directly through File menu.
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(3) AVI Import works on Windows, and on Macintosh Sequential PNG X


systems depending on codecs. If you can play the AVI file
Sequential TGA X
in QuickTime on a Mac, you should be able to import it into
Batch Movie Export X
Anime Studio.
TV FORMATS

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

Batch Image Export X


Upload Features
MOVIE FORMATS

SWF (1) X X Feature Anime Studio Anime Studio


Debut Pro
MOV (Macintosh and Windows) (2) X X
Upload to Facebook® X X
AVI (Windows) X X
Upload to YouTube™ X X
MP4 X X

Sequential JPEG X

Sequential BMP X

Sequential PSD X

Appendix A: Product Comparison


467 Anime Studio Pro 11
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Optimization Features
Feature Anime Studio Anime Studio
Debut Pro

Document Gathering X

64-bit Architecture X

GPU Acceleration X

Render Cache X X

Separate Batch Export Process X

Separate Render Process X

Preview Animation X

Multiple Document Support (Tabs) X X

Keyboard Shortcut Editor X X

Automatic Update Checking X X

Activation, Serialization, and License X X


Management

Appendix A: Product Comparison


468 Anime Studio Pro 11
Users Manual

Appendix B: Technical information and a variety of tutorials. We plan to keep this


updated with questions and answers and new sample files.

Support To view in-depth product descriptions, online video gallery,


and more, visit http://anime.smithmicro.com.

User Manual Anime Studio Discussion Forum


The first source of help when using Anime Studio is the Share tips and tricks with other Anime Studio users on the
manual that you are reading now. We have also included online discussion forum: http://www.lostmarble.com/
a Tutorial Manual that you can view by choosing Help > forum/. Smith Micro staff members also participate in this
Tutorials from the Anime Studio menus. If you’re just getting online group, and are happy to share techniques and
started and need some basic tips on how to use Anime answer questions. News about the latest Anime Studio
Studio, begin with “Quick Start” on page 3 in your updates is first posted to the online forum.
Anime Studio Tutorial Manual.
For more in-depth instructions on using Anime Studio, the Email Support
sections “Anime Studio Windows” on page 175 and
“Anime Studio Menus” on page 340 go into great detail You can also get your questions answered by email. If you
about performing specific tasks in Anime Studio and what have a question, feature request, or would like to report a
all the user interface elements are used for, respectively. bug, contact us at [email protected]. Please provide us
with as much detail about your problem as possible, so that
we can understand exactly what’s happening and more
Anime Studio on the Web quickly come up with a solution for you.

Another good source is the Smith Micro web site at http://


anime.smithmicro.com. There you will find product

Appendix B: Technical Support


469 Anime Studio Pro 11
Users Manual

Appendix C: Content Development


Victor Paredes Charles Kenway

Acknowledgements Teyon Alexander

Creative Services
Diego Nargoli Vladimir Osmjanski

Anime Studio Development Team Technical Support


John Csaky Matt Ko

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/

Documentation • DK Toons http://www.contentparadise.com/Search.


Denise Tyler J. Wesley Fowler aspx?searchText=DKToons

• ToonProps http://www.toonprops.com

• Vernon Zehr http://www.hubumedia.com

Appendix C: Acknowledgements
470 Anime Studio Pro 11
Users Manual

• Alexander Roach (Rudiger): http:// • Lua http://www.lua.org Copyright © 2004 Tecgraf,


www.contentparadise.com/Search. PUC-Rio.
aspx?searchText=Rudiger
• Ming ming.sourceforge.net Copyright © Opaque
• David Sandberg: http://www.animestudioscripts.com Industries

• Cartoon Solutions http://www.cartoonsolutions.com • PortAudio http://www.portaudio.com Copyright ©


1999-2000 Ross Bencina and Phil Burk
• Anti-Grain Geometry http://www.antigrain.com
Copyright © 2002-2004 Maxim Shemanarev (McSeem). • zlib http://www.zlib.net Copyright © 1995-2002 Jean-
loup Gailly and Mark Adler.
• FreeType http://www.freetype.org Portions of this
software are copyright © 1996-2002 The FreeType • DiracLE http://blogs.zynaptiq.com/bernsee/ Copyright
Project. All rights reserved. © 2005-2009 The DSP Dimension.

• libjpeg http://www.ijg.org This software is based in • SoundTouch http://www.surina.net/soundtouch/


part on the work of the Independent JPEG Group. Copyright © 2001-2011 Olli Parviainen
Copyright © 1991-1998, Thomas G. Lane.
• libvorbis http://www.vorbis.com/ Copyright © 2002-
• libogg http://www.xiph.org/ogg/ Copyright © 2002, 2008 Xiph.org Foundation
Xiph.org Foundation
• libxml2 http://xmlsoft.org Copyright © 1998-2003 Daniel
• libpng http://www.libpng.org Copyright © 1998, 1999, Veillard. All Rights Reserved.
2000 Glenn Randers-Pehrson.
• libcurl http://curl.haxx.se/libcurl/ Copyright © 1996-2007
• libsndfile http://www.mega-nerd.com/libsndfile/ Daniel Stenberg, <[email protected]>.
Copyright © 1999-2005 Erik de Castro Lopo.
• Sparkle http://sparkle-project.org/ Copyright © 2006
Andy Matuschak

Appendix C: Acknowledgements
471 Anime Studio Pro 11
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• WinSparkle http://winsparkle.org Copyright © 2009-2013


Vaclav Slavik

Appendix C: Acknowledgements
472 Anime Studio Pro 11
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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

How to Work Quickly in Anime


Ctrl Z Cmd Z Edit > Undo
Shift Ctrl Z Shift Cmd Z Edit > Redo
Ctrl X Cmd X Edit > Cut
Studio Ctrl C
Ctrl V
Cmd C
Cmd V
Edit > Copy
Edit > Paste
Ctrl A Cmd A Edit > Select All
Once you’ve been using Anime Studio for a while, you’ll Ctrl I Cmd I Edit > Select Inverse

probably want to find ways to speed up certain operations.


Luckily, Anime Studio provides several shortcuts for Draw Menu
common operations, such as activating tools, navigating
Windows Mac Command
the workspace, and entering data. Ctrl T Cmd T Draw > Insert Text
Ctrl Alt L Cmd Alt L Draw > Reset Line Width
Ctrl D Cmd D Draw > Random Line Width
Ctrl P Cmd P Draw > Peak
Menu Shortcuts Ctrl M
Shift Ctrl H
Cmd M
Shift Cmd H
Draw > Smooth
Draw > Hide Shape
Shift Ctrl U Shift Cmd U Draw > Show All Shapes
Ctrl F Cmd F Draw > Freeze Points

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

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Animation Menu Keyboard Shortcuts


Windows Mac Command
Ctrl Shift N Shift Cmd N Animation > Nudge Physics Object Many tools and features in Anime Studio can be accessed
quickly by pressing a single key. These shortcuts make
View Menu working with Anime Studio much faster than the regular
method of moving the mouse to a toolbar and clicking
Ctrl Alt 9 Cmd = View > Zoom In
Ctrl Alt 8 Cmd - View > Zoom Out a button, and are worth learning to reduce your drawing
Ctrl G Cmd G View > Enable Grid and animation time. However, all these features are
Shift Ctrl G Shift Cmd G View > Grid Settings
Shift Ctrl V Shift Cmd V View > Video Safe Zones also available through standard user interface elements
Ctrl J Cmd J View > Show Output Only
Ctrl L Cmd L View > Enable Onion Skins
(buttons and menus), so learning these shortcuts isn’t a
Ctrl Y Cmd Y View > Select Tracing Image requirement to using Anime Studio.
Ctrl U Cmd U View > Show Tracing Image
Shift Ctrl C Shift Cmd C View > Show Curves
Shift Ctrl A Shift Cmd A View > Fade Unselected Layers These shortcuts are not the same as “menu
Shift Ctrl D Shift Cmd D View > Design Mode
Shift Ctrl 2 Shift Cmd 2 View > Stereo
shortcuts” listed above.
Shift Ctrl J Shift Cmd J View > Show Document Tabs

Window Menu Main Window


Ctrl Shift E Shift Cmd E Window > Tools Windows Mac Action
Ctrl Shift K Shift Cmd K Window > Layers Alt Shift Ctrl E Alt Shift Cmd E Open/Close Tools Palette
Ctrl [ Cmd [ Window > Timeline Alt Shift Ctrl K Alt Shift Cmd K Open/Close Layers Palette
Ctrl ] Cmd ] Window > Style Alt Ctrl [ Alt Cmd [ Open/Close Timeline
Ctrl K Cmd K Window > Actions Alt Ctrl ] Alt Cmd ] Open/Close Style Window
Shift Ctrl L Shift Cmd L Window > Library Alt Shift Ctrl L Alt Shift Cmd L Reload Tools and Brushes
Shift Ctrl B Shift Cmd B Window > Blend Morphs Shift Z Shift Z Activate Previous Tool
Shift Ctrl I Shift Cmd I Window > Layer Settings
Ctrl Alt E Cmd Alt E Window > Keyframe
Alt Shift Ctrl E Alt Shift Cmd E Window > Docking > Tools
Alt Shift Ctrl K Alt Shift Cmd K Window > Docking > Layers Main/Current Editing View
Alt Shift Ctrl T Alt Shift Cmd T Window > Docking > Timeline
Alt Shift Ctrl Y Alt Shift Cmd Y Window > Docking > Style Windows Mac Action
Alt Shift { Alt Shift { Rotate View Left
Alt Shift } Alt Shift } Rotate View Right

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Style Window Spacebar


Spacebar
Enter/Return
Enter/Return
Weld Points
Create Shape
Spacebar Enter/Return Bind Points to Bone
Windows Mac Action
Enter/Return Escape Deselect points/bones/keyframes
] ] Decrease Line Width
Spacebar Spacebar Toggle Playback*
[ [ Increase Line Width
Home/Esc Home Reset View*
Home/Esc+Shift Home+Shift Zoom to Layer Contents*
Home/Esc+Alt Home+Alt Zoom to Selected Points*
Timeline Shortcuts Tab Tab
Hold spacebar while dragging mouse
Select Connected Points*
Pan workspace*
Windows Mac Action
Ctrl 1 Cmd 1 Set Interpolation Linear
Ctrl 2 Cmd 2 Set Interpolation Smooth
Ctrl 3
Ctrl 4
Cmd 3
Cmd 4
Set Interpolation Ease In/Out
Set Interpolation Ease In
Tool Shortcuts
Ctrl 5 Cmd 5 Set Interpolation Ease Out
Ctrl 6 Cmd 6 Set Interpolation Bezier Many of the keyboard shortcuts in Anime Studio are used
Ctrl 7 Cmd 7 Set Interpolation Step
Ctrl 8 Cmd 8 Set Interpolation Noisy to activate a tool in a toolbar. If you want to know whether
Ctrl 9 Cmd 9 Set Interpolation Cycle
Shift { Shift { Previous Selected Key
a tool has a shortcut, hold the mouse over the tool, and
Shift } Shift } Next Selected Key watch the tooltip that appears. If the tooltip has a single
Alt Shift +(plus) Alt Shift +(plus) Zoom In
Alt Shift _ Alt Shift _ Zoom Out letter at the end (ex: “Transform Points (T)”), then that key
Alt Shift A Alt Shift = Pan Up can be used as a shortcut to activate the tool.
Alt Shift Z Alt Shift - Pan Down
Alt Shift X Shift ~ Auto Zoom
The keyboard shortcut of Shift-Z toggles
between the currently selected tool and the
Classic vs New Shortcut Bindings previous tool selection.

There is a preference in the Tools tab of the Preferences


dialog that allows you to choose between classic key Anime Studio auto-reverts to the previous tool
binding or new key binding. For further information on this selection when a shortcut for a different tool is
setting, see “Tools Tab” on page 399. selected and held for two or more seconds, or if held
Depending on your setting, the following shortcuts will be and a mouse click occurs on the canvas before the
affected: shortcut is released.
Classic Binding New Binding Operation

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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

Tool Shortcut Tool


G Select Points Layer Tools
T Transform Points
Tool Shortcut Tool
A Add Point
M Transform Layer
F Freehand
O Set Origin
J Blob Brush
L Eyedropper
S Draw Shape
E Eraser
R Point Reduction Camera Tools
D Delete Edge
C Curvature Tool Shortcut Tool
X Magnet 4 Track Camera
N Noise 5 Zoom Camera
6 Roll Camera
7 Pan/Tilt Camera
Fill Tools
Tool Shortcut Tool Workspace Tools
Q Select Shape
U Create Shape Tool Shortcut Tool
P Paint Bucket 8 Rotate Workspace
W Line Width 9 Orbit Workpace
H Hide Edge
K Color Points

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Common Shortcuts Spacebar


Up Arrow
Define a shape based on current selection
Raise selected shape up one level - hold shift
to raise to top
Down Arrow Lower selected shape down one level - hold
Some keyboard shortcuts work all the time, and some shift to lower to bottom
only apply in while using certain tools in Anime Studio: the
sections below lists all the shortcuts and when they can be Working with Bone Tools
used. Keyboard Shortcut Function
Delete/Backspace Delete the selected bone (and any child
The following keyboard shortcuts can be used at any time: bones)
Spacebar Bind points to selected bone
Keyboard Shortcut Function Up Arrow Select parent of current bone
Escape Automatically adjust the view to see Down Arrow Select child of current bone (only works if
everything in the active layer - hold the shift current bone has just one child)
key to zoom in on the currently selected
points Working with the Timeline Window
Home Reset the view to see the overall project
Enter/Return De-select all points Keyboard Shortcut Function
Tab Select all points that are connected to the Alt/Option+Left Arrow Previous Keyframe
current selection Alt/Option+Right Arrow Next Keyframe
Left Arrow Step back one frame in the timeline - hold Alt/Option+Backspace Delete the selected keyframe(s)
shift to rewind Alt/Option+C Copy the selected keyframe(s)
Right Arrow Step forward one frame in the timeline - hold Alt/Option+V Paste the previously copied keyframe(s)
shift to advance to end of animation Spacebar Play/stop the animation
[ (left bracket) Decreases the line width setting in the Style Page Up When in graph mode, zoom in on the timeline
window - hold shift to move the graph up
] (right bracket) Increases the line width setting in the Style Page Down When in graph mode, zoom out from the
window timline - hold shift to move the graph down
End When in graph mode, auto-zoom the
timeline, based on the active animation

Working with Vector Layers Ctrl/Cmd+Mouse Scroll wheel


channel
Zooms in/out from timeline

Keyboard Shortcut Function


Delete/Backspace Delete the currently selected points Working in the Layers WIndow
Spacebar Weld two points together - usually used with
the Translate or Add Point tools Keyboard Shortcut Function
Alt Click If you Alt-Click a layer in the Layers window,
it will hide all of the other layers and keep the
Working with Fill Tools layer that you clicked visible. Alt-Click again
to display all the layers again.
Keyboard Shortcut Function
Delete/Backspace Delete the selected shape

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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.

Appendix D: Anime Studio Shortcuts


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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
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Draw Tools Workspace Tools

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

Camera tools that support multi-touch actions are Track


Camera, Roll Camera, Zoom Camera, and Pan Camera.

Multi-touch Action Function


One-finger gesture Tracks or Pans/Tilts camera
Two-finger gesture Rooms or zooms camera
More than two fingers Behaves similarly to two-finger gesture

Appendix D: Anime Studio Shortcuts


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Appendix E: Media mov QuickTime


32-bit
Various <none>

Support avi AVI (Video


for Windows)
Various <none>

File Media Video Audio Resolution


Extension Library Codec Codec Limitation

m4v Media H.264 AAC 480 x 320


Foundation

m4v Media H.264 AAC 960 x 640


Foundation

m4v Media H.264 AAC 1136 x 640


Foundation

m4v Media H.264 AAC 1024 x 768


Foundation

m4v Media H.264 AAC 1280 x 1024


Foundation

mp4 Media H.264 AAC 480 x 360


Foundation

mp4 Media H.264 AAC 1280 x 1024


Foundation

avi DirectShow dv pcm 720 x 480

avi DirectShow Uncompressed pcm <none>

avi DirectShow MJPEG pcm <none>

wmv DirectShow WMV9 WMA9 <none>

wmv DirectShow WMV9 WMA9 <none>

wmv DirectShow Uncompressed WMA9 <none>

Appendix E: Media Support


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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 ƒƒ 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.
ƒƒ 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. ƒƒ 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: ƒƒ 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
ƒƒ 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”>

Appendix E: Media Support


482 Anime Studio Pro 11
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<video codec=”MSVC” framerate=”30”/>


<audio codec=”pcm” samplerate=”44100” channels=”2”/>
</MediaPreset>
<MediaPreset name=”AVI (XVID)” extensions=”avi”>
<video codec=”XVID” framerate=”30”/>
<audio codec=”pcm” samplerate=”44100” channels=”2”/>
</MediaPreset>
</Presets>

Additional presets added in the Movie Settings dialog.

Appendix E: Media Support


483 Anime Studio Pro 11
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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

Body Tab 278


Changing character views 276
Curvature Tool 43
Curve Profile Tool 77
E
Clothing Tab 286 Edit Menu Commands 389
Creating content for 299
Designing actions 297 D Clear 390
Copy 389
Exporting views 277 Copy Layer 390
Eyes 283 Deactivation
Automatic 12 Cut 389
Face Tab 281 Normalize Layer Scale 390
Head 282 Manual 13
Delete Edge Tool 50 Paste 389
Head props 284 Paste Layer 390
Legs 280 Delete Shape Tool 72
Depth of field 349 Paste Relative 390
Making a character walk 291 Preferences 392
Mouth 283 Layers immune to 199
Display Quality 179 Editor Colors 402
Movement Tab 284 GUI Colors 403
Nose 283 Draw Menu Commands 405
Freeze Points 414 Options Tab 393
Pants 287 Redo 389
Presets 276 Freeze Selected Points 414
Freeze Visible Points 414 Reset Layer Scale Normalization 392
Proportions 279 Select All 392
Randomizing characters 278 Hide Shape 413
Insert Text 406 Select Connected 392
Rotating character views 293 Select Inverse 392
Shirt 287 Lower Shape 407
Lower to Back 407 Select None 392
Style Tab 288 Undo 389
Walk Cycles 289 Peak 406
Raise Shape 407 Effects Tutorials 275
Checker Selection 262 Email Support 468
Colorizing 198 Raise to Front 407
Random Line Width 406 Embedded script files 199
Color Points 83 Eraser Tool 54
Color Swatch 260, 261 Reset All Points 414
Reset Line Width 406 Export as Version 9 File 346
Compositing Effects 194 Exporting
Content Folder Reset Points 414
Show All Shapes 414 Still images 380
Creating 16 Eyedropper 153
Maintaining 269 Smooth 406
Snap to Grid 406 Eyedropper Tool 73
Content Paradise 16
Crayon Trace Image 407
Fill effects 245 Draw Shape Tool 47
Draw Tools 32
F
Create Shape Tool 65
Credits 438 Drop Shadow 244 Facing a camera 200
Crop 157 File formats

Index
485 Anime Studio Pro 11
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.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

L Masking Tab 208


Motion Blur Tab 206
M
Layer blending 201 Note Tab 227 Magnet Tool 51
Layer blur radius 195 Particles Tab 224 Manipulate Bones Tool 93
Layer Colors 188 Physics Tab 228 Markers
Layer Comps 187 Shadows Tab 202 Fine-tuning 161
Renaming 188 Switch Tab 223 Masking
Layer Effect Channels 316 Vectors Tab 214 Tips and Tricks 209
Layer List 183 Layer Shading 204 Media Support 480
Layer Motion Channels 316 Layer Shadows 203 Writing presets 481
Layer opacity 195 Layers Window 183 Merge alpha 251
Layer Referencing 189 Shortcuts 476 Merge Strokes 47
Layers Layer Toolbar 185 Morphs
3D 131 Layer Tools 136 Creating 337
Aligning 115 Layer Types 113 Motion Graph 329
Animated effects 193 Legacy Effects 246 Mouse Shortcuts 477
Changing settings 185 Library 263 In Angle knobs 477
Colorizing 198 Adding items to Favorites 269 In numeric fields 477
Copying and pasting 185 Adding items to scene 269 Timeline Scrubbing 477
Creating new 186 Adding items to the Library 270 Workspace Navigation 477
Deleting 186 Categories 264 Move Layer Tool 136, 140, 144
Duplicating 186 Controlling appearance 265 Multi-Brushes 252
Hiding 193 Creating new folders 269 Creating 254
Naming 193 Creating subfolders 270 Multiple Document Support 341
Patch 132 Deleting items 271 Multiple layers
Rendering off 193 Deleting items from library 269 Editing 190
Reordering 185 Detail Options 268 Multi-touch support 478
Settings 186 Displaying and hiding 268
Types 185 Display Options 265
Layer Selector 146 Favorites Tab 273 N
Layer Settings Library Tab 263
3D Options Tab 225 List Options 267 Noise Tool 60
Bones Tab 230 Loading items 268 Note Layers 129
Depth Sort Tab 217 Saving items to library 269
Searching 272
General Tab 190, 192
Image Tab 219 Tree Options 266 O
Line Width Tool 73

Index
487 Anime Studio Pro 11
Users Manual

Offset Bone Tool 95 Product Comparison 458 Handheld Camera 432


Onion Skins 313 Project Settings 347 Orbit Camera 432
Orbit Workspace Tool 173 Draw
Origins 433
Offsetting 168 R Apply Sketchy Effect 433
Outline 196 Auto Weld 433
Ovals 48 Real-time Media connection 359 Polygon 433
Rectangles 48 Simplify Curve 433
Registration 16 Split Curve 433
P Render Option Configurations 385 Star 434
Render styles 350 Toggle Legacy Curves 434
Paint Bucket Tool 68 Reparent Bone Tool 94 Image 434
Pan/Tilt Camera Tool 171 Roll Camera Tool 171 Import Image Sequence 434
Pan Workspace Tool 172 Rotate Points Tool 40 Layer Effects 434
Particle Layers 126 Rotate Workspace Tool 173 Layer Trail 434
Particle Layer Tool 156 Rotating to face camera 200 Magic Lines 434
Particle-Only Channels 319 Rotating to follow path 199 Perspective Shadow 435
Patch Layers 132 Round End Caps 257 RT: Break Apart Shapes 435
Perspective Points Tool 58 Particle Effects 435
Photoshop
Exporting from 367 S Energy Cloud 435
Explosion 435
Importing files 363 Rain 435
Playback Buttons 179 Scale compensation 199
Scale Points Tool 39 Smoke 435
Point Reduction Tool 56 Snow 435
Points Scatter Brush Tool 57
Script Menu Commands Sparkles 436
Translating 37 Scripting Documentation 440
Poser Integration 359 Install Script 440
Scripts Menu Command Script Writing 436
Poser tool 154 Alert Test 436
Preferences 392 Other Popular Scripts 439
Scripts Menu Commands 431 Automation Test 436
Documents Tab 394 Error Test 436
Editor Colors 402 3D 431
Auto-Scale 431 List Channels 436
General Tab 393 Load Data File 436
GUI Colors 403 Cube 432
Rotate X 432 Print Globals 437
Layers/Objects Tab 396 Print Moho API 436
Timeline Tab 398 Rotate Y 432
Rotate Z 432 Print Test 437
Tool Layout Tab 401 Sound 438
Tools Tab 399 Torus 432
Camera 432 Bone Audio Wiggle 438

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

Enable Onion Skins 443 Zoom In 441


Grid Settings 442 Zoom Out 441
Reset 441 Zoom Workspace Tool 172
Select Tracing Image 443
Show 3D Axes 442
Show Output Only 442
Stereo 445
Timeline Channels 443
Video Safe Zones 442
Visibility in rendering 194

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

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