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Anime Studio Pro 9 Users Manual

The document is the user manual for Anime Studio Pro 9, detailing its features, tools, and functionalities for creating 2D animations. It includes sections on new features, system requirements, and tutorials for getting started, as well as a comprehensive table of contents. The manual also addresses demo limitations and provides technical support information for users.

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smartvwego
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
52 views375 pages

Anime Studio Pro 9 Users Manual

The document is the user manual for Anime Studio Pro 9, detailing its features, tools, and functionalities for creating 2D animations. It includes sections on new features, system requirements, and tutorials for getting started, as well as a comprehensive table of contents. The manual also addresses demo limitations and provides technical support information for users.

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
You are on page 1/ 375

REV November 27, 2012

ii Anime Studio Pro 9


Users Manual

Contents Scatter Brush


Delete Edge
37
38
Curvature39

Welcome1 Perspective Points 40


Shear Points 41
Chapter 1: Introduction 2 Bend Points 42
Demo Limitations 2 Noise42
New Features in Anime Studio 9 2 Chapter 4: Fill Tools 44
Other Notable New Features 3 Select Shape 44
System Requirements 5 Create Shape 45
Getting Started 6 Paint Bucket 47
Creating a Content Folder 7 Delete Shape 52
Chapter 2: License 9 Eyedropper52
End User License Agreement and Limited Warranty 9 Line Width 53
Hide Edge 54
Anime Studio Tools 19 Stroke Exposure 55
Curve Profile 56
Chapter 3: The Draw Tools 20
Working with Fills 59
Select Points 21
Chapter 5: Bone Tools 66
Translate Points 24
Select Bone 66
Scale Points 27
Translate Bone 68
Rotate Points 28
Scale Bone 69
Add Point 29
Rotate Bone 69
Freehand32
Add Bone 70
Draw Shape 34
Contents
Anime Studio Pro 9 iii
Users Manual

Reparent Bone 71 Rotate Layer XY 114


Bone Strength 72 Shear Layer 115
Manipulate Bones 73 Layer Selector 116
Bind Layer 73 Inserting Text and Word Balloons 116
Bind Points 74 Creating Word Balloons 122
Offset Bone 74 Chapter 8: Special Tools 124
Bone Physics 75 Poser124
Smart Bones 77 Switch Layer 126
Chapter 6: Layer Types 90 Particle Layer 126
Enhanced Layer Alignment Features 92 Image Masking 127
Vector Layers 93 Video Tracking 128
Image Layers 93 Chapter 9: Camera and Workspace Tools 139
Group Layers 94 Camera Tools 139
Bone Layers 95 Workspace Tools 141
Switch Layers 97 Rotate Workspace 142
Particle Layers 100
Note Layers 103
Anime Studio Windows 143
Audio Layers 103
Chapter 10: Anime Studio’s Main Window 144
3D Layers 104
Overview144
Patch Layers 105
Working Area 144
Chapter 7: Layer Tools 108
Toolbar145
Transformation108
Status Bar 147
Set Origin 111
Playback Buttons 147
Follow Path 111
Display Quality 147
Contents
iv Anime Studio Pro 9
Users Manual

Chapter 11: Layers Window 149 3D Conversion Thickness Field (20) 199
Overview149 Swatches199
The Layer List 149 Copy, Paste, and Reset Buttons 200
Layer Toolbar 151 Advanced Window Checkbox (26) 201
Using Layer Comps 152 As mentioned at the beginning of this chapter, this checkbox
Using Layer Colors 153 switches the style window between Basic and Advanced
views. The basic view minimizes the style window to some of
Chapter 12: Layer Settings 155
the options most used while animating. 201
General Tab 155
Chapter 14: The Library Window 202
Shadows Tab 162
Displaying the Library Window 203
Motion Blur Tab 165
Loading and Managing Items using the Library Icons 204
Masking Tab 166
Searching the Library 208
Vectors Tab 167
Favorites Tab 209
Depth Sort Tab 169
Using the Old Style Library 209
Image Tab 170
Chapter 15: The Character Wizard 212
Switch Tab 173
Using the Character Wizard 212
Particles Tab 174
Body Tab 215
3D Options 174
Face Tab 218
Note Tab 176
Movement Tab 221
Physics Tab 177
Clothing Tab 223
Chapter 13: Style Window 178
Style Tab 225
Shapes180
Designing a Character and Walk Cycle 226
Fills182
Making Your Character Walk 228
Stroke192
Rotating Your Character 360 Degrees 229
Applied Styles Drop-Down Menus 198
Designing Your Own Actions 233
Contents
Anime Studio Pro 9 v
Users Manual

Creating Content for the Character Wizard 235 Gather Media 270
Chapter 16: The Timeline Window 238 Project Settings... 271
Controlling Time 240 Import277
Navigating the Timeline with the Mouse 241 Poser Integration 281
Choosing an Interpolation Method 241 Import Notes and Tips 283
Choosing an Animation Interval 245 Photoshop Tips 284
Onion Skins 246 Preview288
Animation Channels 248 Exporting Movies 288
Working with Keyframes 251 Exporting Still Images (Anime Studio Pro only) 295
Sequencer255 Export OBJ 296
Motion Graph 257 Export POV 296
Chapter 17: Other Windows 260 Upload to YouTube 296
Audio Recording 260 Upload to Facebook® 296
Actions Window  261 Batch Export... (Anime Studio Pro only) 297
Quit298
Anime Studio Menus 268 Relaunch in (x)-bit Mode 298
Chapter 19: Edit Menu 299
Chapter 18: File Menu 269
Undo299
New269
Redo299
New from Template 269
Cut, Copy, Paste 299
Open...269
Clear299
Open Recent 269
Select All 299
Close269
Select None 299
Save270
Select Inverse 300
Save As... 270
Contents
vi Anime Studio Pro 9
Users Manual

Select Connected 300 Hide Controlled Bones 315


Preferences...300 Track Bone to Video 315
Chapter 20: Draw Menu 306 Freeze Pose 315
Insert Text... 306 Reset Bone 315
Snap to Grid 306 Reset All Bones 315
Reset Line Width 306 Chapter 22: Animation Menu 316
Random Line Width 306 Allow Frame Skipping 316
Peak306 Reset All Layer Channels 316
Smooth307 Set Layer Start Time 316
Raise Shape 307 Align Layer with Camera 317
Lower Shape 307 Select All Keyframes 317
Raise to Front 307 Rescale Keyframes... 317
Lower to Back 307 Copy Current Frame... 318
Trace Image 307 Add Keyframe 319
Hide Shape 312 Clear Animation 319
Show All Shapes 312 Track Layer to Video 320
Freeze Points 312 Nudge Physics Object 320
Reset Points 312 Mute Audio 321
Reset All Points 313 Restart Audio Track 321
Chapter 21: Bone Menu 314 Audio Level 321
Release Points 314 Chapter 23: Scripts Menu 322
Flexi-Bind Points 314 3D322
Release Layer 314 Camera323
Flexi-Bind Layer 314 Draw323

Contents
Anime Studio Pro 9 vii
Users Manual

Image324 Tools332
Layer Effects 325 Layers332
Other325 Timeline332
Particle Effects 325 Style332
Script Writing 326 Actions332
Sound328 Library333
Text328 Audio Recording 333
Visibility329 Blend Morphs 333
Warp329 Layer Settings 334
Other Popular Scripts 329 Poser Parameters 334
Scripting Documentation 329 Chapter 26: Help Menu 335
Chapter 24: View Menu 330 Tutorials335
Reset330 Help335
Direction330 Online Tutorials 335
Enable Grid 330 Welcome Screen 335
Grid Settings 330 Register Your Product 335
Disable Grid Snapping 330 Community Forums 336
Video Safe Zones 331 Technical Support 336
Show Output Only 331 Download Bonus Content Pack 336
Select Tracing Image 331 Online Video Gallery 336
Show Tracing Image 331 About Anime Studio Pro 336
Stereo331 About Scripts 336
Design Mode 331 Buy Content 336
Chapter 25: Window Menu 332 Check For Updates 336

Contents
viii Anime Studio Pro 9
Users Manual

Set Custom Content Folder 337 Upload Features 347


Open Custom Content Folder 337 Optimization Features 347
Appendix338 Appendix B: Technical Support 348
Appendix A: Product Comparison 339 User Manual 348
Feature Comparisons 339 Anime Studio on the Web 348
Window Menu 339 Anime Studio Discussion Forum 348
Vector Drawing Features 340 Email Support 348
Vector Modifiers 341 Appendix C: Acknowledgements 349
Fill Features 341 Artist Acknowledgements 349
Fill Modifiers 341 Appendix D: Anime Studio Shortcuts 352
Bone Features 341 How to Work Quickly in Anime Studio  352
Layer Modifiers 342 Menu Shortcuts 352
Layer Types 342 Keyboard Shortcuts 354
Camera Features 343 Mouse Shortcuts 357
Workspace Features 343 Multi-touch Support 359
Timeline Features 343 Index361
Action Features 344
Style Features 344
Preferences344
Content345
Scripts345
View345
Import346
Export Formats 346

Contents
Anime Studio Pro 9 1
Users Manual

Welcome


2 Anime Studio Pro 9
Users Manual

Chapter 1: Introduction Demo Limitations


If you haven’t purchased a copy of Anime Studio, then the
Anime Studio is a complete animation system for creating program will be running in demo mode. While in demo mode,
2D anime and cartoons. This document is the user’s manual, Anime Studio still allows you access to all features of the
containing useful information to get you started, as well as a program. Anything you can do in the full version you can do in
detailed reference to all of Anime Studio’s features. the demo. Also, any files you create with 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 in Chapter The demo version has just three limitations: First, you can only
1 of the Tutorial Manual. Choose Help > Tutorials to open run the demo version of Anime Studio for 30 days. Second,
the manual in PDF format. This section will give you a quick you cannot import any external file formats including images
overview of how Anime Studio works, and what you can do with and movies. Third, you cannot export your animations to other
it. Even if you’ve used Anime Studio in the past, you might want formats (QuickTime, AVI, Flash, etc.).
to give the tutorials a quick read to see what’s changed in this
To purchase Anime Studio, go to http://store.smithmicro.com/.
version.
If you’ve been using Anime Studio for a while now, and you want
more information on some specific feature or interface element, New Features in Anime Studio 9
choose the section that interests you from the table of contents.
• Editable Motion Graphs: The single most requested feature
Finally, if you’re having a problem that just isn’t answered in this
that our users have been asking for is finally here! Get
document, please see “Appendix B: Technical Support” on page
maximum control of your animation with Editable Motion
348. We want to do everything we can to make using Anime
Graphs. You can now edit motion curves with Bezier handles
Studio a fun and productive experience.
directly instead of relying on tweening, ease-in and ease-out.
See “Motion Graph” on page 257 for more information.

• Smart Bones: Smart Bones is a revolutionary enhancement


to deformations around joints and bones. This feature will
Chapter 1: Introduction
Anime Studio Pro 9 3
Users Manual

reduce distortion around your character’s joints - specifically


Other Notable New Features
around knees and elbows. But it has so many other uses
including setting up bones as control levers. See “Smart
• 64-Bit Architecture: Anime Studio 9 Pro is now a 64 bit
Bones” on page 77.
application! Improvements in speed and memory will be
• Enhanced Timeline: Increase your productivity with the noticed by all those who use 64 bit machines.
enhanced timeline. Major improvements include navigation
• Graphics Processing Unit (GPU) Acceleration: Improve
changes, key frame changes and enhanced interpolation
rendering speeds and preview performance. As well, get
intervals. See “Chapter 16: The Timeline Window” on page
maximum usage of your graphics card with Anime Studio
238 for more information.
Pro. The setting to enable or disable this option is located
• Improved Onion Skins: Onion skins within Anime Studio in the Preferences dialog, as described in “Options Tab” on
9 Pro have been completely redesigned and now include page 300.
transparencies to help you tweak your animation exactly
• Transform Layer tool: The translate, scale and rotate tools
how you want to. See “Onion Skins” on page 246 for more
have been combined into one super tool! The Transform
information.
Layer tool will increase your productivity and decrease your
• Keyframe Editing: Speed up your workflow with need to select multiple tools! See “Transformation” on page
improvements to Key Frame Editing. You can now double 108.
click on the timeline to add key frames. Single or several
• Workflow Improvements: General improvements to
key frames can now be moved past each other. Scale your
specific tasks that will help users from having to repeat
key frames vertically on the motion graph and apply relative
tedious tasks.
key frame changes. For more information on keyframes and
keyframe editing, see “Working with Keyframes” on page • Scripting Enhancements: More scripting access and
251. control. Updates include keyup and keydown detection,
non-modal and floating windows, more GUI widgets such as
sliders, scroll-bars, side-on dials, radial dials, etc.

Chapter 1: Introduction
4 Anime Studio Pro 9
Users Manual

• Character Wizard Update: New enhanced content replaces • Undo/Redo Update: Undo/Redo layers now too.
old content. See “Chapter 15: The Character Wizard” on
page 212. • Key Frame Hold Duration: Hold the duration of a
particular key frame as long as you want. See “Hold
• Text Input Enhancement: Text input allows for greater Durations” on page 254.
flexibility in specifying font, line width, color, kerning, and
more. See “Inserting Text and Word Balloons” on page • Texture Budget: If you are working on a project that has
116. many images and you start to run out of memory, Anime
Studio will automatically downsize your images. This allows
• Word Balloons: Use built-in word balloons in your you to work with more images, and ensures that you don’t
animations. See “Inserting Text and Word Balloons” on run out of memory.
page 116.
• Colored Layers: Assign colors to layers in the layers palette,
• Line Width Tool: Adjust thickness of line width with more helping you keep track of layers that relate to each other in
control. Magnet mode allows you to adjust and influence some way. See “Using Layer Colors” on page 153.
multiple points on a line. See “Line Width” on page 53.
• Colored Keyframes: ,Assign colors to keyframes in the
• Wacom Multi-Touch: Wacom Multi-Touch features timeline, to help keep track of animation sequences that
now available for Touch based Cintiqs. See “Multi-touch relate to each other. See “Coloring Keyframes” on page
Support” on page 359 253.

Zooming in and out of the canvas with the mouse • Documentation: New styles documentation (see “Chapter
wheel, or with the touch ring on Wacom tablets, 13: Style Window” on page 178), short-cut key additions
has been improved. (see “Appendix D: Anime Studio Shortcuts” on page 352)
and general updates to the documentation.

• Layer Comps: Export multiple layers individually with one


click. See “Using Layer Comps” on page 152.

Chapter 1: Introduction
Anime Studio Pro 9 5
Users Manual

System Requirements Macintosh

• Poser 7 or later needed to import Poser scenes.


Windows
The Poser SDK has been updated to work with
• Windows XP, Vista, 7 or 8 (64-bit OS required for 64-bit Poser 9 and Poser Pro 2012
installation)

Anime Studio Pro is compatible with 64-bit Macintosh


Windows operating systems and can be installed
as a 32-bit or 64-bit application.
• Mac OS X 10.6, 10.7 or 10.8 (64-bit OS required for 64-bit
installation)
• 1 GHz Intel Pentium or equivalent
Anime Studio Pro is compatible with 64-bit
• 512 MB RAM minimum Windows operating systems and can be installed
as a 32-bit or 64-bit application.
• 1.25 GB (Universal) or 650 MB (32-bit) free hard disk space
minimum
• 1.5 GHz Intel Processor or above
• 16 bit color display or above; 1024x768 resolution minimum
• 512 MB RAM minimum
• CD-ROM drive (physical version only)
• 700 MB free hard disk space minimum
• Internet connection for Content Paradise and video tutorials
• 16 bit color display or above; 1024x768 resolution minimum
• Windows® Internet Explorer® 8 or newer
• CD-ROM (physical version only)

• Internet connection for Content Paradise and video tutorials


Chapter 1: Introduction
6 Anime Studio Pro 9
Users Manual

• Poser 7 or later needed to import Poser scenes. products. You can also navigate to this page by choosing the
Help > Register Your Product command from the Anime
The Poser SDK has been updated to work with Studio menu.
Poser 9 and Poser Pro 2012
• ContentParadise.com: Opens your Web browser to the
Content Paradise home page, where you can order content

Getting Started for Anime Studio and other Smith Micro software products.
You can also navigate to this page by choosing the Help >
Buy Content command from the Anime Studio menu.
After you install Anime Studio, you might want to familiarize
yourself with the many features contained in the program.
• Don’t Show This Again: Choose this command to prevent
When you start Anime Studio, a splash screen presents the the splash screen from opening each time you start Anime
following options: Studio.

• Introductory Tutorial: Opens the Tutorial Manual, which


you can also open using the Help > Tutorial Manual
command from the Anime Studio menu.

• Bonus Content Pack: Opens your Web browser to the


Content Paradise web site, specifically to the Anime Studio
bonus content page. A Content Paradise 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
Chapter 1: Introduction
Anime Studio Pro 9 7
Users Manual

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. In addition, the support files for
the Tutorial manual can also be found in the Custom Content
folders.

Choosing a content folder.

The choices are as follows:

• Never: Choose this option if you do not want to set up a


folder, and no longer want to receive this prompt when you
Splash Screen start Anime Studio.

• Not Now: Choose this option if you want to set up the folder
at a later time. You will be prompted with this dialog the
Creating a Content Folder next time you start Anime Studio.

When you first start Anime Studio, you will be asked if you If you choose to never show the dialog that
want to create a folder to store your custom content. After prompts you to create a content folder, you can
the content folder is created, a hierarchy of folders appears choose the Help > Set Custom Content Folder
beneath it. Any content stored in these locations will appear in command at any time to specify a content folder
the “My ...” folders in the Librarty (such as “My Characters” in location.

Chapter 1: Introduction
8 Anime Studio Pro 9
Users Manual

• Choose: Select this option to browse to the folder that you


want to use for your Anime Studio content. After you select/
create the folder, choose OK.

Chapter 1: Introduction
Anime Studio Pro 9 9
Users Manual

Chapter 2: License 1. General


You agree to use the Software, Documentation and Content only
Anime Studio Pro 9 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 maintains an ongoing EULA
End User License Agreement and enforcement program. Violation of any provision of this EULA

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

Chapter 2: License
10 Anime Studio Pro 9
Users Manual

for sale, distribution, public display, or public performance; media or electronic media. “Software” means to also include
(c) creating materials for use with either Restricted Content or any upgrades, updates, bug fixes or modified versions or backup
Other Content; (d) creating rendered animations or rendered copies of the Software supplied to you by SMSI or an SMSI
still images based on Restricted Content contained with the authorized representative or agent (whether or not for a fee).
“Character Wizard” feature of the Software; or (e) creating
“Unrestricted Content” means Content included with or part of
characters or props based on Restricted Content in proprietary
the Software that is specifically identified in the Documentation
file formats (meaning, MOHO, ANME and any subsequent/
or listed in this EULA as Unrestricted Content. This version of
compressed formats), where the original (or modified) art,
the Software contains no Unrestricted Content.
texture or other Restricted Content files are not distributed with
such characters or props.
“Other Content” means Content that is not Restricted Content or
3. Software License
Unrestricted Content. Other Content may be subject to license
A) Subject to the terms and conditions of this EULA and your
terms imposed by the Other Content’s original creator.
payment of the license fee, SMSI grants you a limited, personal,
“Restricted Content” means all Content included with or part nontransferable and non-exclusive license (without right to
of the Software that is not Unrestricted content, including sublicense): (i) to use a single copy of the Software (except as
without limitation mesh objects (geometry) in any format, files expressly permitted in the Documentation) solely for your own
in proprietary file formats (meaning, MOHO, ANME, and any internal use on a single computer (as set forth in Subsection E
subsequent/compressed formats), images, materials, texture, below of this Section 3) either loaded in the temporary memory
transparency maps, Documentation, vector-based content, and (i.e., RAM) of a computer, or installed on the permanent
SMSI’s proprietary data. Except as otherwise expressly permitted memory of a computer (e.g., hard disk and compact disk) or,
by this EULA, Restricted Content extracted or exported from the on a temporary basis, on a backup system if such equipment
Software remains Restricted Content. Except as authorized in is inoperative, consistent with the limitations specified or
this EULA, Restricted Content may only be used exclusively on referenced in this EULA and the Documentation; (ii) to use the
one (1) computer. Documentation provided with the Software in support of your
authorized use of the Software; and (iii) to copy the Software
“Software” means the SMSI computer software and associated
to make one (1) archival copy of the Software for your personal
files (e.g. Content) delivered via the accompanying physical
archival or backup purposes, and to make sufficient number of
Chapter 2: License
Anime Studio Pro 9 11
Users Manual

copies for Legitimate Uses or the intended use described in the (and any derivative works thereof) and the Documentation (and
Documentation, provided that all titles and trademark, copyright any derivative works thereof) other than those rights expressly
and restricted rights notices are reproduced on all such copies. granted under this EULA. Without limiting the generality of
Any other uses of the Software, including without limitation the the foregoing, SMSI, Lost Marble, Inc. and/or their respective
Software interface, other than those granted in this EULA must licensor(s) retain all title, ownership, interest and rights in and
be expressly pre-approved by SMSI in writing. to the patent, copyright, trademark, trade secret and any other
intellectual property rights in the copy of the Software contained
B) The Software is protected by copyright and other intellectual
on your archival media, and all of the terms of this EULA apply
property laws and international treaties. As an express condition
to such archival copy as if it were the original SMSI-produced
of this EULA, you must reproduce on the backup copy the SMSI
copy of the Software that was furnished to you when you paid the
copyright notice in the following format: “(C) 2004-2010 Smith
licensing fee.
Micro Software, Inc.” This express condition extends to any
further updates, software patches, or bug fixes made available D) Portions of the Software include third party software
to you by SMSI, whether distributed on floppy disk, compact and other copyrighted material (collectively, “TPS”).
disk, or in an electronic format via download, BBS, forum, FTP, Acknowledgements, licensing terms, restrictions and disclaimers
e-mail, etc. of such TPS are contained in the “About Box” of the Software and
your use of such TPS is governed by such respective terms. Any
C) The Software (not including the media on which the
terms of this EULA that differs from the terms of any TPS are
Software may be provided) is licensed to you, not sold. You
offered by SMSI alone, and not by any other licensor.
expressly acknowledge that SMSI, Lost Marble, Inc., and/
or their respective licensor(s) have a valuable proprietary E) Except as otherwise expressly permitted in the
interest in both the Software and the Documentation. All title, Documentation, you will only use the Software on a single
ownership, interest and rights in and to the patent, copyright, computer, meaning that you must treat the Software “like a
trademark, trade secret and any other intellectual property book.” “Like a book” means that the Software may be used
rights in the Software (and any derivative works thereof) and by any number of people and may be freely moved from one
the Documentation (and any derivative works thereof) not computer to another so long as no possibility exists of the
expressly granted to you by this EULA remain with SMSI, Lost Software being used at more than one computer simultaneously.
Marble, Inc. and/or their respective licensor(s). You do not More than one person at a time cannot read the same copy of a
acquire any other rights, express or implied, in the Software book, and this restriction applies to the SMSI.
Chapter 2: License
12 Anime Studio Pro 9
Users Manual

4. Restrictions B) You, your employees, and/or authorized agents must protect


the Software’s confidentiality and act to enforce your obligations
A) You will not, and will not permit any third party to, use, copy, under this EULA. You cannot distribute or otherwise make
modify, derive, or transfer the Software or Documentation, the Software or Documentation available to any third party
or any copy, modification, derivation, or merged portion via any means whatsoever, public or private, for any purpose,
thereof, in whole or in part via any means or for any purpose commercial or not, unless explicitly allowed by this EULA.
whatsoever except as expressly permitted in this EULA or the
C) You assume full responsibility for your selection of the
Documentation. You will not, and will not permit any third
Software to achieve your intended results and for the installation,
party to, modify, adapt, translate, rent, lease, loan, resell for
use, and results you obtain from the Software. SMSI has
profit, or create derivative works based upon the Software or
no obligation to provide support, maintenance, upgrades,
any part thereof. The Software contains trade secrets in its
modifications or new releases under this EULA.
human readable form and, to protect them, you will not, and
will not permit any third party to, reverse engineer, decompile,
disassemble, or otherwise reduce the Software to any human 5. Content License
readable form without the express prior written consent of SMSI
or except to the extent expressly permitted by applicable law. You A) Subject to the terms and conditions of this EULA and your
will not relicense, sublicense, rent, lease, or lend the Software for payment of the license fee, SMSI grants you a limited, personal,
third-party training, commercial time-sharing or service bureau nontransferable and non-exclusive license (without the right to
use. You will not, and will not permit any third party to, debug, sublicense):
bypass, circumvent or defeat any security features of, or interfere
1) To reproduce, prepare derivative works based upon,
with the normal functionality and operation of the Software for
distribute, publicly display and publicly perform the
any reason whatsoever without the express prior written consent
Unrestricted Content for any lawful purpose other than
of SMSI or except to the extent expressly permitted by applicable
to create a product which is intended to compete with
law. If the Software is an upgrade to a previous version of the
the Software or to create new content which is intended
Software, you must possess and maintain a valid license to such
to compete with the Restricted Content.
previous version in order to use the upgrade.

Chapter 2: License
Anime Studio Pro 9 13
Users Manual

2) To prepare derivative works based upon the Content or any copy, modification, derivation, or portion
Restricted Content solely for Legitimate Uses and lawful thereof, in whole or in part via any means or for any purpose
uses. whatsoever, except as expressly permitted in this EULA or the
Documentation.
3) To reproduce, prepare derivative works based upon,
distribute, publicly display, and publicly perform E) You expressly acknowledge that SMSI, Lost Marble, Inc. and/
content you create using Restricted Content, provided or their respective licensor(s) have a valuable proprietary interest
that such use of Restricted Content shall be solely for in the Restricted Content and the Unrestricted Content. All title,
Legitimate Uses and lawful uses. ownership, interest and rights in and to the patent, copyright,
trademark, trade secret and any other intellectual property rights
B) Notwithstanding the foregoing, nothing shall limit SMSI’s in the Restricted Content (and any derivative works thereof) and
right to independently create, develop, own, market, distribute, the Unrestricted Content (and any derivative works thereof) not
license, sublicense, import, export, sell, or otherwise exploit any expressly granted to you by this EULA remain with SMSI, Lost
content or materials similar to any derivative works based upon Marble, Inc. and their respective licensor(s). You do not acquire
the Content. any other rights, express or implied, in the Restricted Content
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Chapter 2: License
14 Anime Studio Pro 9
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Chapter 2: License
16 Anime Studio Pro 9
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Chapter 2: License
Anime Studio Pro 9 17
Users Manual

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Version: 20110518-AnimeStudio/AnimeStudio

Chapter 2: License
Anime Studio Pro 9 19
Users Manual

Anime Studio
Tools

Chapter 2: License
20 Anime Studio Pro 9
Users Manual

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

Tools 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 mouse over a tool, a
Reset tool options.
tooltip will appear with the name of the tool if you need a quick
reminder. Also, most tools have a shortcut key that can be used
When drawing with the draw tools, you can manually choose
to activate them. If a tool has such a shortcut, this will show up in
to use legacy curves (such as those used in Anime Studio 6 and
the tooltip as well.
earlier) in the Layer Settings dialog. Select the layer you want to
If a tool has the following symbol next to it: , then it can be change in the Layers window, and open the Layer Settings dialog
used for animation - using the tool at different frames in the to the Vectors tab. Check the Legacy Curves option to use the
timeline will cause the object you adjust to change over time. old method of rendering 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.

Chapter 3: The Draw Tools


Anime Studio Pro 9 21
Users Manual

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.

Chapter 3: The Draw Tools


22 Anime Studio Pro 9
Users Manual

• 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.

Select Points • Flip Vertically: Click this button to flip vertically.

Using the Select Points Tool


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

Chapter 3: The Draw Tools


Anime Studio Pro 9 23
Users Manual

Selection methods Different methods of point selection (SWF file)

Below is a short movie clip showing the different ways to select Modifier keys:
points using the Select Points tool.
• By holding the Shift key, you can extend a selection.
Otherwise, you will always start a new selection when using
this tool.

• Holding the Alt key will prevent this tool from selecting
curves or shapes when you click on them (sometimes when

Chapter 3: The Draw Tools


24 Anime Studio Pro 9
Users Manual

things get crowded it’s hard not to click on a shape by


accident).

• If you hold down the Ctrl key (Windows) or Cmd key (Mac),
this tool will work in lasso style. (You can also 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 299. Translate Points
The currently selected points may be deleted by pressing the
Delete or Backspace keys. 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 object will move.
Translate Points However, if you only select some of the points, then you’ll end up
distorting the object (which can be very useful). In the pictures
Shortcut: T
below, the selected points are highlighted in red. Notice the effect
The Translate Points tool is used to move a group of of using the Translate Points tool on these points.
selected points. It operates only on the currently selected
points, unless fewer than two points are selected - then it
operates on the nearest point to where you clicked.

Chapter 3: The Draw Tools


Anime Studio Pro 9 25
Users Manual

Top circle fully selected. Bottom circle partially selected After translation

Holding the Shift key while using the Translate Points tool
will constrain the selected points to only move vertically or
horizontally.
The Translate Points tool can also be used in conjunction with
Anime Studio’s welding feature. The steps differ depending
on whether the Auto Weld option in the toolbar is enabled or
disabled:

Chapter 3: The Draw Tools


26 Anime Studio Pro 9
Users Manual

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


the Translate 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 first point on top of the second, press the
spacebar to weld them together into one point.

• When Auto Weld is on: Anime Studio can automatically


weld points for you. Only the endpoint of a curve can be
automatically welded. 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

Using Translate Points and auto-weld (SWF file)

Nudging: When the Translate Points tool is active, you can nudge
the selected point(s) 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
point(s) by a greater increment.

Chapter 3: The Draw Tools


Anime Studio Pro 9 27
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Translate Points Tool Options • Shape Select: With this option checked, you can click the
fill of a shape to select its points. Uncheck the option to
prevent this from happening.

• Flip Horizontally: Click this button to flip horizontally.


Translate Points options
• Flip Vertically: Click this button to flip vertically.

• Select Group: Used to select a group that was previously


created with the Select Points tool. Scale Points
• Position X: Allows you to numerically enter a value for the Shortcut: S
X coordinate.
The Scale Points tool operates on the currently selected
• Position Y: Allows you to numerically enter a value for the group of points. Two or more points must be selected to
Y coordinate. use this tool.
When this tool is active, a red box will appear around the
• Reset: If pressed at Frame 0, resets a layer back to its
currently selected group of points. The handles around the edges
default value. If pressed at any other frame, resets the layer
of this box allow you to resize the points. Drag a corner handle in
to the value or values set at frame 0.
and out to scale the points while maintaining their proportions.
• Auto Weld: When checked, automatically welds a new point Drag one of the side handles to change the horizontal scale, or
to an existing point. The existing point is highlighted when the top or bottom handle to change the vertical scale.
the mouse hovers over a point that can be welded. If you hold the Alt key while dragging a side handle, Anime
Studio will resize the selected points in such a way to maintain
• Auto Fill: When checked, automatically fills a closed shape the overall volume of the object - this can be useful for squash
when you create it. and stretch.

Chapter 3: The Draw Tools


28 Anime Studio Pro 9
Users Manual

• Modify: Click to apply the values entered in the Scale X and


Scale Y fields

• 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.

• Shape Select: With this option checked, you can click the
fill of a shape to select its points. Uncheck the option to
prevent this from happening.
Scale Points
• Flip Horizontally: Click this button to flip horizontally.

• Flip Vertically: Click this button to flip vertically.


Scale Points Tool Options

Rotate Points
Shortcut: R
Scale Points options
The Rotate Points tool also operates on the currently
selected group of points. Two or more points must be
• Select Group: Used to select a group that was previously
selected to use this tool. Click near the outer boundary of the
created with the Select Points tool.
selected group of points. Next, drag the mouse in a circle around
• Scale X: Allows you to enter a numeric value for scaling the selection to rotate the points. Holding the Shift key while
along the X axis. using the Rotate tool will constrain the rotation to 45 degree
increments.
• Scale Y: Allows you to enter a numeric value for scaling
along the Y axis.

Chapter 3: The Draw Tools


Anime Studio Pro 9 29
Users Manual

• 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.

• Shape Select: With this option checked, you can click the
fill of a shape to select its points. Uncheck the option to
prevent this from happening.

• Flip Horizontally: Click this button to flip horizontally.

Rotate Points • Flip Vertically: Click this button to flip vertically.

Add Point
Rotate Points Tool Options
Shortcut: A
The Add Point tool is what you use to draw most curves in Anime
Studio. Just click and drag in the working area of the main
Rotate Points Options window to create a new curve segment. There are four variations
to using the Add Point tool - they differ in where the original
click takes place.
• Select Group: Used to select a group that was previously
created with the Select Points tool.

• Rotation: Allows you to enter a numerical value for rotation.

• Modify: Click to apply the value entered in the Rotation field

Chapter 3: The Draw Tools


30 Anime Studio Pro 9
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Add Point

The first way to use this tool is to click in empty space and drag -
this will start a new curve.
The second technique is to click on the end of an existing curve to
add another segment to that curve.
Third, click on a curve segment to add a point there, then drag it
to the final desired position. Uses of the Add Point tool

Finally, click on a curve midpoint to add a new branching curve


The Add Point tool can also be used to weld two points. Click and
that is welded to the existing point. Each of these uses of the Add
drag in one of the ways described above to add a new point.
Point tool is shown below.
Drag the new point on top of an existing point. If Auto Weld is
enabled the new point will weld to the existing point. If Auto
Weld is off, press the spacebar before releasing the mouse. An
example is shown below. (This works just like the Translate
Points tool, above. Read about that tool for more details on
welding.)

Chapter 3: The Draw Tools


Anime Studio Pro 9 31
Users Manual

Closing a curve Using the Add Point tool (SWF file)

To prevent the Add Point tool from adding on to an existing


curve regardless of where you click, hold the Alt key to force the Add Point Tool Options
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

Chapter 3: The Draw Tools


32 Anime Studio Pro 9
Users Manual

• Select Group: Used to select a group that was previously lines. You can also use the Translate Points tool to modify the
created with the Select Points tool. result, delete unnecessary points, and weld points together. If
you have a drawing tablet, the Freehand tool can also use the pen
• Auto Weld: When checked, automatically welds a new point pressure from your tablet to control the thickness of the lines you
to an existing point. The existing point is highlighted when draw.
the mouse hovers over a point that can be welded.
The Freehand tool has been enhanced, such that you don’t have
• Auto Fill: When checked, automatically fills a closed shape to draw shapes precisely while using the tool. If you cross a
when you create it. line, the new line automatically welds to the line that is crossed,
allowing you to quickly sketch out shapes without worrying
• Sharp corners: When checked, creates sharp corners when about stopping your stroke at precise locations. Later, you can
changing the angle of a line. When unchecked, creates use the Delete Edge tool to remove the hanging edges. For more
smooth transitions when changing the angle information about the Delete Edge tool, see “Delete Edge” on
page 38.
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.

Freehand
Freehand
Shortcut: F
The Freehand tool lets you draw complex shapes by just dragging
the mouse around. After using the Freehand tool, you will often
want to go back and use the Delete Edge tool to delete unwanted
Chapter 3: The Draw Tools
Anime Studio Pro 9 33
Users Manual

Freehand Tool Options • Freehand Options: Click this button to display the
following options

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


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

You don’t have to be concerned with ending a line ƒƒ Taper End: When checked, tapers the end of the line.
exactly on a point, or using the Translate Points ƒƒ Reset: If pressed at Frame 0, resets a layer back to its
tool to weld points together. Instead, sketch as you default value. If pressed at any other frame, resets the
normally would sketch with a pencil. Any lines that cross layer to the value or values set at frame 0.
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.

Click the Freehand Options button in the Options toolbar to


display the Freehand Tool options dialog. The options are as
follows:

Chapter 3: The Draw Tools


34 Anime Studio Pro 9
Users Manual

• Auto-stroke: When checked, automatically creates a stroke


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

• 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.

Draw Shape
Shortcut: E
The Draw Shape Tool provides a way to quickly draw commonly
used shapes: squares, ovals/circles, triangles, stars, arrows, and
spirals. Each of the shape options are shown later in this section.

Freehand options

• 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, the point at which they cross will
automatically be welded together when this option is on.

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

Chapter 3: The Draw Tools


Anime Studio Pro 9 35
Users Manual

Draw Shape Tool Options corners. There’s nothing special about rectangles 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 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 option to Oval
create a shape that has no outline.
The Oval tool is a shortcut for creating an oval shape. Just click
and drag to draw an oval. Hold the Shift key to constrain the
Rectangle
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 with the Add Point tool, but for a simple oval,
Rectangle this tool is quicker.

The Rectangle tool is a shortcut for creating a rectangular


shape. Just click and drag to draw a rectangle. Hold the 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

Chapter 3: The Draw Tools


36 Anime Studio Pro 9
Users Manual

Triangles Arrow

Triangles Arrow

The Triangle tool is a shortcut for creating a triangle shape. Just Click and drag to draw an arrow shape. Press the Shift key to
click and drag to draw a triangle. Hold the Shift key to constrain constrain the arrow to a horizontal or vertical line.
the shape to an equilateral triangle.

Spirals
Stars

Spirals
Stars
Click and drag to draw a spiral shape. The number of windings
The Stars tool is a shortcut for creating a star shape. Just click increase as you drag outward. By default the spiral radiates in a
and drag to draw a star. The star will be drawn from the upper clockwise direction from the center. Press the Alt key to create a
point of the star, and all five points of the star will be equal in counter-clockwise spiral.
size.

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Scatter Brush
The Scatter Brush allows you to spray shapes into your scene.
There are a number of preset shapes, or you can also copy any
shape to your clipboard and spray multiple copies of that shape
into your scene.
To use the Scatter Brush tool, try the following:
1. Copy a vector object into your clipboard, or select one of the
preset options from the Preset menu. Scatter Brush

2. Choose the vector layer that you want to paint into.

3. Set the Min and Max Width settings appropriately for the Scatter Brush Tool Options
scale of the objects.

4. Set other options in the Scatter Brush Options panel if you


want to increase or decrease variation in the angle, spacing,
Scatter Brush Options
or color of the objects you are spraying.

• Scatter Brush Options: Click this button to display the


following options

ƒƒ Angle Jitter: Specifies the maximum amount of angle


variation in the objects that you spray.

ƒƒ Spacing: Specifies the minimum amount of space


between the objects that you spray.

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ƒƒ Color Jitter: Specifies the maximum amount of color You can use the Delete Edge tool to delete unwanted lines. For
variation for the objects that you spray. example, you can use the Freehand tool to quickly sketch out
shapes, and the Freehand tool will automatically weld crossed
ƒƒ Flip X: Check this option to flip the objects being
lines together as you draw. You can then later clean up the shapes
sprayed along the X axis.
by deleting unwanted hanging lines with the Delete Edge tool.
ƒƒ Flip Y: Check this option to flip the objects being
sprayed along the Y axis. If the edge you delete makes up part of the outline
of a fill shape, that shape will also be deleted.
• Preset Menu: Click the Preset menu to choose from a
number of different presets that you can spray into your
The Delete Edge tool is also useful when used in
scene. If you choose Use Clipboard, the Scatter Brush tool
conjunction with the Freehand tool. Due to the
sprays the contents of your clipboard into the scene.
improved welding capabilities of the Freehand tool, you
• Min Width and Max Width: Sets the minimum and can freely sketch a character without having to worry
maximum width of the objects that you spray. If you want all about exact placement of lines. Any lines that cross will
of the objects to be the same size, set both values the same. be welded together. You can then use the Delete Edge tool
Higher values create larger objects. to remove unwanted straggling ends, simply by clicking
on them with the Delete Edge tool.

Delete Edge
Shortcut: D
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.
Delete Edge
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Curvature • Select Group: Used to select a group that was previously


created with the Select Points tool.
Shortcut: C
• Peak: Creates a peaked (or hard) transition between the
This tool works on the currently selected points, or on the curves at the point that you click.
nearest point if less than two points are selected. It
adjusts the level of smoothness of the curves passing through the • Smooth: Smooths the transition between the curves at the
selected points. Drag to the left to make the curves less smooth, point that you click.
and drag to the right to make the curves rounder.
Magnet
Shortcut: X
The Magnet tool is similar to the Translate 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
Curvature click will move the most. (The 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
Curvature Tool Options example, the Freehand tool can create curves with many points -
the Magnet tool can then move them around smoothly. Imported
Adobe Illustrator files and text objects can also be sources of
many control points.

Curvature Options

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Perspective Points
Click and drag side-to-side to add horizontal perspective
to the selected group of points. Click and drag up and
down to add vertical perspective to the selected group of points.
Although Anime Studio is not a 3D program, the effect of this
tool is similar to rotating the points around a vertical 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 true 3D rotation, you
Magnet should use the Rotate Layer Y tool to apply true 3D perspective
to a layer.

Magnet Options

Magnet Tool Options


Perspective Points
• Magnet Radius: Sets the radius of the magnet.

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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, or slant Shear Points Options
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 should be placed,
and what fill and line styles to use. Reset tool options.

The drawings created with Draw tools are only guides. As far as
Anime Studio is concerned, they’re invisible and they won’t show
up in the final rendered output. That’s where Fill tools come in. Select Shape
Draw tools define the shape of objects, while Fill tools define
the appearance of those objects. Of course, you’re always free Shortcut: Q
to switch back and forth between any of Anime Studio’s editing This tool is used to select an existing shape - either a fill or an
tools at any time. outline. Just click on the desired shape and it will be selected.
At that point, you can press the Delete or Backspace keys
Anime Studio has a smart tool palette, which
to delete the shape, adjust its properties in the Style Window
shows and hides tools based on their need. The
(see “Chapter 13: Style Window” on page 178), or change its
position of the tool shown in the screenshots may differ,
stacking order using the fill modifiers described below.
depending on the selected layer in the Layers palette,
and the current time in the timeline. 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
Click the tool icon in the properties bar to display
to select the next shape lower down at the point you clicked the
a submenu. Choose Reset Tool to reset the current
mouse. Hold Ctrl/Cmd and press the up arrow key to select the
tool to its default settings. Choose Reset All Tools to reset
next shape higher in the stacking order at that same point.
all tools to their default settings.

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Using the Create Shape tool, select all the points that form the
outer border of the shape you wish to create. If you select a
set of edges that completes an enclosed shape, a highlighted
checkerboard will show you the extent of the region you are
creating. Otherwise, you will just see a highlighted outline on the
selected edges.
When you have the desired region selected, press the spacebar or
press the Create Shape button in the status bar to actually create
Select Shape Tool
a shape from the selected edges. The Style Window (see “Chapter
13: Style Window” on page 178) can now be used to choose
the shape’s color, line width, style, etc. This is a very important
Create Shape step - until you press the spacebar or use the Create Shape
button, you are only preparing the selection. A shape is only
Shortcut: U created when the spacebar or button is pressed.
The Create Shape tool is used to select a region to be filled with The picture below shows a selection in progress using the Create
color, or a set of edges to be drawn as an outline. It operates Shape tool. Note that the figure on the left is not filled with a
exactly like the Select Points tool described in “Select Points” on checkerboard because its border points are not all selected. The
page 21. 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.

Create Shape Tool


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Selecting the curves to make up a shape The two resulting shapes

The next figure shows the result of pressing the spacebar to After creating a shape, if you decide that you only want a fill,
actually create the two shapes that were being prepared in the and not an outline, you can uncheck the Stroke box in the Style
figure above. window. Similarly, uncheck the Fill box in the Style window to
make your shape have only an outline, and no fill color.

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Tool Options shape must be completely closed in order to be filled. Also, the
entire shape must be visible onscreen when you use the Paint
Bucket to fill it - if part of the shape is cut off on the edge of the
editing window, it can’t be filled. (You can always change the
view to fit a shape on-screen before filling it.)

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. Paint Bucket

• Lasso Mode: The Create Shape tool selects a rectangular The paint bucket tool works by temporarily filling the region you
area by default. Check this option to select points by drawing click in with a test color. Any edge that touches this test color
a lasso around the desired area. is considered selected, and becomes part of the final shape. If
you hold the mouse button down and drag the mouse around,

Paint Bucket you can get a preview of how the fill will look when you release
the mouse button. Below are some examples of sets of curves in
Shortcut: P Anime Studio, where the user might click with the Paint Bucket
tool, and the resulting fills. In each case, the shape on the left is
The Paint Bucket tool is used to fill a closed region with color. the starting shape, the red X indicates the point where the user
Just click inside a closed shape to fill it with the current clicked with the Paint Bucket tool, and the result is the shape on
combination of colors and styles. This can make it much easier the right:
and quicker to fill shapes than with the Create Shape tool, but
keep in mind you’re still working with the same requirements - a
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Filling a basic closed outline Clicking outside a closed outline (nothing happens - no fill).

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A more complex shape. There are some dead-end curves, but the A shape with a hole in it.
overall shape is still closed.

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Clicking inside the hole fills just the hole The shape is not closed (close, but not good enough) - no fill is
created

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No fill will be created by any of these clicks. The paint bucket cannot Clicking here will not fill the circle, since some of it is off-screen. The
fill an entire enclosed outline in any of these cases paint bucket can only fill shapes that are entirely on-screen

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Tool Options

Paint Bucket Options

Delete Shape Tool


• Fill: Select this option to affect fill only.

• Stroke: Select this option to affect stroke only.


Eyedropper
• Both: Select this option to affect both fill and stroke.
To use the Eyedropper, click on a shape to copy its parameters.
Hold the Alt key to push the current color.
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.
Eyedropper Tool

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Line Width Tool Options


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 can create
lines that taper at the ends, get thinner in the middle, or change
Line Width Options
width several times along their length.

• 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.
Line Width Tool

To use it, just click on the point you want to adjust, and drag the
mouse left and right to adjust line thickness. (Be sure you first
either set up an outline through the point, or a fill shape with
a non-zero line width - otherwise this tool won’t do you much Line Width Magnet Mode Options
good.)
You can adjust more than one point at a time by selecting • Magnet Mode: Check this option to display the cursor as a
multiple points with the Select Points tool from the Draw tool red semi-transparent circle.
group.
• Magnet Radius: The points that appear within the red
circle area will be affected when you use the Line Width tool.
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Use the Magnet Radius setting to increase or decrease the this. After creating the fill shape and setting the desired line
affected area. 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:

Hide Edge Tool

You can set a magnet radius to affect all vertices beneath the
magnet.

Hide Edge
Shortcut: H
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
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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
The Hide Edge tool in action
• Alt-Click and drag back and forth to set the start point of the
stroke on the curve. Drag toward the right to expose less of

Stroke Exposure the curve’s end, and drag toward the left to expose more of
the curve’s end.
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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Tool Options

• Select Group: Used to select a group that was previously


created with the Select Points tool.

• Start Percentage: Allows you to enter a numerical value for


the start of the curve, based on its distance from the start
point

• End Percentage: Allows you to enter a numerical value for


the end of the curve, based on its distance from 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.
Exposing less of the curve’s end You select a shape on a layer. Additional curves that define the
profile can appear on the same layer.

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.

Curve Profile Tool

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Curve profiles can be of any shape, but the start and end of the section of the tool box. Then click on the curve that you want to
profile should be along the same horizontal line. While you can use as the profile.
create profile curves with or without a stroke applied to them, it
makes sense to draw them with Auto Stroke off, since you will
be applying a different pattern to the circle based on the style of
the curve.

A shape with a profile curve applied.

Even though the resulting shape appears to have more detail,


it still has the same number of control points as the original
Shapes and curves are drawn on a single layer
shape. For example, if you applied the curve profile to a circle,
the resulting shape still has only the four original control points,
After you select the shape you want to apply the profile to (a
even though it appears to have more. You can edit the shape by
circle in this case, select the Curve Profile tool from the Fill
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 • You can also use the Paint Bucket to fill shapes that do not
yet have a fill. For example, you can use the Add Point or
To define a region to be filled, you must first select all the points Freehand tool to create a shape that has a stroke only, and
along its boundary. That’s what defines a fill region - the set of then later use the Paint Bucket tool to add a fill.
points along its outer edge. We’ll take a look at some examples
• You can also change colors with the Eyedropper. Use the
later. You can also create outlines using these tools. Outlines are
Eyedropper to select a color from any of the shapes that use
less restrictive than fills - an outline is not a set of points along an
the color you want to apply. Then press the Alt key and click
outer boundary. Instead, an outline can be any set of points you
other objects with the Eyedropper to push the selected color
choose. The curve segments between these selected points will
to other shapes.
form the outline.
Fills and outlines are stacked on top of each other in the order
you create them. This determines which fill or outline will be Color Picking
visible when two or more overlap. There are tools that allow you
If the Select Shape or Create Shape tools are active and a
to change the stacking order of fills and outlines, but you’ll learn
shape is selected, you can quickly set the shape’s color by picking
that you can save yourself a lot of time by planning ahead and
it from another shape in the current layer. Just hold down the
creating fills in the proper order to begin with.
Alt key and click on the shape you want to copy the color from.
There are a number of different ways to fill shapes in Anime The color (and style) will instantly be applied to the currently
Studio: selected shape.

• Use the Select Shape tool to select the shape you want to You can also push a shape’s color and style onto other shapes.
change. The color and fill properties will be “picked up” in If you hold down Alt + Ctrl (Windows) or Alt + Cmd (Mac) and
the Style window. You can then change the fill colors in the click on a second shape, the selected shape’s color will be pushed
Style window. 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
• Use the Create Shape tool to fill closed outlines that do layer.
not have any fill. You will need to select the points in the
The following Fill tools are available.
outlines before you use the Create Shape tool.
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Complex Fill Shapes To fill this shape with color, your first thought might be to
select the entire group of points. Unfortunately, Anime Studio
When creating fills, Anime Studio tries to be clever and ignore recognizes this as a shape that can’t be filled, and will only allow
selected parts that can’t possibly be part of the outline of a fill, you to create an outline:
such as points on dead-end curves. However, there are times
when Anime Studio needs a little help from you. As an example,
take the shape below:

A shape that can’t be filled

The reason for this is that a fill is defined by the points along its
A complex shape - two curves welded together boundary. In this case, it’s not obvious to Anime Studio which
boundary you intended. Many times, Anime Studio can figure it
out and provide you with the fill you were after, but in a case like
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this, you have to be more specific about what points define the
boundary of the shape. The definition of a fill hasn’t changed -
but sometimes your intentions aren’t as obvious to Anime Studio
as they are to you. The following selection contains only the
boundary points of the desired fill region - the points along the
interior curve are not selected:

Alternate shape 1

A selection that can be filled

Here are two other examples of possible fills based on the same
set of curves:
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Compound Fills
Remember how a fill is defined: a fill is defined by the set of
points along its boundary. With that in mind, let’s talk about
fills with holes. To create a fill shape with one or more holes
inside it, just select the points along the edge of the hole as well
as the points on the outer boundary. The picture below shows a
selection made with the Create Shape tool. If only the four points
of the rectangle had been selected, then the fill shape would have
been a solid rectangle. However, by selecting the interior curves
as well, we can create a shape with holes in it - it’s simply a
matter of defining more boundaries for the fill.

You can select the points in a hole and then delete


the points. The area that was once a hole would
then be filled as if the hole was never there.

Alternate shape 2

Remember, when a fill shape doesn’t look right (or can’t be filled
at all), make sure that you’ve only selected the points along the
fill’s boundary, and nothing else.

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A compound fill Another compound fill

The next picture shows a small variation on the one above. In There’s no limit to the kinds of shapes you can create this way.
this case, there’s a smaller circle inside the first one. The rule is By adding more boundary curves, you can create more and more
the same - we’ve just added more boundary curves to this fill. complex fills - feel free to experiment.

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A Trick: Using Two Fills Instead of One 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
Sometimes you may want to create an object with parts that stand out.
overlap in complex ways. Consider the image below:

The coloring shows three different shapes


Two interlocking rings
It takes a little more work to set up an object when you have to
After the discussion about stacking order, is the red ring in front split it into two (or more) parts, but sometimes it’s the only way
of or behind the blue one? Well, the answer isn’t so simple. There to achieve a certain effect. The picture below shows the project in
is no way two objects could be arranged this way with simple an Anime Studio window, so that you can see the arrangement of
stacking. (If Anime Studio were a 3D program, things would be points and curves. Note how the ring on the right has some extra
very different.) The red ring is in fact two objects - one behind the curves set up so that it can be split into two fills.
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Point and curve arrangement.

This technique is also useful in animation, for when you want


an object to bend backwards and overlap itself. Normally, this
would cause the fill that defined the object to get seriously
distorted, or even to break holes in itself. However, by building
the object out of two or more parts and stacking them properly,
you can achieve this type of effect with no problem.

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Chapter 5: Bone Tools


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

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Select Bone Tool

Tool Options

Select Bone Options

Click the Bone Constraints button to open the options dialog


shown below. For detailed instructions and descriptions of the
options in this dialog, refer to the Angle Constraints section in Bone Constraints Options
Tutorial 3.2, “Bone Constraints” in your Anime Studio Tutorial
Manual.
Two additional options appear in the Options toolbar:

• Lock Bone: When checked, prevents accidental changes to


the current bone.

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• Lasso Mode: When checked, allows you to select multiple the base), or to point in a direction that is a multiple of 45
bones by drawing a lasso around them. When unchecked, degrees (if you click near the tip).
you can select multiple bones by drawing a rectangular
If any objects in other layers have been bound to the bone,
selection around them.
they will not move if the current frame is 0. At frame 0, you are
modifying the bone layout - at later frames you are animating
Translate Bone with this tool, and bound objects will move with the bone.
Nudging: When this tool is active, you can nudge the selected
The Translate Bone tool (along with the Rotate Bone tool) bone by small increments by holding down the Ctrl key
is used to reposition bones after they’ve been created. If (Windows) or Cmd key (Mac) and pressing the arrow keys.
you’ve added a new bone in the wrong place, or you just want to Hold down Shift in addition to Ctrl/Cmd to nudge the bone by a
move it later on, click and drag it with this tool. Clicking near the greater increment.
base of the bone will move its position, while clicking near the tip
will move the tip around, changing the bone’s length and
direction. Note that if the bone has any child bones, they will be Tool Options
moved as well.

Translate Bone Options

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


name.

Translate Bone Tool • Position X: Allows you to numerically enter a value for the
X coordinate.
Holding the Shift key will cause the bone to only move
horizontally or vertically relative to its parent (if you click near
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• Position Y: Allows you to numerically enter a value for the Tool Options
Y coordinate.

• Length: Allows you to view or enter a numerical value for


the length of the bone.

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


Scale Bone Options
default value. If pressed at any other frame, resets the layer
to the value or values set at frame 0.
• Select Bone: Click this menu button to select a bone by
name.
Scale Bone
• Scale: Allows you to view or enter a numerical value for the
The Scale Bone tool is used to change the length of a length of the bone.
bone. This tool is only available during an animation, not
at frame zero. To change the length of a bone at frame 0, use the • Reset: If pressed at Frame 0, resets a layer back to its
Translate Bone tool and drag the tip of the bone. default value. If pressed at any other frame, resets the layer
to the value or values set at frame 0.

Rotate Bone
The Rotate Bone tool is used to change the direction a
bone is pointing in. Click the tip of a bone, and drag it in
Scale Bone Tool circles around its base to change its direction. Hold the Shift key
to constrain the bone’s direction to a multiple of 45 degrees.

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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.

Add Bone
Use the Add Bone tool to add new bones to a skeleton. The
Rotate Bone Tool location you click will be the base of the bone (the point it rotates
about), and where you drag to will be the endpoint.
When you add a new bone, Anime Studio automatically assigns
Tool Options a name to it. By default, the first bone you add is named B1, the
second B2, and so on.
If another bone is selected before you click and drag, it will be the
parent of the new bone you create. Otherwise, the new bone will
be parentless, a root bone.
Rotate Bone Options

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


name.

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


angle of the bone.
Add Bone Tool

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Hold the Shift key to constrain the new bone to point in a


Reparent Bone
direction that is a multiple of 45 degrees.
Note that bones don’t have to be touching to have a parent-child Sometimes when building a skeleton, you may accidentally add
relationship. In the example shown in your Tutorial Manual bones to the wrong parent. Later, when you discover the error,
in Tutorial 3;4, “Character Setup”, the upper arm bones are deleting bones and adding new ones is just too much work.
children of the spine, even though they are separated from it by Instead, use the Change Parent tool to change a bone’s parent.
a small distance. This will often be the case - arms should rotate First, select the bone whose parent you want to change (using the
about the shoulders, not the neck, even though they move when Select Bone tool). Then, using this tool, click on the new parent
the spine moves. 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
parent), just click on the background.
Tool Options

Add Bone Options

Reparent Bone Tool


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

• Text Field: Allows you to assign a name to the currently Tool Options
selected bone, or to edit the name of the bone as
automatically assigned by Anime Studio. • Select Bone: Click this menu button to select a bone by
name.

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Bone Strength the bone(s) in whose region of influence it lies. If that point only
lies in one bone’s region, it will only move with that bone - if the
When using bones to control the points in a vector layer or to point is overlapped by the regions of two bones, it will move with
warp an image layer, by default every bone has some degree of both of those bones.
influence over every point in the vector layer (or image). The Flexible binding is the default setting for new bone layers because
Bone Strength tool lets you adjust how much influence each it works reasonably well almost automatically. The downside is
bone has. When this tool is activated, a semi-transparent region that it leads to rubbery movement of the attached vector artwork.
appears around each bone - this region indicates the strength Region binding will give you cleaner movement, but takes a little
of the bone. If you drag side to side on a bone with the Bone more work to set up. The Anime Studio Tutorial Manual shows
Strength tool, you cause the region of influence to shrink or grow. you how to use the Bone Strength tool together with both types of
Points that are closer to the center of this region move more binding to quickly set up a character’s skeleton.
when the bone itself is moved.

Tool Options

Bone Strength Options


Bone Strength Tool

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


Although by default, all bones have some influence over some
name.
points, you can change this behavior. In the Layer Settings
dialog, under the Bones tab, there are two options, Flexible • Bone Strength: Allows you to view or enter a numerical
binding and Region binding. Flexible binding means that every value for bone strength.
bone will influence every point. Region binding, on the other
hand, means that a point will only move under the influence of
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Manipulate Bones move correctly, you can find out with this tool and fix it before
you start animating.
The Manipulate Bones tool has two purposes. First, when Note: If you only want to rotate a single bone, it’s better to use
the current frame is set to 0, it is used to test whether a the Rotate Bone tool. The Manipulate Bones tool will move a
skeleton is set up and working properly. Although it moves bones whole chain of bones, which is definitely not what you want if
and points around, the changes it makes are only temporary. you plan to rotate a single bone.
When you switch to another tool, the skeleton is reverted back to
its original shape.
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 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 bone nearest the wrist to bind the hand to the
Manipulate Bones Tool end of the arm.
Use this tool to bind an entire layer to a single bone. If you would
The second use of this tool is at frames greater than 0. If the
rather bind certain points in a vector layer to certain bones, then
current frame is greater than 0, then this tool will move the
you should use the Bind Points tool instead.
skeleton in the same way, but the move will introduce a keyframe
for animation. For more information on how to use the Bind Layer tool, see the
Layer Binding section of Tutorial 3.1 “Bone Binding”, in your
To manipulate a skeleton, just click and drag the various bones
Anime Studio Tutorial Manual.
that make it up. If points or other layers have been bound to
the bones, they will move as well. The way the skeleton and the
bound points move with this tool is exactly the same whether
at frame 0 or a later frame. If some part of the skeleton doesn’t

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We don’t usually recommend using the Bind Points tool. Instead,


the best way to attach points to bones is to use automatic bone
binding, together with the Bone Strength tool.

Bind Layer Tool Offset Bone


The Offset Bone tool lets you add an extra amount of bone
movement starting at frame 1 of your animation. The reason
Bind Points you might want to do this is to simplify the setup of a complex
character. Often, parts of a character such as arms and legs
The Bind Points tool operates exactly like the Select Points tool overlap, making it difficult to set up bones and attach the proper
described in “Select Points” on page 21. Use it to select a parts of the character’s body to them. The Offset Bone tool lets
group of points to bind to a bone. In order to use this tool, you you draw the parts of a character in disconnected positions, set
must be on Frame 0, and a bone must first be selected. When up bones, and then move them all back into position.
a bone is selected, the points that are currently bound to it are
It’s difficult to describe the usefulness of this tool without a
automatically selected as well. Use this tool to add or remove
hands-on example, so look in Tutorial 3.4 “Character Setup” in
points from that selected group. When the correct group of points
your Anime Studio Tutorial Manual.
is selected that you want to bind to the bone, press the spacebar -
this tells Anime Studio to perform the binding. This technique is
demonstrated in your Anime Studio Tutorial Manual, in Tutorial
3.1, “Bone Binding.”

Offset Bone Tool


Bind Points Tool
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Tool Options Physics are applied to each bone based upon the bone’s area of
influence, as set by the Bone Strength tool.

Offset Bone Options

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


name.
Bone Physics Tool
• Animation Offset X: Allows you to numerically enter a
value for the amount of offset on the X axis.

• Animation Offset Y: Allows you to numerically enter a


value for the amount of offset on 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.

Bone Physics
When objects that have bones are added to a Group layer that
has physics applied to it (as mentioned in Tutorial 5.9, “Basic
Physics”, in your Anime Studio Tutorial Manual), the bones will
respond to the physics properties that you have set for the object.

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For additional information on configuring


groups and objects for physics, see Tutorial 5.9,
“Basic Physics”, 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

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
The boned character responding to other objects in the scene
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.

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Tool Options into other objects it may come to a stop, depending on the
size and density of the obstacles. With a high torque, it will
tend to push obstacles out of its way. Even with no obstacles,
• Select Bone: Click this menu button to select a bone by
if a motorized object is unbalanced (off center of its origin),
name.
a low torque setting may mean that it can even lift itself up.
• Bone Physics Region: With physics, bones are represented
• Return to Neutral: Check this option to return the bone to
internally with a kind of pill-shaped region around them,
neutral position.
the physics region. You can enter a number numerically,
but generally you would just use this tool to click and
• Lock Tip: When physics are in affect, if a bone has its tip
drag on individual bones to control the size of the physics
locked it acts as though the endpoint of the bone has been
region, trying to get it to match the underlaying character
nailed to a stationary point.
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 Smart Bones
character is not directly physics related. The physics pushes
the bones around according to the physics regions, and the The new Smart Bones feature in Anime Studio Pro allows you to
bones then move the character just like they would if you have more control over shapes when you bend them with bones.
were hand-animating.) You can use Smart Bones to control the following types of scene
elements.
• Motor Speed: . The motor speed is the number of degrees
per second the object will rotate (it can be negative to rotate In vector layers that are a child of a bone layer:
backwards). Depending if the object bumps into obstacles or
• Point motion
there are other influences, it may not actually rotate at that
speed, but in a zero gravity setup with no collisions, that will • Curvature
be the speed of rotation.
• Line Width
• Motor Torque: Motor torque controls the strength of the
motor. With low torque, when a motorized object bumps • Fill Color
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• Stroke Color How Smart Bones Work


In any layer type that is a child of a bone layer:
To illustrate how Smart Bones work, create a vector layer and
• Layer translation add a rectangle to it.
You will eventually add two bones to this rectangle, so you’ll also
• Layer scale
want to make sure that there are some points in the center of the
• Layer rotation (X, Y, and Z) rectangle where the two bones will meet (as a joint).
In the Layers window, create a bone layer and drag the rectangle
• Layer Shear vector layer into it. With the Bone layer selected, use the Add
Bone tool to create two bones to the bone layer.
• Layer Opacity

• Layer Blur
In the same layer as the Smart Bone itself:

• Bone translation

• Bone scale

• Bone rotation

You can find a discussion and further examples


about these Smart Bones feature at http://www.
lostmarble.com/forum/viewtopic.php?f=18&t=23418&si
d=0376dfbc11eede418557a09f24b82d01.

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Create a rectangle with points at the center; add a bone group, and Adjust bone strengths to get a nice bend in the center.
create two bones.
You’ll notice that if you bend the bone too far that the area
Use the Bone Strength tool to adjust the bone weights so that the around the bend doesn’t look good because the rectangle gets
rectangle bends in the center as shown below. 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, this method
resulted in a lot of corrections that had to be made whenever that
bone was animated.

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Smart Bones use a different approach, by linking a bone rotation


to an action, and a resulting correction.

Creating a Smart Bone Action


In order to use this new feature, you need to assign a name to
each bone that needs correction. In the following figure 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.
Each bone is assigned a name.
In Anime Studio 9, every bone automatically gets
named when you create it. By default, the bone is
assigned a name such as B1 (for the first bone), B2 (for Choose Window > Actions to bring up the Actions window.
the second bone) and so on. Create a new action with the same name as the bone (B2 in this
case).

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.

Rotate the bone to the limit at which you expect it to rotate (upward
At that point you are editing the action. Choose the Rotate
in this case).
Bone tool in the Tools panel, and rotate the bone as far as you
expect it to move (or, to the limit that is set on the bone in that
Now switch to the vector layer and use any of the editing tools
direction).
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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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

In the Actions window, switch back to the main timeline by


clicking Mainline. Now when you rotate bone B2 toward that
angle, it will automatically pick up the action that you just
created.
A second action must be created for when B2 is rotated downward.
Now the distortion around the joint works much better. You can
now go to frames other than zero to add keyframes that animate
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To create another action that corrects the second direction,


go back to the Actions window and create 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.

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


needed.

Editing a Bone Action


Make sure the new action incorporates the name of the bone you
want to correct. You can also go back to a previous bone action and make
corrections to it. For example, when you created the first bone
As you did in the first case, select the vector layer for the action, it simply improved the shape of the bend. Suppose you
rectangle, and adjust the shape for when B2 is bent downward. want to go back and create something like a muscle bulge for
An example is shown in the following figure.

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when an arm is bent upward. Bone actions make this process • Go back to the main timeline and play the animation. The
easy to do: keyframes that you originally added will now also include
the new muscle bulge when the rectangle is bent in the
• To begin, go back to frame 0 and add a point to the appropriate dimension. When the arm bends downward, the
rectangle, located in the area where you want the muscle muscle bulge will not be included because it was not added
bulge to happen. to the B2 2 action that bends the arm downward.

• Select the first correction action (B2).


Fixing Bad Transitions
• Move the new point like a bulging muscle.
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.
The processes discussed in “Creating a Smart Bone Action” on
page 80 and “Creating a Second Smart Bone Action” on page
82 are still used to create your bone action in this case. But
in this example you see a rectangle that has many more points
along its length (to simulate an object that is not optimized).
Most of the points in the rectangle aren’t really necessary for it to
maintain its shape when it’s bent.

Add a new point and position it to make a bulging muscle.

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Bone B2 bend end result


A rectangle with many points along its length
However, you might notice problems in intermediate positions,
Bones are added to the rectangle, and the second bone (Bone B2) such as shown in the following figure. If you only have an action
is posed as described earlier in “Creating a Smart Bone Action” that defines the start and end shapes, you don’t have any way
on page 80. The end result looks similar to the previous to fix interpolation problems that might occur in intermediate
example when Bone B2 is rotated to its extreme position. frames in your actual animation.

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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.

• Move to an intermediate frame in that bone action (not


in the main timeline) until you locate an area that looks
An intermediate frame shows some shaping problems. objectionable. Now you can adjust the in between positions
of the points. Make sure when you edit the points that they
If your bone action works fine in the intermediate frames, using are the only keyframes that are selected.
just a single frame action, leave it as is.
If the in-between frames are objectionable, you can do the
following to correct it:

• 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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Frame 60 of the bone action before adjustment. 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. Test
out bending the bone on frame 0.

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,
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and up-down. Tags have been put on the bones to show what For example, if you are working on the Blink action you rotate
the bones are used for, but this is not necessary. The bones aren’t the bone to the other extreme, and then adjust the points in the
really being used as bones, but they are being used as control Lids layer to close the eyelids. When you go back to the timeline
levers. and move the bone, it closes the eyelid.

Bones used as control levers.


A bone used as a control lever to make an eye blink.
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 go to the actions
Smart Bones and Binding
window, you can create actions that match each one of the The original type of binding used in Moho 1.0 was a direct
control levers. binding method. With direct binding, each point can be bound
directly to one particular bone. When that bone moves, the point
tracks that bone exactly, without influence from any other bones.
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Flexible binding was introduced in later releases of Anime first. Adjust bone position, strength and point binding first, and
Studio, and is now the default behavior. The benefit of this type commit to them before you set up any smart bone actions.
of point binding is that it’s relatively easy to make points bend
smoothly around joints in a bone structure. With this method,
every bone has some kind of influence on every point. Points that
are closer to a given bone are more influenced by that bone; but
bones that are far away from certain points can also move those
points a small amount. Bone strength also plays a part in how
much each bone controls each point.
Here’s where the type of binding matters: When bones move
points, that movement is going to be different depending on the
type of binding. When you set up a bone rig with smart bones,
the smart bone actions get set up as movement relative to the
bone rotation.
If you set up smart bones, but then later change the type of
binding on the points, the smart bone actions will no longer be
meaningful. Because the basic point motion changes when you
change binding, you’ll get unexpected results when you apply an
action that was designed for a different point motion on top of
that.
If you need to change the type of point binding for vector layers
when working with smart bones, you will generally 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

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Chapter 6: Layer Types image. During the rendering process, Anime Studio can apply
various effects to the objects, such as shading and blurring.
Anime Studio is designed in such a way that projects are split
Drawings in Anime Studio are vector-based. Vector drawings into layers. You can have many, many layers in a Anime Studio
are different from pixel-based images (like a photograph) in that project, each representing a different element in a scene or
they use lines and curves to represent a picture, rather than a animation, such as background scenery, a character, or a title.
grid of colored pixels. This difference makes a lot of things easy Some layers can even contain other layers, so a more complex
in Anime Studio that would be difficult or impossible to do with a object, such as a character, might contain separate layers for each
pixel-based image. arm and leg.
First of all, since an Anime Studio drawing is represented as a Anime Studio currently supports the following types of layers:
bunch of curves, you can reshape the curves at any time, without
ever losing precision. Also, Anime Studio projects are relatively • Vector Layers are used to hold vector-based artwork. These
small, even for complex animations - this means Anime Studio are the main type of layer you will use to create drawings.
doesn’t require much memory even when working on a long See “Vector Layers” on page 93 for more information.
movie. Vectors also have benefits when it comes to animation. By
moving just a few points, you can totally change the shape of an You can use the Scripts > Draw > Simplify Curve
object over time. menu command to reduce the number of points
in a complex Vector layer.
You’re not restricted to vector artwork, though - Anime Studio
also has Image Layers. Using this type of layer, you can work
with regular images within an Anime Studio project. So, Anime • Image Layers can be used to bring in images from other
Studio is not strictly vector-based, but you will probably still use applications. Image files created in 3D programs or photo
mostly vector layers, as image layers are not as flexible when it editing applications can be used in Anime Studio with
comes to animation. Image Layers. See “Image Layers” on page 93 for more
information.
Of course, most standard image and movie formats are not
vector-based, so when you’re done working on a Anime Studio • Group Layers (Anime Studio Pro only) are used to group
project, it must be rendered to create a traditional pixel-based together multiple layers. If you created 20 layers with trees
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for example, you could put them all in a Group Layer and • Particle Layers (Anime Studio Pro only) are used as a way
call it a forest. Group layers are a useful tool for organizing to simulate water, sparks, smoke, crowds, or any number of
a complex project. See “Group Layers” on page 94 for effects that can be made up of many small objects. A Particle
more information. layer behaves somewhat like a Group layer, but instead
of displaying each of its sub-layers, it can display many,
Right-click a Group Layer in the Layers window many copies of each sub-layer arranged in sort of a “spray”
to quickly convert the Group layer into a Bone or formation. The sub-layers appear to be moving outward
Switch layer. from the origin of the Particle layer. For more information,
see “Particle Layers” on page 100
• Bone Layers contain skeletons that are used to control the
• Note Layers (Anime Studio Pro only) are like sticky notes
artwork in your vector and image layers. You manipulate
in Anime Studio. You might use a note layer when you
skeletons as if they were “puppets” by bending arms and legs
want to leave a note for yourself or another animator. For
to make a character move. See “Bone Layers” on page 95
example, you might create a note layer at a particular frame
for more information.
that needs some work, or to describe why a character is set
Right-click a Bone layer in the Layers window to up in a particular way. See “Note Layers” on page 103 for
quickly convert it into a Switch layer. more information.

• Audio Layers allow you to add a sound file to your project.


• Switch Layers are just like Bone layers, except they will When adding an audio layer you will be prompted to select
only display one of their sub-layers at a time. Switch layers an audio file.
are an excellent way to perform lip-sync animation. Which
sub-layer gets displayed is controlled by a switch data file. • Patch Layers allow you to arrange layers so that part of
You can create this data file by hand, or better yet, use a a layer can appear behind a layer, and another part of the
lip-syncing program like Papagayo. See “Switch Layers” on same layer can appear in front of a layer. They are used in
page 97 for more information. conjunction with the Character Wizard, but can also be used
in other ways.

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• 3D Layers (Anime Studio Pro only) can be used to import 4. Create a new layer, and add another extruded box on that
3D objects that were created in a 3D modeling program. Use layer. The new box faces the current angle of the camera.
the File > Import > 3D command to create a 3D Layer. 3D
models can be a good source of background scenery. Or, use 5. Rotate the camera so that you can see how the two boxes
a 3D model for a character’s head, and decorate it with eyes, relate to each other.
mouth, etc. created with Anime Studio’s vector layers. See
“3D Layers” on page 104 for more information.

Enhanced Layer Alignment Features


The Layer Alignment features in Anime Studio assist in
alignment when using 2D to 3D conversions. New layers align to
face with the current camera view. This allows you to create more
complex 3D objects in your Anime Studio scenes.
To demonstrate, try this:
1. Create a new Anime Studio scene.

1. Use the Draw Shape tool to draw a box in the scene.

2. Use the 2D to 3D conversion features to extrude the 2D box


into a 3D box. To convert a 2D vector layer to 3D, double New layer alignment features
click on the layer in the Layers Window and click on the 3D
Options tab. Then select ‘Extrude’ from the 3D Conversion
drop down menu.

3. Use the Orbit Workspace tool to rotate the camera so that


you are looking at the 2D box from a different angle.
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Vector Layers draw a circle, you get a circle object, or you may type some text
to create a text object. In Anime Studio, once you’ve created the
Vector layers are the most common layer in Anime Studio circle or the text, there’s no difference between them whatsoever
projects. Artwork that you create in Anime Studio is always - they’re both collections of curves. One happens to be in the
contained in a vector layer. Tools are available for drawing and shape of a circle, and the other in the shape of some text. There
editing curves, setting up fills and outlines, and connecting your are advantages in treating all objects the same: first, you never
drawings to bones. 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 useful when you start to animate
objects. For example, if you want to move a character’s nose,
then welding it to the face might not be a bad idea. That way,
Vector Layers however you distort the nose or the face, they’ll always stay
connected.
The tools available for working with vector layers essentially
make up a 2D drawing program. You can draw lines and curves,
re-shape existing curves, and manipulate objects in various
Image Layers
ways. There are a couple ways that Anime Studio differs from
Image layers are a way of importing artwork into Anime Studio
other drawing programs. First, everything you draw in Anime
that was created in other programs. Any program that can
Studio is a set of points and curves. In many programs, when you
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produce image files can be used together with Anime Studio The best image format to use with Anime Studio is PNG. PNG
this way. For example, a painting program, photo editor, or 3D files have high quality, good compression, and support full alpha
modeling program can produce images that can be used in an channels for transparency effects. Although PNG is the preferred
Anime Studio image layer. You can’t edit the pixels of one of format for use with Anime Studio, you can also use JPEG, BMP,
these images in Anime Studio, but you can move, resize and Targa, or GIF images.
rotate image layers, and attach them to skeletons for more
Image layers can also be used to bring external movies into
complex animation.
Anime Studio. Instead of selecting a still image, select a movie
file when creating a new image layer. Anime Studio can import
When an image layer is first selected, the default
QuickTime (Windows and Mac OS) or AVI (Windows only)
tool is set to the Transform Layer tool.
movies as image layers. When importing a movie file, Anime
Studio will use the movie’s alpha channel (if present) to
composite the movie with other elements in the scene.

Group Layers
Group layers are used to group together multiple sub-layers so
that they can be manipulated as one. They’re also very useful for
organizing complex projects. You can think of a group layer as
a folder that can contain files (layers) and other folders (more
group layers). When you move a group layer, turn it invisible, or
apply an effect (such as a layer shadow), these are all applied to
every layer contained within the group.

Image Layers

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Group Layers
Bone Layers

Setting up bones is sort of a pre-animation phase. You don’t


Bone Layers draw shapes in Bone layers, you set up controls that will help you
animate later on. The purpose of setting up bones is exactly what
Bone layers are similar to Group layers - they can both group you might think: creating a rigid skeleton inside your drawing.
together multiple sub-layers that can then be manipulated as a Later on, during animation, when you want to move an object,
single object. However, bone layers have an additional feature: bones make the job easy. By moving a single bone in the arm of a
In a bone layer, you can set up a skeleton that can be used to character, for example, the whole arm will move with it. Around
manipulate your artwork. A skeleton is exactly what it sounds the elbow, the drawing of the arm will bend and stay smooth (as
like - an internal structure that can move the outer, visible long as the bones were set up well with the Bone editing tools).
portion of your artwork.
Bones by themselves don’t really do much of anything: you
can move them around, but they’re invisible in the final Anime

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Studio output. To really make use of bones, they need to be


attached to objects in other layers. This process is covered in the
Bones section of your Anime Studio Tutorial Manual, and also
“Chapter 5: Bone Tools” on page 66.
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 remains unchanged.
Below is a picture of a skeleton created in Anime Studio. Red
arrows have been added that point from each bone to its parent
(the spine has no parent and is referred to as the root of the
skeleton). Note that the currently selected bone is highlighted in
red, and its parent (if it has one) is highlighted in blue, as shown
below.
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 you can adjust). Points move mostly
with the bone whose region of influence they fall within, although
other bones can still have an effect on them. Below is a picture
of some points and bones. Notice the region of influence around
each bone. The second picture shows the same object after the
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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).

Moving bones moves the curve control points

A bone and vector setup


Switch Layers
Switch layers are used to group together multiple layers, much
like Group layers. However, switch layers have an interesting
twist: only one of their sub-layers can be displayed at a time.

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• FV

• L

• MBP

• O

• E

• AI

• U

• WQ
Switch Layers
Anime Studio includes powerful automatic lip-syncing which is a
big time saver .
One reason you might want to do this is for lip-sync animation.
In this case, each of the sub-layers would correspond to a mouth • Anime Studio Debut uses the volume of the audio track to
shape for a particular sound. determine which mouth shape to use. When the audio is
Many of the characters in the Library provide switch layers for quiet, the mouth is more closed. When the audio is louder,
the visemes that Anime Studio supports. For example, if you the mouth is more open.
load Jace from the Version 6 character library and expand the
• Anime Studio Pro uses a production sync library that
Mouth layer, you’ll see support for the following visemes and
analyzes the audio track to determine the phonemes (the
mouth positions:
basic components of speech) that are being used. Results
• rest are improved when you enter the spoken words into Anime
Studio. After the production sync analysis is done, Anime
• etc Studio Pro applies the matching mouth shape.

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The mouth shapes supported by the Anime Studio lip syncing Initially, the lineup on the timeline in Papagayo is rough and
features follow standards developed by Preston Blair, an the phonemes are spaced evenly. You then shift words and
animator from the early days of Disney. phonemes along the timeline so that they line up better with the
actual sounds you hear. The final result is saved out as a “switch
To set up a mouth that can lip sync, you will need data file” that can be imported into Anime Studio.
to create a switch layer that contains at least ten
You can also create a switch data file by hand. To do this, the
sub-layers with different mouth shapes. Shapes should
data file should look like this:
be created for the appearance of the mouth when at rest,
and when speaking each of the 9 before-mentioned MohoSwitch1
phonemes. The Preston Blair mouth shapes are 1 A
discussed in more detail at http://minyos.its.rmit.edu. 2 A
au/aim/a_notes/mouth_shapes_01.html. 10 B
22 A
37 C
For examples of how lip syncing is used, see
40 C
Tutorial 5.1 “Automatic Lip-Sync” and Tutorial
5.2 “Phoneme Lip-Sync” in your Anime Studio Tutorial • The first line is a header that just tells Anime Studio that the
Manual. file is a switch data file.

If you prefer more control over lip-syncing than what the • The following lines contain two items each:
automatic built-in lip-syncing offers, you can take full manual ƒƒ The first item is a keyframe.
control over the process using a separate, and free, tool called
Papagayo (see http://www.lostmarble.com/papagayo/). In ƒƒ The second item is the name of one of the switch
Papagayo, you type in the words that are being spoken. Papagayo group’s sub-layers. (In this example, the switch layer
then uses a phoneme dictionary to break down the words into should have three sub-layers, named “A”, “B”, and “C”.)
spoken phoneme components. These are lined up on a timeline, If you make changes to the switch data file outside of Anime
along with the audio waveform. Studio, and you want to incorporate those changes, you will need
to re-load the data file. To do this, double-click the Switch layer
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in the Layers window, and in the dialog that opens up, go to the Don’t feel restricted to lip-sync animation with switch layers.
Switch tab, press Source Data and re-select the data file. They have a lot of potential uses (controlling eyes, syncing
to music & sound effects, switching between different hand
You don’t have to use a data file to work with Switch layers - you
gestures, etc.) - get creative!
can also control them manually from within Anime Studio.
To control which sub-layer is displayed at any frame in your
animation, just right-click on the Switch layer in the Layers
window. A pop-up menu will appear that lets you choose which
Particle Layers
sub-layer to display. Particle layers are a way to simulate such effects as flowing water,
Anime Studio includes several sample mouth sets for doing lip- fire, bubbles, or other effects that you can imagine are made up
sync with Papagayo - take a look at those files to see how a switch of many small objects. A particle layer is like a group layer in that
layer should be set up. Also, check out the lip-sync tutorials it can contain sub-layers. However, instead of just displaying its
included in this manual. sub-layers as they are, a particle layer will automatically animate
its sub-layers so that they appear to be flowing outward from the
Switch layers have a feature that allows for smooth switching. To
particle layer’s origin.
use this feature, all the sub-layers need to be Vector layers, and
they need to have the same number of control points. Then, when
switching, Anime Studio can smoothly transition between sub-
layers. To enable this feature, turn on Interpolate sub-layers
in the Switch layer’s properties dialog. An example of using this
feature is included in one of the mouth sets mentioned above.
Finally, switch layers can be set up with skeletons, just like bone
layers. More accurately, a switch layer is a bone layer, just a
specialized one. If you add bones to a switch layer, you can use
them (for example) to change the shape of a mouth as it speaks,
bending it into a smile or a frown.

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Particle Layers

The direction that a particle layer sprays its particles is


illustrated below.
Particle spray direction

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 lifetime. To
turn a particle layer on or off, right-click its entry 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. • Damping: This acts kind of like air resistance, or backwards
These settings are accessible in the Layer Properties dialog, acceleration
under the Particles tab:
• On at start: Whether the particle layer should be on at the
• Particle Count: The total number of particles visible at any start of the animation
one time
• Full speed start: If the layer is on, this checkbox indicates if
• Preview particles: The number of particles displayed in the it should be running at full speed, or just starting
working view (a smaller number than Particle count keeps
the working view from slowing down too much) • Orient particles: If checked, then the particles will rotate to
face the direction they’re moving in
• Lifetime (frames): The number of frames before a particle
is recycled and sent back to the source. If set to zero, the • Free-floating: If unchecked, then the particles will be tied to
particles will keep going for the duration of the animation. the particle layer if it is moved

• Source width: The width of the spray source • Evenly spaced: if checked, then the particles will be
released in even time increments
• Source height: The height of the spray source
• Randomize playback: Normally, particles will start their
• Source depth: The depth of the spray source. If set to a animation from the beginning when they are first created.
number greater than zero, then some particles will appear If this box is checked, then particles will start playback
closer to the camera than others. at a random time. This is useful when simulating things
like crowds of people when you use effects (see the Effects
• Velocity: The speed that particles start at (a value of 2 will section of your Anime Studio Tutorial Manual).
cause a particle to cross the entire screen vertically in one
second) • Direction: An angle indicating direction to spray particles in
(see above figure)
• Velocity spread: The amount of random variation in the
particles’ velocity

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• Spread: How wide the spray should be (see above figure) (a


value of 360 will cause particles to spray in all directions)

• Acceleration: The direction of acceleration (straight down


simulates gravity)

• Rate: The rate of acceleration

Note Layers
Anime Studio’s Note layers work kind of like sticky notes. You
can add a note layer to remind yourself of something you need to
work on, or to explain to other animators some important aspect
of your project file. If you add a note layer at a frame other than
Note Layers
zero, the note will only appear starting at that frame. That way,
you can add notes that refer to specific parts of your animation
By default, Note layers do not appear in final rendered output,
(ex. “Use more exaggeration here!”).
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.

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

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graphic representation of the audio file appears in the timeline When importing OBJ files, Anime Studio will also load any
after the file is selected. 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
Audio Layers with Anime Studio Pro. The following are products that will work
well with Anime Studio Pro:

• Poser
3D Layers
• Amapi
3D layers are a way for you to import true 3D models into Anime
Studio. When a 3D layer is rotated in space (or the camera moves For further information on importing 3D objects within Anime
around it), you actually see that backside of the model. Anime Studio Pro please see the Anime Studio Tutorials section at
Studio supports importing OBJ files into 3D layers - OBJ is a http://my.smithmicro.com/tutorials/.
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 Patch layers are intended for use when you are constructing a
Studio, it’s usually a good idea to triangulate the character such as a humanoid figure. For example, let’s say you
model before exporting it as an OBJ file. This will are drawing different body parts on different layers in a bone
eliminate any problems with concave or complex faces. 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.

Patch Layers However, when one joint meets another joint, there are outlines
that overlap with other body parts. This is where patch layers
Patch layers are used in the Character Wizard to create objects come in, because you can blend the two layers together and
that appear both in front of and behind objects on another layer. “hide” the line where they connect.
You can also create patch layers manually.
Look at the following example, which shows a number of body
parts that are placed inside a Bone layer named Skeleton.

Patch Layers

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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.

Let’s say you want to blend the area between the torso and the
right upper arm (Upper Arm R), which appears directly above
the torso in the Layers window. To do this, you would follow
these steps:
1. Select the Upper Arm R layer, so that the new Patch layer
will appear above it.

2. Create a new Patch layer in the Layers window.

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Double-click the Patch layer to change the target if necessary.

The new Patch Layer in place.

6. Use the Manipulate Bones tool to test the positioning of your


patch.

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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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 over time.
Transformation
Anime Studio has a smart tool palette, which
shows and hides tools based on their need. The Use this tool to translate, rotate, or scale the entire layer.
position of the tool shown in the screenshots may differ, It doesn’t matter what objects are selected - everything in
depending on the selected layer in the Layers palette, the layer will move when you use this tool.
and the current time in the timeline.
When the contents of the layer are selected, a red rectangle will
surround the items in the layer.
Click the tool icon in the properties bar to display
a submenu. Choose Reset Tool to reset the current • To translate a layer: Click inside the rectangle to move the
tool to its default settings. Choose Reset All Tools to reset layer to a new location. Hold the Shift key while translating
all tools to their default settings. to constrain the movement to straight horizontal or vertical
movement. Hold the Alt key while translating to move the
layer on the Z (depth) axis.

• To rotate a layer: Click outside the red rectangle and drag


up, down, left, or right to rotate the layer around its origin
point. Hold the Shift key while rotating to snap the rotation
to 45 degree angles.

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• To scale a layer: Click one of the corner handles to scale working area when this tool is active. This makes it easier to
the layer uniformly. Drag a handle on the top, bottom, right, visualize and plan out the motion of a layer.
or left edge of the rectangle to scale the object horizontally
Direct Path Editing: To edit the motion path directly, hold down
or vertically. Press the Alt key while scaling to maintain the
the Ctrl key (Windows) or Cmd key (Mac) , then click and drag
volume of the object while you scale ... in other words, if you
anywhere on the motion path to adjust the curve that the layer
increase the height of an object, the width will decrease; or if
will follow through space.
you increase the width of an object, the height will decrease.
Nudging: When this tool is active, you can nudge a layer by
small increments by holding down the Ctrl key (Windows) or
Cmd key (Mac) and pressing the arrow keys. Hold down Shift in
addition to Ctrl/Cmd to nudge the layer by a greater increment.

Tool Options (for Translating)


Transformation

When you are working with a 3D camera, the


original plane of the object might not be the best
place to move the object. You can use the Pan and Tilt Transformation Options for Translating
camera tools to position the camera along the plane in
which you want to move the object, and then use the
• Position X: Allows you to numerically enter a value for the
Transform Layer tool to move the object along the plane
X coordinate.
of the camera’s current view.
• Position Y: Allows you to numerically enter a value for the
If the Show Path box in the tool options area is checked, then Y coordinate.
the motion path for the current layer will be displayed in the

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• Position Z: Allows you to numerically enter a value for the • Angle: Allows you to enter a numerical value for rotation
Z coordinate. along the Z axis.

Tool Options (for Scaling) Tool Options (Other)

Transformation Options for Scaling Other Transformation Options

• Scale X: Allows you to enter a numeric value for scaling • Reset: If pressed at Frame 0, resets a layer back to its
along the X axis. default value. If pressed at any other frame, resets the layer
to the value or values set at frame 0.
• Scale Y: Allows you to enter a numeric value for scaling
along the Y axis. • Show Path: Check this option to display the motion path
on the layer. Uncheck the option to turn the motion path
• Scale Z: Allows you to enter a numeric value for scaling
display off.
along the Z axis.
• Flip Layer Horizontally: Click this button to flip
Tool Options (for Rotating) horizontally.

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

Transformation Options for Rotating


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Set Origin Tool Options


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 around when using the
Set Origin Options
Rotate Layer tool, and the point that the layer resizes around
when using the Transform Layer tool. The location of the origin
can also define how a layer will move when it is attached to a • Origin X: Allows you to view or enter a numerical value for
group of bones. the X origin

• Origin Y: Allows you to view or enter a numerical value for


the Y origin

• 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.
Set Origin
• Flip Layer Horizontally: Click this button to flip
Although you can change the origin at any time, the position horizontally.
of a layer’s origin is not animated. We recommend setting the
layer’s origin just once, and then leaving it alone for the rest of • Flip Layer Vertically: Click this button to flip vertically.
the animation - otherwise unpredictable movement can occur.
In most cases, you will never need to change the origin of a layer
at all.
Follow Path
This tool allows you to assign any layer to follow a path in your
scene. You will need two layers, one with the path, and the other
with the object that will follow the path.
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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 beginning of the curve.
You can click and drag left or right with the Follow Path tool to
Follow Path 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

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click OK. This causes the object to automatically orient itself to


follow the path to which it is assigned.

Check the Rotate to Follow Path option in the Layer Settings dialog
to orient the object to the path
The fish before and after it is placed on the path with the Follow
Path tool
You can also combine path following with the Stroke
Exposure tool, and expose the stroke of the curve while
You can set the object to rotate so that it follows the path.
the object moves along the path.
Double-click the object’s layer in the Layers window, which
opens to the General tab. Check the Rotate to follow path
option in the Options section of the Layer Settings dialog and 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,

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characters that warp along a path (like a snake), and so on. You • Percentage: Allows you to enter a numerical value for the
can animate this effect. For example if you go to another point in position of the object on the path. A value of 0 places the
the timeline, you can Alt-click somewhere else on the curve. 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 the Y
(vertical) 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.
You can verify this by using the Orbit Workspace tool to change
your view of the scene.
Press the Alt key while using the Follow Path tool to bend the object
along the path

Tool Options
Rotate Layer XY

Follow Path Options

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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 X: Allows you to view or enter a numerical value for


Shear Layer 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 for
vertically. Click and drag to shear, or slant the current
shear along the Y axis.
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 vector, Layer Selector
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
This tool can be also be used by Alt+Right-
Anime Studio allows you to enter text in your projects. While
clicking on the object that you want to select.
doing so, you have the option to automatically create a word
balloon that encloses the text.
You can Alt+Right click any layer type that has visible contents.
If you click a shape that appears in a Bone group, for example, it The following example explains how you can add text and a word
will select the vector layer that appears within that Bone group. balloon inside a project:

There are no options for this tool. Simply click on the object you 1. Choose one of the following to open the Insert Text dialog:
want to select, and its layer is automatically selected for editing.
ƒƒ Click the Insert Text Tool, located in the Layer Tools
If there are multiple objects in the layer, the object that you click
section.
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

2. The Select Font list displays all of the fonts on your system.
Select the font that you want to use from the list.

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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 Preview window shows
the text 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 using any of the
Select fill, stroke, and other font options. 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 object, you need to select
ƒƒ Style 1 or Style 2: Select a saved style to assign to the
all the points in the object. This is easy to do using the
text.
Select Points tool - just click on the filled in area of the
ƒƒ Fill: Check this option if you want your text to be filled text to select all of it.
with a solid color. Uncheck the option if 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 can ƒƒ Create Text Layer: With this option checked. a new
use the Freehand tool and Delete Edge tool to text layer will be created, and you can easily edit the text
create uniquely colored text. First, create your text as afterward. To do so, open the Layer Settings dialog and
normal, making sure that there is a stroke on the text. click the Text tab to make your changes.
Then use the Freehand tool (with its Auto Weld option
ƒƒ Scale: Use the Scale slider to increase or decrease the
on) to slice the text or letter up into shapes that you can
text size, or enter a scale value in the Scale field.
color differently. Finally, use the Delete Edge tool to
remove the lines that hang out from the edges of the text. ƒƒ Leading: Use the Leading slider to adjust the spacing
See “Freehand” on page 32 and “Delete Edge” on page that appears between multiple lines of text. Move
38 for more information on how to use those tools. 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.

6. Additional word balloon options (custom for each word


balloon type) appear beneath the selection. These options
Create colorful text using the Freehand and Delete Edge tools with allow you to change the appearance of the word balloon. For
the Insert Text tool. example, you might find options that affect the appearance
and placement of the balloon tail, or whether the outer
edges of the balloon are smooth or cloud-like. Each of these
balloon morphs are set to zero, initially. You can move the
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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 a word balloon type, if desired, and use the balloon morphs choose the desired fill color.
to customize its appearance.
ƒƒ Custom Stroke: Check this option if you want to select
a stroke (outline) color for the balloon. Click the color
7. Use the following settings to determine the color and size of
swatch to choose the desired stroke color.
the word balloon:
ƒƒ Stroke Width: Enter the width of the stroke used for
the word balloon in pixels.
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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.

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.

ƒƒ Constrain Proportions: Check this option if you want


to keep an equal amount of white space around the Text added as a text layer.
width and height of the balloon. When unchecked, the
height of the balloon will be closer to the text, and the
width of the balloon will have more white space.
Creating Word Balloons
8. Press OK to add the text to your project.
You can use Anime Studio Pro to create word balloons for your
own use. Briefly, the following conditions should be met when
creating word balloons:

• The Anime Studio files must contain a rectangular point


group named Text Region. If this point group is missing, the
balloon will be considered invalid.
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• If you want to add morph targets to your word balloon, you


will need to use the Window > Actions command to open
the Actions window. Use the New Action button in the
Actions toolbar to design single-frame animations that you
can use for your morph targets. For further information on
this process, see “Creating Morphs” on page 265.

• 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 folder
as recommended in “Creating a Content Folder” on page
7, and place your custom word balloons in its Word
Balloons subfolder.

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Chapter 8: Special Tools Poser


Poser 7 or later must be installed on your system in order
Anime Studio includes a number of special tools that are for this feature to work. In addition, the scene that you
available in specific circumstances. These tools appear in the import into Anime Studio must contain objects that are
Special section of the tool palette when the conditions are met. contained within your Poser library folders. Refer to your Poser
The sections that follow describe how these special tools are uses. documentation on how to use, add, and maintain content in your
Poser library folders.
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.
Poser

Click the tool icon in the properties bar to display


a submenu. Choose Reset Tool to reset the current After you create your scene in Poser, save it to a folder on your
tool to its default settings. Choose Reset All Tools to reset hard disk. The file will be saved with a .PZ3 or .PZZ extension,
all tools to their default settings. depending on whether you use compressed files or not. In Anime
Studio, choose the File > Import > Poser Scene command, and
select the scene that you saved from Poser.

Poser scenes that use dynamic hair are very resource


intensive. If your Poser scene uses dynamic hair or other
resource-intensive features, be careful not to use extreme
settings.
Reset tool options.

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Rotate or scale Poser actors with dials in the Poser Parameters


Andy, Poser’s mannequin, imported into an Anime Studio scene dialog

After the Poser scene has been imported, the Poser tool is The parameters for each body part can be animated. For
enabled in the Special section of the tool box. You can click one example, you can pose the figure on one frame in your timeline,
of the body parts to rotate it with the Poser tool, or you can use and then move to a frame that appears later in the timeline and
the Poser Parameters dialog (Window > Poser Parameters) to reposition the body part. Anime Studio will then animate the
rotate or scale the selected body part through the use of sliders. in-between frames by interpolating the motion between the
keyframes that you set.

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Switch Layer Particle Layer


This is a specialized tool for use with Switch layers only. This is a specialized tool for use with Particle layers only.
This tool has no effect if you click and drag in the This tool has no effect if you click and drag in the
workspace. What it does is supply a popup menu in the tool workspace. What it does is supply a checkbox in the tool options
options area that lists all the sub-layers of a switch group. You area that lets you control whether the particle layer is turned on
can change the active layer by selecting it from the menu. or not (emitting particles or not).

Switch Layer Particle Layer

Options that appear in the Particle Options dialog are discussed


Tool Options in detail in “Particle Layers” on page 100.

Particle Layer Options


Switch Layer Options

• Active Child: Use this menu to select the active layer for the
switch function

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This tool helps you clear out and remove background areas from
images that you import into Anime Studio.

Image Masking tool

Tool Options

Image Masking tool

• Clear Mask: Click the Clear Mask button to remove all areas
Particle Options
from the mask and restore the image to its 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.

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Click with the Image Masking tool to mask out areas of the image
Import an image into your Anime Studio scene
that you want to hide

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 Video Tracking
control the sensitivity of the tool. Drag toward the left to decrease
the sensitivity, and toward the right to increase it. Release the To use the video tracking feature, you need to have a movie file
mouse button when you have masked out the desired area. in your project. Either import a movie into an existing project or
open a movie file from scratch. The following sections describe
the process of how the video tracking feature works

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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.

Video Tracking tool

Click on the first point you want to track. You can click, and then The first tracking point is added to the thumb
drag to position the point exactly where you want to place it. It is
optional, but recommended, that you name the tracked point in Now we add the second tracking point for the wrist, and name it
the Tracker Name field of the status bar. For example, since we (appropriately) Wrist.
are tracking a thumb here, we name the tracking point Thumb.

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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


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 to the beginning of
The second tracking point is added to the wrist the movie. Zoom in more closely to the video and use the Video
Tracking tool to reposition the markers that need to be adjusted.
After you place your tracking points, make sure the Video
Choose View > Reset to reset the zoom level of the video back
Tracking Tool is still selected. Play the video back and watch the
to the default. Play the video again and watch for any other
tracking points follow the points you selected. Playback runs a
problems. Keep making adjustments until you are happy with the
little slower during video tracking.
results. The following movie shows our markers after they have
As you play the video back, you’ll notice keyframes being added been adjusted.
to the timeline. While the video is playing, watch for any problem
spots in the way that the tracking points follow the items you

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colors in the paper that 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.

Markers after they are adjusted (SWF file)

The tracking point loses focus after reaching the paper on the wall
Re-syncing Tracking Points (SWF file)

You may also find instances where the tracking points go out
of sync with the tracked object. The most likely cause for this is To fix this type of problem, you scrub through the timeline until
when the tracked area touches or passes over another area in the you find the point where it loses track. In the next figure you see
video that is very close in color. For example, when the tip of the the spot where the thumb appears to blend in with the paper.
thumb goes in front of the paper on the wall, there are similar This is the area that causes the tracking point to lose sync with
the thumb.
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Find the point where the point loses focus Advance the video to a clear spot and adjust the tracking point

After you find the problem frame, advance ahead a couple of Sometimes color similarities occur for a period that is longer than
frames until you reach a point where there is more contrast. Then a couple of frames. For example, in our video there is a segment
drag the tracking point to position it where it should be. When where the thumb passes across the face. This is a much larger
you press Play, the tracking point will continue tracking from area where there is very little color contrast between the tracked
there. object and the area it passes over.
The solution here is slightly different. You can use interpolation
to calculate the path between two good points. First, move back
to find the last good point before the thumb crosses the face.

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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.
... 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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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

Select the movie to track, then choose the primary and secondary
Assigning the Tracked Layer tracking points

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

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Wrist here and choose OK. When 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, The following movie shows the results of our selections. Now
now follow the primary tracking point when you play the movie, the origin of the exclamation point
follows the wrist, and the angle of the exclamation point is
The secondary tracking point is optional. You can use it to control follows the angle line from the wrist (primary tracking point) to
either the angle or scale of the tracked layer. In our case, we want the thumb (secondary tracking point).
the thumb to control the direction of the exclamation point, so
we select the thumb as the secondary tracking point. Then we
check the option to control Angle.
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The exclamation point now follows the wrist, and points in the same You can offset the object from its origin with the Translate tool
direction as the thumb (SWF file)
Once you have applied video tracking points to another layer,
the two layers are totally independent. The tracking feature
Offsetting the Origin creates standard keyframes. You can edit, add or remove
keyframes to the tracked object. You can also hide or delete the
You can use the Translate tool in the Draw panel to move the video layer that was used to initially create the tracking points
tracked object away from the origin. The origin still tracks to the and keyframes. The layer that was tracked to the video will still
two tracking points, but the object that you are tracking can be continue to follow the motion. This allows you to use a video file
offset.

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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

Camera Tools Reset tool options.

The following tools let you move a virtual camera around in


a scene. Although layers in Anime Studio are primarily 2D, Track Camera
Anime Studio’s camera can be moved around in true 3D space.
The camera tools affect all layers in the document, not just the This tool moves the camera up and down, and side-to-
currently active layer. side. By giving the project’s layers different depth values,
you can create parallax (depth) effects. Holding the Shift key
If a tool has the following symbol next to it: , then it can be
while using the Track Camera tool will constrain the camera to
used for animation - using the tool at different frames in the
only move vertically or horizontally. Holding the Alt key will
timeline will cause the object you adjust to change over time.
move the camera forward and back.
Click the tool icon in the properties bar to display If the Show Path box in the tool options area is checked, then
a submenu. Choose Reset Tool to reset the the motion path for the camera will be displayed in the working
current tool to its default settings. Choose Reset All Tools area when this tool is active. This makes it easier to visualize and
to reset all tools to their default settings. plan out the motion of the camera. (The camera’s motion path
is only visible when the Orbit Workspace tool has been used to
view the scene from outside the camera.)

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Track Camera Tool Roll Camera Tool

Zoom Camera Pan/Tilt Camera


This tool zooms the camera in and out on the scene, just This tool changes the viewing angle of the camera. Drag
like the zoom control on a real camera. Technically, the the tool up and down to change the tilt angle of the
Zoom Camera tool is changing the field of view angle (or focal camera, and drag side to side to change the pan angle. Hold the
length) of the virtual camera. Shift key while using this tool to constrain the camera to only one
direction of rotation.
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.
Zoom Camera Tool
In order to be consistent with multi-touch
features, the Pan/Tilt Camera tool has had its
mouse direction reversed.
Roll Camera
This tool rolls the camera side to side. Try tilting your
head side to side, and you’ll understand this tool
immediately.
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Pan/Tilt Camera Tool Pan Workspace Tool

Workspace Tools Zoom Workspace


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

When the Pan Workspace tool is selected, you can click and drag
in the working area to move the project side to side and up and
down. Note that this isn’t the same as moving the objects in your
project - only your view of them is changing, not where they
appear in the final image. A shortcut for the Pan Workspace tool
Zoom 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.
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Rotate Workspace Orbit Workspace


The Rotate Workspace tool is used to temporarily rotate the The Orbit Workspace tool allows you to view your scene from
workspace. Think of drawing on paper - sometimes you might outside the camera. It’s like holding the scene in your handing
rotate the physical paper to draw from a different angle. The and turning it around to look at it from different angles. This
Rotate Workspace tool works in a similar way - sometimes tool is mainly useful when you’re working on a scene with 3D
(especially with the Freehand drawing tool) it may be helpful to elements (layers with different depths, complex camera moves,
orient the workspace in a different direction. A shortcut for the etc.). Hold the Alt key while using this tool to move your view
Rotate Workspace tool is to click and drag in the working area forward and back.
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 select Reset
from the View menu, click the Reset View button in the tool
Orbit Workspace 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 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.
Rotate Workspace Tool

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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. For that, please refer to
Anime Studio Pro interface
one of the chapters in the section entitled Using Anime Studio.

Working Area
Most of the Anime Studio project window is taken up by the
working area. This is the region where you will create and view
your drawings and animations. In every project, even an empty
one, two items will be displayed in this area. The first is a cross
marking the center of the currently active layer. The second is
a blue rectangle that indicates the visible region of the project.

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Only objects that are within this rectangle will appear in your restore a reasonable overall view in the working area, press the
final animation. Escape or Home keys, or choose Reset from the View menu (see
“Chapter 24: View Menu” on page 330).
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 19, and“Anime Studio Windows” on page 143..

Toolbar
Working Area
The toolbar to the left of the main Anime Studio window is where
you select which tool you want to work with. The available tools
will change depending on whether you’re currently animating,
Although every project has a fixed image size (for example
which objects are selected, and what type of layer is currently
640x480 pixels), the working area is basically an endless flat
active. The purpose and use of each tool is described in the
space on which you can draw and animate. The blue visibility
following chapters:
rectangle mentioned above indicates the actual image area for
the project. While working, you may want to zoom in or out to • Draw Tools: See “Chapter 3: The Draw Tools” on page
see more or less detail in your project. A quick way to do this is 20
by using your right mouse button. By dragging the right mouse
button in the working area, you can move around from side • Fill Tools: See “Chapter 4: Fill Tools” on page 44
to side. If 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 • Bone Tools: See “Chapter 5: Bone Tools” on page 66

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• Layer Tools: See “Chapter 7: Layer Tools” on page 108

• Camera Tools: See “Chapter 9: Camera and Workspace


Tools” on page 139

• Workspace Tools: See “Chapter 9: Camera and Workspace


Tools” on page 139

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.

Status Bar
Playback controls

Playback Buttons Display Quality


Near the bottom-left of the main Anime Studio window are a set
Near the bottom-right of the main Anime Studio window is a
of playback buttons that allow you to play/stop/rewind/etc. your
popup box that lets you customize the level of display quality in
animation.
the editing area. The Display Quality popup lets you control the
following options.

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• Fills: Display the fill colors of vector shapes.

• Strokes: Display the outlines of vector shapes.

• 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.

• Antialiasing: Draw shapes with smooth edges.

Display Quality options A little way to the left of the Display Quality popup is another
popup box labeled Current Layer. This popup contains similar
options to those found in Display Quality. The options in Current
Note that this only applies to the editing view - when rendering
Layer apply only to the current layer, while Display Quality’s
your final project, everything will be drawn in full quality,
options apply to the entire project. So, for example, if you wanted
regardless of the following settings.
to display fill shapes for all layers except one, you would leave
• Fast buffer: Turns on a faster method of drawing. However, Fills turned on in the Display Quality popup, but turn it off in the
color reproduction in this mode is not totally accurate. Current Layer popup for the layer in question.

• Paths: Display points and curves for vector layers.

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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 so on up to the

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top. When two layers contain objects that overlap, this ordering At the left side of a layer’s entry in the list is a visibility control,
determines which object is in front and which is behind. which controls whether a layer is visible or not. If a pair of eyes
is visible in this box, any objects drawn in the layer will appear
Each layer is represented in the list with an entry that looks
in the main Anime Studio window, as well as in any rendering
something like this:
of the project. If you click this box, 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. Note: 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 visible or invisible.
To the right of the visibility control is an icon that indicates what
A single layer in Anime Studio type of layer each entry in the layer list is. The different types of
layers include vector, image, group, bone, switch, particle, 3D,
Only one layer can be edited at a time in the Anime Studio and note layers.
working area. The layer currently selected for editing (the active Certain types of layers act as groups, and can contain other layers
layer) is displayed in a highlighted color. To select a different within them. (You can think of them like folders on your hard
active layer, just click on its entry in the layer list. A layer’s entry drive.) These layers have a triangle on their left side. Clicking
provides you with three pieces of information: what type of layer this triangle opens and closes these group layers, allowing you to
it is, its name, and whether the layer is visible. access or hide the sub-layers they contain.

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Layers can be re-ordered simply by dragging one layer 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 it. When the insertion bar appears
at the location you choose, just drop the layer and you’re done.
You can also use this method to drag sub-layers into or out of
group layers. Layers can be re-ordered at any time, although
their order is not dynamic over time. That is, the layer ordering
cannot change in the middle of an animation, for example to
make one object appear to move in front of another object.
Layer Toolbar
The last thing you can control in the layer list is the property
set of any layer. By double-clicking a layer in the list, a dialog
will appear with various options controlling the appearance • New Layer: Adds a new, empty layer to the project. A popup
and behavior of the layer. This dialog is described in the Layer menu allows you to choose the type of layer you want to add.
Settings section below. The new layer is placed directly above the current active
layer.

Layer Toolbar • Duplicate Layer: Makes a copy of the current active layer
and adds it to the project. This new copy is placed directly
At the top of the Layer panel is a toolbar that provides several above the current active layer. If you duplicate a group layer,
layer operations. The buttons in the toolbar are described below: all of the sub-layers inside it will be duplicated also.

• Delete Layer: Deletes the current active layer. This


operation cannot be undone, so you will be asked to verify if
this is really what you want to do.

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• Layer Settings: This command brings up a dialog with


various controls to modify the layer’s appearance and
behavior. The next section, Layer Settings, goes into detail
about these options. The Layer Settings dialog can also be
invoked by double-clicking the current active layer in the
layer list.

• Layer Comps: Click to display a menu of Layer Comp


commands. These commands are discussed in the following
section.

Using Layer Comps


Layer Toolbar
Layer comps are useful if you want to export only selected items
in your scene so that you can composite them externally in
• New Layer Comp: In the Layers window, hide the layers
third party software. For example, you can create a layer comp
and objects that you do not want included in the layer comp,
that relates to background elements, another that relates to
and make sure that all items that you do want to include are
characters, and another that relates to foreground elements or
visible. Then choose New Layer Comp. Enter a name for the
titles.
layer comp in the dialog that appears.
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.
The Layer Comp tool appears in the toolbar in the Layers
window. Click the Layer Comps tool to display a menu that
includes the following commands:

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• 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 comps.

• Hide All Layers: Hides all layer comps.

• Delete Layer Comp: Allows you to delete a layer comp from


the list. Deleting a layer comp does not delete the content
Creating a new layer comp contained within it, it only removes the references to the
deleted layer comp.

• Update Layer Comp: Choose this option if you need to


make changes to an existing layer comp. Make sure that Using Layer Colors
all items that you want to include are visible on the stage.
Choose Update Layer Comp and select the layer comp that If you have many different layers in your Layers window, you can
you want to change. assign colors to them to help find specific content more easily.
To do so, double-click the layer in the Layers window to open
• Expose Layer Comp: Allows you to “solo” the items in a the Layer Settings dialog. In the General tab, choose a color for
selected layer comp. All other items will be set to invisible. the layer from the Layer Color drop-down selector. The layer
Select the layer that you want to expose from the list of layer will then be displayed in the Layers window in the color that you
comps. choose.

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Choosing a layer color

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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.
Click the Apply button to apply changes in settings. The
Layer Settings window will remain open so that you can make
additional changes.

General Tab
This tab is available for all layer types, and controls general layer
properties.

General Layer Settings

• Name: This field allows you to change the name of the layer.
You can type in any name for the layer you want here, and
the name will appear in the layer list after you click the OK

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button. Good names make working with large projects much Use the Layer Color selector to choose a color for the current
easier. Examples of layer names might be Background, layer. Plain will display the layer in the normal Anime Studio
Body, or Head. interface color. Other choices for categorizing your layers are
Purple, Blue, Green, Yellow, Orange, and Red.
• 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 Compositing Effects
can be useful to reduce clutter and improve performance.
This group of controls allow you to change certain layer
Things you might consider hiding in the editing view are
properties over time. When you modify any of these at a frame
background details, texture and detail layers, or special
greater than 0, you will add a keyframe to the corresponding
effects like particle layers. Note that if a hidden layer is the
layer effects channel. For example, if you go to frame 1 and
currently active layer, it will temporarily un-hide itself so
uncheck Visible, then go to frame 20 and re-check Visible, that
that you can edit whatever it contains.
layer will not appear in the final animation until frame 20.
• Don’t render this layer: If this box is turned on, then the
• Visible: Controls whether a layer is visible in the final
layer will not appear in any rendered/exported movies. This
output. It is important to note that this checkbox is totally
option is usually used for some kind of helper layer. For
independent of the visibility box displayed in the layer list:
example, you might draw a layer with some guide lines to
these are two separate notions of visibility, and don’t
help you draw and animate a scene, but you don’t want those
affect each other at all. The visibility control in the layer
guides to appear in the final output. Note layers have this
list is meant for your editing convenience: you can turn one
option turned on by default.
layer off while you work on another. The visibility checkbox
• Allow animated layer effects: When checked allows you in this dialog is meant to allow certain effects during an
to animate layer effects by varying settings through the animation. For example, if you had a layer with a drawing of
timeline. When unchecked, layer effects do not animate. a glowing lightbulb, you could uncheck the visibility of this
layer at frame 1, then turn it on at frame 10, off at frame 20,
• Layer Color: Layer colors are used to help you categorize on at frame 30, etc. to create the effect of a blinking light.
the content in your project using colors of your choosing.

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• 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.

• 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.

• 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. Without Auto Shading

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Outline
You can add an outline to a layer by enabling the option in this
section and specifying the width and color of the outline.
You can set separate colors and widths for each layer to add nice
effects to your drawings. If you set just one color 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 on: Check this option to create an outline around


the objects on the layer.

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


With Auto Shading

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


• 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.

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creating things like flowing arrows that need to point in their


direction of movement.

• Scale compensation: When this box is checked (as it is


by default), and you scale an entire layer larger or smaller,
the lines in the final rendered output will automatically get
thicker or thinner so that they retain their relative weight in
the overall image. Also, layer effects like blurs and shadows
will become larger or smaller to match the scale of the layer.

• 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
With 10 pixel blue outline around the bone group 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.

Options • Immune to camera movements: Sometimes you may


want to make some layers ignore camera movements. For
• Rotate to follow path: When this checkbox is turned on, example, certain backgrounds or title or logo layers you may
the layer will automatically rotate to follow its direction of want to stay in one place on the screen even while you move
movement. (Specifically, the up direction will turn to follow the camera around.
the direction of layer translation.) This can be useful for

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• Embedded Script File: Allows you to attach a lua script to ƒƒ Free Pivot: Rotates the layer on both its X (horizontal)
a layer. When you play it back in the timeline or render a and Y (vertical) axis as best it can to make the layer’s Z
document, the script is executed to go with that layer. axis point at the camera.

• Immune to depth of field: The depth of field function (in ƒƒ Face Image Plane X Axis: Rotates the layer on its X
the Project Settings dialog) lets you simulate the blurring of (horizontal) axis as best it can to keep the layer parallel
objects with different distances from the camera. This option to the camera plane.
allows you to turn off this effect for any particular layer. ƒƒ Face Image Plane Y Axis: Rotates the layer on its Y
(vertical) axis as best it can to keep the layer parallel to
• Rotate to face camera: In previous versions of Anime
the camera plane.
Studio, a layer would pivot only on the Y axis and face the
center of the camera. In Anime Studio 9.2 or later, you can ƒƒ Face Image Plane Free Rotate: Rotates the layer on
choose different pivot axes, and the layer can face the camera both its X (horizontal) and Y (vertical) axis as best it can
center or the image plane. This can be useful when using to keep the layer parallel to the camera plane.
Anime Studio’s 3D camera - especially for scenery-type
objects. Trees, for example, that always face the camera can In the diagrams that appear below, the X and Z
save you a lot of work. Choose a rotation option from the Axes are shown in red and blue. The Y axis points
popup menu: straight up, so being that we are looking at the scene
from the top, the Y axis points at you. The black pyramid
ƒƒ No: Turns off the Rotate to Face Camera feature. represents the camera view, with the point of the
ƒƒ Pivot X Axis: Rotates the layer on its X (horizontal) pyramid representing the eye. An image plane appears
axis as best it can to make the layer’s Z axis point at the in front of the camera. This image plane is like film, and
camera. represents where the rendered image gets focused.

ƒƒ Pivot Y Axis: Rotates the layer on its Y (vertical) axis as


best it can to make the layer’s Z axis point at the camera. There are also three layers in the diagrams: Layer A is
not set to face the camera. Layer B pivots on the Y 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
and rotation. Layer A, which has the Rotate to Face rotated to face the center, the image plane also rotates
Camera feature off, will not move when the camera to the same angle. Notice now that Layer A remains
is moved. Layer B, which is set to rotate on the Y axis, in the same position because Rotate to Face Camera is
turns to face the camera. Layer C, which is set to rotate off. Layer B, which is set to rotate with the Y axis of the
with the image plane, is rotated the same as the image camera, rotates to face the new position of the camera
plane. 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 transparency of
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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.

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

Shadows Layer Settings

Layer Shadow
This section lets you apply a drop-shadow effect to a layer.

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• Shadow On: Checking the Shadow on checkbox will Layer Shading


make all objects in the layer cast shadows on the layers
underneath. This section is similar to the “Layer Shadow” section above.
However, instead of producing a shadow effect behind the layer,
• Offset: Controls how far the shadow appears from the these controls let you apply a shading effect on top of the layer.
actual objects. A larger offset makes objects appear higher
up above the layers below them. • Shading On: Checking the “Shading on” checkbox will
make all objects in the layer appear shaded, giving them a
• Blur: Determines how hard or soft the edges of the shadow rounded edges effect.
appear.
• Offset: Controls how far inside the layer the shading
• Expansion: Allows you to expand the reach of the shadow. appears. A larger offset makes objects appear to have more
This can be useful for halo-type effects. Try an Offset of 0, “rounded” edges.
Blur of 8, and Expansion of 8.
• Blur: Determines how hard or soft the edges of the shading
• Shadow Color: Clicking on the “Shadow color” swatch lets appear.
you change the color of the shadow that is being cast. You
can also modify the transparency of the shadow with this • Contraction: Allows you to pull the shading further into the
control. center of the layer.

• Shadow Direction: Controls the direction the shadow is • Shading Color: Clicking on the “Shading color” swatch
cast. Just drag the knob in circles to change the direction of lets you change the color of the shading that is applied. You
the shadow. can also modify the transparency of the shading with this
control.

• Shading Direction: Controls the direction the shading


appears. Just drag the knob in circles to change the direction
of the shading.

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3D Shadow
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 it to make the object look
as though it is resting on the ground, or as if the object is floating Position the origin point at “ground” level.
in the air.
The settings for perspective shadows are as follows:

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


direction that the light source is coming from).

• 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.

Motion Blur Layer Settings

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


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

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 Masking Layer Settings
the visible region of the mask will not appear in the final output.
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 • + Clear the mask, then add this layer invisibly to it:
occur in this group.
• Exclude Strokes: Check this option to exclude outlines
• Mask on - reveal all: Means that masking is on, and by from the mask.
default all sub-layers will be fully visible.
• Expand mask by a pixel: Adds an additional pixel around
• Mask on - hide all: Means that masking is on, and by a layer mask.
default all sub-layers will be invisible (this is the most
The masking controls are simple but powerful options that can
common option when using layer masking).
be used for all kinds of creative tricks. The best way to explain
All other layers inside a group will have the following options for these is with a hands-on example that you can try out in the
layer masking: Tutorial Manual.

• Mask this layer: Clip this layer against the current mask.
Vectors Tab
• Don’t mask this layer: Skip all masking operations for this
layer. This tab is only available for vector layers, and controls the
appearance of lines and fills in the layer. The controls here
• + Add to mask: Add this layer to the mask. Any higher enable the vector “noise effect”. By adding “noise” to a layer, you
layers will be visible wherever this layer is visible. can make it look more hand-drawn, or at least get rid of some
of that pesky computer precision. Of course, that’s up to artistic
• + Add to mask, but keep invisible: Add this layer to the
interpretation: if you like computer precision, the noise effect
mask, but don’t show it in the final output.
may not be the feature for you.
• - Subtract from mask: Use this layer to cut a hole in the
current mask.

• + Clear the mask, then add this layer to it: This makes the
mask identical to the transparency value of the current layer.

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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 distortion,
while smaller numbers will give you a more scribbled look.
Vectors Layer Settings
• Interval (Frames): When vector noise is set to be animated,
you can set an interval so that the noise changes every nth
• Noisy Outlines and Noisy Fills: The first two checkboxes
frame, with n being the number that you enter in this field.
turn on noise for outlines and/or fills. If you turn on both
Increase the number to reduce the amount of noise.
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• Line Count: Tells Anime Studio to draw a number of lines,


distorting each in a different way.

Depth Sort Tab


This tab is only available for group and bone layers. Depth
Sort has two controls that can be used with Anime Studio’s 3D
features.

Depth Sort Layer Settings

• Sort Layers by Depth: Allows sub-layers to move in front


of and behind each other during an animation. Normally,
layers are drawn in the order they appear in the Layers

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window. However, with this option turned on, layers are


displayed according to how far they are from the camera.
See the Tutorial Manual for an example of using this feature.
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: 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.

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 used in movie will no longer appear in the project after the playhead
the image layer. Use this if you want to change the image, or moves beyond the last frame in the movie.
if it got lost for some reason.
• Premultiplied Alpha: If an imported movie has an alpha
• Reveal Source Image: Click the button to open Explorer channel and the edges look bad after importing, it may
(Windows) or Finder (Mac) to the folder that the current be because the movie has premultiplied alpha. Check this
source image is contained within. option to improve appearance..

• AVI movie has alpha: Turn this on if the image layer is • Movie FPS: Sets the speed of the movie in Frames per
using an AVI movie, and that movie includes an alpha Second
channel.
• Warp using bones: If this box is checked and the image
• Loop movie indefinitely: When checked, the movie plays layer is placed inside a bone layer, the bones can be used to
in a loop for as long as required in the animation. When warp the image as if it were printed on a rubber sheet.
unchecked, the movie plays once and stops when it reaches
its end. • Nearest neighbor sampling: When this option is not
checked, Anime Studio will try to smooth out the areas in
• Play backwards: When checked, plays a movie layer between pixels when you enlarge the image. If you want the
backwards (in reverse frame order). images to look blocky when they are resized, turn this option
on. Anime Studio will not smooth the image and it will start
• Persist First Frame: When checked, displays the first to look blocky when it is enlarged.
frame of a movie continually until the playhead reaches the
frame at which the movie begins to play. When unchecked,
the movie will not appear in the project until the playhead Toon Settings
reaches the first frame in the movie.
The Toon Effect filter is used with images and movies. Load an
• Persist Last Frame: When checked, displays the last frame image or movie into a new layer. Open the Layer Settings dialog
of a movie continually after the playhead reaches the last to the Image tab and check the Toon Effect option. The image or
frame of the movie in the timeline. When unchecked, the movie will be processed through the Toon Effect filter.
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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 and apply the
toon effect filter. Immediately afterward, import the animation
as a new movie file. Use the new movie file, with the toon effect
Toon settings in the Layer Settings Image tab
applied, in your final project.
Some types of images work better than others. Faces should be
pretty large in the image. If the face is small then a lot of detail
will be lost or blurred together.

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• Edge level: Controls the width of the edges in the toon


effect. Increase the setting to make the edges wider, and
decrease to make the edges thinner.

• 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 Switch Layer Settings
value you enter is the number of colors in the image.

• Select Audio Sync Source: Lets you select a data file used
Switch Tab to control the switch layer. A data file is not required (you
can control a Switch layer manually by right-clicking its
This tab is only available for switch layers. entry in the Layers window), but if you do want to use a data
file you have two choices:

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If you want a quicker lip-sync solution, you can


use an audio file as a data file. In this case, your
switch file should contain several version of a mouth
shape, ranging from closed to wide open. The volume of
the audio file will control which mouth shape is used at
which frame. If you do use an audio file to control the
Switch layer, you can 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 a value of 1 - if the mouth seems too
wide, try smaller values (0.75 or 0.5). If the mouth isn’t
wide enough, try higher gain values (1.5 or 2). See the
Tutorial Manual for an example of using this function.

• Interpolate sub-layers: If this box is checked Anime Studio


will do smooth transitions between the sub-layers as long
as they’re all vector layers and contain the same number of
points.

Particles Tab Particles Layer Settings

This tab is only available for particle layers. The description for
how these controls affect a particle layer can be found in “Particle
Layers” on page 100. 3D Options
This tab is only available for 3D layers.

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The default color is only used when no color is defined by


the model itself.

• 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 turned
inside-out or otherwise distorted, try switching the polygon
orientation.

• Edge offset: Lets you fine-tune how much offset is used to


draw the anime or cartoon edges around your 3D model. A
value of zero corresponds to no cartoon edge at all.

• Warp using bones: If this box is checked and the 3D 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 two-dimensional, so you
will be limited in the ways you can control the 3D object
using bones.

• Reset Z buffer: Anime Studio uses a z buffer rendering


3D Options Layer Settings algorithm and the result is that all 3D objects in the scene
interact in a visually consistent way. Objects that are closer
appear in front of those further away, regardless of the layer
• Default color and Edge color: Allows you to adjust the order. However, if you turn this checkbox on for layer X (a
color of the 3D model. If you imported a 3D model that 3D layer), then when layer X gets rendered it first resets
includes colors and textures, then those will be used instead. 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

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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.

Note Tab
This tab is only available for note layers, and lets you change the
text label in the note.

Notes Layer Settings

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Physics Tab
The settings in the Physics tab are as follows:

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).
For more information on how to use physics in your Anime
Studio projects, see Tutorial 5.9, “Basic Physics”, in your
Anime Studio Tutorial Manual.

Physics 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.

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Style Window Options:


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

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Shapes construction. Enabling either or both of these Auto options


before using the Draw Shape tool will create a visible shape
with the properties chosen.
Shape Selection Drop-Down Menu (1) Choose Edit >Preferences... and in the Option
You can use this menu to select any existing and named shape on tab, you can select Auto-name new shapes so
the current vector layer. Select <None> to deselect all shapes. that all of your shapes have names when created. Refer
to “Options Tab” on page 300 for more information.

Style Management Drop-Down Menu (2)


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.

Shape Selection Drop-Down Menu

• 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 Auto-
fill and Auto-stroke options unchecked, you will create a
vector construction without any shape and it will not be
visible when rendered/exported. You can always use the
Create Shape (U) tool to make a shape using this vector
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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.

Window Mode Indication (3)


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

Window Mode Indication

Style Management Drop-Down Menu


• DEFAULTS (For new shapes): In this mode the style
These are the options of this menu: you define will be applied to any new shapes you create.
This default will retain the style of the last shape you had
• New: This option allows you to create a new saved style. selected. This is the default mode when there are no shapes
or styles selected.
• Delete: This option allows you to delete a selected style.
• SHAPE: In this mode the style you define will edit the style
• Delete Unused: This option allows you to delete all styles of the currently selected shape. Selecting a shape in the
that are not currently applied to any shapes. workspace or in the shape selection drop-down menu will
enter shape mode.
• <None>: This option deselects all saved styles.

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• STYLE: In this mode the style you define will either create
a new style or edit an existing one, depending on the option
you select from the style management drop-down menu.

Name Field (4)


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

Fill Color Selector (6)


This displays the fill color for the default style, the selected shape,
or the selected style, depending on the style window mode.
Clicking on it allows you to edit the color with the color picker:
Name Field

Fills

Fill Enable Checkbox (5) Fill Color Selector

This checkbox determines whether a selected shape has a fill.


The color picker allows you to select the color and transparency
A fill is the color inside of a closed shape. This option is only of the fill or stroke of your style. The large field to the left is where
available when you have an existing shape selected. you can chose the color saturation and brightness. The vertical
colored bar to the right of this is where you chose the color hue.
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The next, checkered bar is where you set the color alpha value Fill Color Override Checkbox (7)
(opacity). At the top right are two color chips. The top one is the
current color and the lower one is the previous color ( click to If checked, the color displayed in the fill color selector will
restore). Below these are manual inputs for the red, green, blue, override any other fill color in the style.
and alpha values. And last is a hexadecimal field where you can
copy or paste hex values to set the color.

Fill Color 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 fill color with
the current color in the fill color selector.

• STYLE: In this mode the override determines what


Color Picker 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 properties.
When a style is applied any overrides checked in that saved style
will override those properties in the shape or default.

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Fill Effect Drop-down Menu (8)


These drop-down menus allow you to select two different fill
effects. There are many effects to chose from:

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 Expanded Menu
can be animated, with keyframes being added to the timeline
when you change colors, blur radius, angles, offsets, blurs, and
Selecting an effect will bring up an effect settings dialog, each of
more.
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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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:

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.

• Offset: Allows you to assign a value for how far the shadow
is offset from the filled area

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• Blur: Controls the softness of the shadow. • Blur Radius: Allows you to increase or decrease the
softness, or blur, around the edge of the fill.
• Shadow Color: Allows you to choose the shadow color from
a color palette. Halo Fill Effects

• Shadow Only: Check this option to only display the shadow, When you choose Halo Fill effects, a dialog displays the following
without the fill. options:

Soft Edge Fill Effects

When you choose Soft Edge Fill effects, a dialog displays the
following options:

Halo Effect Options

• Inset Radius: Adjusts the radius of the inner area

• Blur Radius: Adjusts the softness around the halo


Soft Edge Effect Options
• 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 effect • Type: Allows you to choose one of four types of gradient
without the fill. 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 respond to gradient to appear partially or completely transparent in
bone warping. You can animate the location and color of all of some areas.
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
Image Texture Fill Effects

When you choose Image Texture Fill effects, a dialog displays the
following options:

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proportionally as needed to fit the width or height of the area


that will be filled.

Drop Shadow

The Drop Shadow feature allows you to quickly and easily create
a drop shadow for your objects. The feature allows you to set the
angle from which the light shines, how much the shadow is offset
from the object, and the blur radius (or softness) of the shadow.
In addition, you can set the color of the shadow through a color
swatch.
When you choose a Drop Shadow, a dialog displays the following
options:

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


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

• Select Texture: Click this button to choose an image file to • Offset: Allows you to assign a value for how far the shadow
be used as a texture fill. is offset from the filled area

• Tile: Choose this option if you want the image to repeat more • Blur: Controls the softness of the shadow.
than once to fill the selected area
• Shadow Color: Allows you to choose the shadow color from
• Don’t Repeat: Choose this option if you do not want to a color palette.
repeat image used for the fill. The image will be rescaled

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adjust the width and density of the crayon stroke. You can also
use the crayon as an eraser.
When you choose the Crayon effect, a dialog displays the
following options:

Drop Shadow Effect Options

Crayon Effect Options


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

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• Erase to Background: Check this option to erase


underlying strokes with the crayon.

• Minimize frame-to-frame randomness: Check this option


to keep the crayon effect from jittering during the animation.
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 Options
Splotchy

This effect fills the selected area with a splotchy pattern. You can
• Magnitude: Allows you to adjust the contrast of the splotchy
control the contrast, scale, and chromatics of the pattern fill.
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 (9)


Each of these buttons 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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Stroke Enable Checkbox


Fill Effects Settings Button

Stroke Color Selector (11)


Stroke
This displays the stroke color for the default style, the selected
shape, or the selected style, depending on the style window
Stroke Enable Checkbox (10) mode. Clicking on it brings up the color picker.

This checkbox determines whether a selected shape has a stroke.


A stroke is the outline of a shape. Shapes can exist without a
stroke or only composed of a stroke. This option is only available
when you have an existing shape selected.

Stroke Color Selector

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Stroke Override Checkbox (12) Stroke Brush Selector (13)


If checked, the color displayed in the stroke color selector will This displays the current brush used for the stroke of the default
override any other stroke color in the style. style, selected shape, or selected style.

Stroke Override Checkbox Stroke Brush Selector

This works slightly different, depending on which mode the Clicking this box opens the Brush Settings dialog:
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
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.
When a style is applied any overrides checked in that saved style
will override those properties in the shape or default.

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• 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.

• 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 spacing: This allows you to set the spacing between


each instance of the brush.

• Minimize frame-to-frame randomness: Check this option


to keep the brush from jittering during the animation.

• 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.

• Brush preview: This displays a preview of the chosen brush


settings.

Brush Settings Dialog Stroke Line Width Field (14)


This field allows you to set the stroke line width of the default
style, selected shape, or selected style. The minimum line width

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is .25. After clicking in this field you can either type in or use the • DEFAULTS and SHAPE: In these modes the override is
mouse wheel to adjust the value. only available if a saved style has been applied (see 19).
Enabling this will override the applied style line width with
the current width in the line width field.

• STYLE: In this mode the override determines what


properties are included in the saved style. There is an
override for fill, stroke, and line width. You can create styles
Stroke Line Width Field with any combination of these properties.

• When a style is applied any overrides checked in that style


will override those properties in the shape or default.
Stroke Width Override Checkbox (15)
If checked, the width displayed in the line width field will Stroke Effect Drop-down Menu (16)
override any other line width in the style.
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 Width Override Checkbox

This works slightly different, depending on which mode the


window is in:

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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 (17)


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 (18)


You’ll notice the addition of a Round Caps option in the Stroke
Angled Pen Effect Options
section of the Advanced Style window. Check this option if you
want to use strokes that have rounded ends. Uncheck the option
• Radius: Adjust the radius of the effect. to use flat ends on your strokes (similar to those used in Anime
Studio 7 and earlier).
• Angle: Provides a dial that allows you to change the
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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Applied Styles Drop-Down Menus


These drop-down menus (19) allow you to apply two different
saved styles.

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. Applied Styles Drop-Down Menus

A saved style is a set of information used by a shape (color, line


width, line brush, effects, etc.), but it doesn’t actually appear on
its own in your animation. Instead, after creating a style, you can
apply that saved style to one or more shapes. For example, you
might create a “Skin” style, and apply it to all the body parts of a
character. Later, if you want to change the color of the character,
just modify the Skin style, and any shapes that use that style will
change instantly. Use the Style management drop-down menu to
create new styles and to select a style for editing.
You can select any saved style you have created to apply to the
Rounded end caps compared to ends that are not rounded.
default style or the selected shape. Select <None> to clear the
applied style.

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3D Conversion Thickness Field

Expanded Menu
Swatches
You can define global shading, line width, etc. to maintain a
consistent look throughout your project.
Color Swatch Drop-down Menu (21)

3D Conversion Thickness Field (20) This menu allows you to select from a variety of color swatches
or select a Custom Image as a swatch.
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 displays the 3D
thickness of the default style or selected shape. After clicking this
field, you can type in or use the mouse wheel to adjust this value.
These swatches appear in the Color Swatch (22) below. Swatches menu

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These swatches appear in the Color Swatch (22) below.

Color Swatch (22)


The swatch you select from the color swatch drop-down menu
shows up here as a simple color picker. You can 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:

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The basic view minimizes the style window to some of the


options most used while animating.

Copy, Paste, and Reset buttons

• Press Copy (23) to copy the properties of the selected shape


or style. Advanced Window Checkbox

• Press Paste (24) to apply a previously copied set of


properties to another shape or style.

• Press Reset (25) to switch back to editing the default fill


and line properties - if a shape or style is currently selected,
it will be de-selected.

Advanced Window Checkbox (26)

As mentioned at the beginning of this chapter, this checkbox


switches the style window between Basic and Advanced views.

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Chapter 14: The Library • Use the Up and Down arrow keys to move higher or lower in
your content tree.

Window • 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


The Anime Studio Library window provides access to all of the
view a larger preview of the content item.
content that ships with Anime Studio such as characters, props,
images, audio, etc. It has three tabs: the Library tab that provides
access to the content categories, the Search tab which allows you
to search your content folders for specific files, and the Favorites
tab where you can gain easy access to your frequently used or
favorite content items.

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.

The Library tab contains eight 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.
The Anime Studio Library window
The following figure shows the various controls and options that
are contained in the library palette. Navigate through the Library 1. Library Tabs: Allows you to switch between three views in
list as follows: the Library Palette: Library, Search, and Favorites.

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2. Category Icons: Allows you to select one of the eight library folder. This button appears only when a “My” content folder
categories. From left to right, they are Figures, Props, is selected (My Characters, My Props, etc.). You cannot add
Images, Audio, Video, Effects, Scenes, and 3D. folders to the default library categories that are furnished
with Anime Studio.
3. Collapsed folder: Click the right arrow to expand the
contents of the folder. The number that appears in brackets 9. Save to Library (+): Click this button to save the scene item
at the beginning of the folder name designates the number that is currently selected into the Library.
of items that are contained within that folder.
10. Add to Favorites: Adds the item that is currently
4. Expanded folder: Click the down arrow to collapse the highlighted in the library to the library’s Favorites tab.
contents of the folder. The number that appears in brackets
at the beginning of the folder name designates the number
of items that are contained within that folder. Displaying the Library Window
5. Selected item: The currently selected item is highlighted, If the Library Window is not open, select Window > Library or
and displayed with a larger icon. File details appear at the use the keyboard shortcut Command/Ctrl+Shift+L.
left of the icon that indicate file name and other details if
To resize the Library palette:
available.
• Drag the left or right side to resize the width of the Library.
6. Content preview: If a content item is not selected, a smaller
preview icon appears beside the name of the file. Click once
• Drag the top or bottom edge to resize the height of the
to select the item to view its details.
Library.
7. Double Checkmark (Add button): Click the double-
• Drag any corner of the Library palette across your screen to
checkmark icon to add the currently selected item to your
the desired height and/or width.
scene.

8. Create New Folder (+}: Click this button to create a new


folder or subfolder beneath the currently selected library
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Loading and Managing Items using • Create New Folder: Click the Add a Folder (+) button to
create a folder beneath the currently selected Library folder.
the Library Icons
• Save to Library: Clicking the Save to Library (+) button
The Library icons appear as shown in the following figure. These adds the selected item to the Library palette.
icons appear at the bottom of the palette.
• Delete from Library: Clicking the Delete from Library (-)
From left to right, these icons are:
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.

• Add to Favorites: Click to add the currently highlighted


library item to your Favorites list.

About Library Palette Categories


Anime Studio’s library allows you to quickly select categories and
Library Icons the items contained within them:
Click a Category icon to select a Content category. Then drill
• Double checkmark: The Add to Scene (double check) down in the hierarchical list in the Library list to select the item
button adds the selected item to your scene. After you choose you want to add to your scene.
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.
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Category Icons

The default categories are broken down by content type:


Figures, Props, Images, Audio, Video, Effects, Scenes, and
3D. When you switch between categories, the Library remembers
which item was selected the last time you used a specific
category.
The content items are shown as a series of thumbnails arranged
in a tree hierarchy. This area is called the Content pane.

Content Pane

Maintaining Your Content Folders


When you first start Anime Studio, you are prompted to create
a content folder. The steps are discussed in “Creating a Content
Folder” on page 7. You can use the subfolders in this

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directory to store your own custom Anime Studio-compatible 3. Click the Create New Folder icon located at the bottom of the
content. Library palette. You are prompted to enter a name for the
new folder.
In addition, the Library window allows you to add content
to your own folders so that you can access this content more
4. Enter a new folder name and choose OK. The folder appears
easily. When you select one of the category icons at the top of
in the Library window.
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
content. Follow these steps:
1. Click the category icon that applies to the subfolder you want
to create. For example, if you will use the new folder to store
your own characters, select the Characters category. Creating a Subfolder

2. Highlight the folder beneath which you want the new folder
to appear (such as the Anime Characters folder shown in the
following figure.
Adding Items to the Library
Saving an item to the Library palette adds the appropriate item
to the currently selected category/subfolder. To add an item to
the Library palette:
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1. In the Layers window, locate and highlight the item that you Deleting Items from the Library Palette
want to save to the library. Assign a descriptive name to the
object, if necessary, as the Library uses the layer name to To delete an item from the Library palette, select it by clicking
identify the Library object name.. its preview image, then click the Delete from Library icon (-) at
the bottom of the palette (see below for an image of the Library
2. In the Library window, select the desired category/ icons).
subcategory by clicking the appropriate Category icon
(Figures, Props, Images, Audio, Video, Effects, Scenes,
or 3D).

3. Click the Save to Library icon (+) at the bottom of the


Library palette. The object is saved to the Library folder that
you selected.

Library Icons

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.
Library Icons
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Searching the Library 1. Switch to the Search tab in the Library.

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


The Search tab in the library allows you to perform a keyword
(such as outdoor scene) in the Search For field.
search in all or in selected categories.
3. Check or uncheck options as follows:

ƒƒ To perform a search throughout all Library categories,


check the All Categories option.

ƒƒ To perform a search in specific categories in your


Library, uncheck the All Categories option and then
check or uncheck Characters, Props, Images, Audio,
Video, Effects, Scenes, or 3D as needed to find the
content you are looking for.

Searching specific categories


Library Search Tab

To perform a search, follow these steps:


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4. Click the Search button. Anime Studio performs a search


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

Favorites Tab
The Favorites tab allows you to quickly add your favorite content
to library folders that you create yourself.
To add an item to the Favorites tab:
1. Highlight the library item that you want to add to favorites.

2. Click the Add to Favorites button at the bottom of the


Add to Favorites button
Library palette. An Add to Favorites menu appears above
the selected item.

3. From the menu, select an existing Favorites category, or Using the Old Style Library
choose <<New Folder>> to create a new Favorites folder.
When the New Library Name dialog appears, enter a name In previous versions of Anime Studio, you could access the
for your new folder and click OK. The new folder appears in library by choosing Import > and selecting content from one
the Favorites tab and your item appears within it. of the various subcategories. This is the method used in Anime
Studio 5 and earlier.

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Selecting content from the File > Import command


The Old Style Library Window
Anime Studio 6 allowd you to access content in a library window
that appears as shown below.
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To use this library in lieu of the default library discussed • Double-click a content item to insert it into your project.
previously, choose the Edit > Preferences command, and check
The status bar at the top of the Content Library displays buttons
the Use Old Library option in the Options tab of the Preferences
that allow you to back up to previous levels.
dialog.

The option to select and use the old style library


as default is not included in the Mac App Store
version of Anime Studio Debut. You will still be able to
use the File > Import menu to select and add library
content as shown in the previous figure.

After you choose to use the old style library, you access this Use buttons in the top toolbar to navigate backward to previous
library in one of two ways folder levels

• Choose Window > Library

• Click the Library button in the top-right corner of the Status


bar.
The Content library opens to display items in your library. Icons
display movies, folders, sound files, and other Anime Studio
documents in your library.

• Use the zoom tools in the upper right corner of the Content
Library window to increase or decrease the size of the icons.

• Double-click a folder icon to open the folder. The contents


within that folder will be displayed.

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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 other styling features.
Click the Character Wizard button to open the Character 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: Man, Woman, Boy, Girl, Creature,
Bighead, 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 fantasy-like. You can
use the other tabs to customize the appearance of the Preset even
Presets available in the Character Wizard
further.
Use the + button beside the Preset drop-Down to create your
own preset, or the - button to delete a preset that you have
previously saved yourself. Built-in presets cannot be deleted.
Changing the Character Views
On the right side of the Character Wizard, you will see a preview
The preset will be saved at its current state. If
of the current character. Beneath the preview is a slider, that
you go back and later change the character’s
allows you to view your character in one of eight angles. Move
appearance (such as changing features or colors), the
the slider to the right or left to change the perspective view of the
saved preset does not automatically update to reflect
character. The first bar displays the character in its front view. As
those changes. You can resave the character under its
you move the slider toward the right, the view changes to reflect
original name to overwrite the old one, or save a new
1/8 of a circle (as if the character has turned 45 degrees).
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 sections that

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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
character. The animation will show on the Movement Some random characters
tab in the Character Wizard, and will be added as
Actions in your Anime Studio project.
Body Tab
Randomizing Characters The Body tab allows you to adjust the proportions of the various
parts of the character’s body. Move the sliders left or right to
The lower-right corner of the Character Wizard contains a adjust the proportions as described in the following sections. The
Randomize button. When you click this button, the Character preview window will update the character in real time while you
Wizard combines settings from the different tabs to create a make your adjustments.
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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• 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
Proportion options
• Height: Move the slider toward the left to make the
character shorter, or toward the right to make the character
taller.
Legs
• Torso height: Move the slider toward the left to decrease the
height of the area between the shoulders and hip, or toward • Hip width: Move the slider toward the left to decrease the
the right to increase the height of this area. width of the hip, bringing the legs closer together. Move

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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 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.

• Foot length: Move the slider toward the left to decrease the Leg options
size of the feet, or toward the right to increase the size of the
feet.

• Feet: Use the Feet drop-Down menu to select the


Arms
appearance of the feet. Choose Generic to create a simple
representation of a bare foot with no toes. Other choices • Arm length: Move the slider toward the left to shorten the
include Anime Boy Sneakers, Bare (with toes), Bowling arms from the shoulder, and toward the right to lengthen
Shoes, Female Sandals, Male Sandals, Reference, and them.
Simple.
• Shoulder width: Move the slider toward the left to decrease
the width of the shoulder (bringing the arms closer toward
the body), or toward the right to increase the width of the
shoulder (moving the arms away from the body).

• Arm width: Move the slider toward the left to decrease the
size of the arms (making them thinner), or toward the right
to increase the size of the arms (making them fatter).

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

• 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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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

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


the size of the neck can be adjusted, this dial allows you to
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Eyes Mouth

• Eye selector: Use the Eyes drop-Down list to select one of • Mouth selector: Use the Mouth drop-Down list to select one
several different eye shapes. of several different mouth shapes.

• Size: Move the slider toward the left to decrease the size of • Size: Move the slider toward the left to decrease the size
the eyes, or toward the right to increase the size of the eyes. of the mouth, or toward the right to increase the size of the
The size will increase or decrease from the center point of mouth.
each eye.
• Height: Move the slider toward the left to lower the mouth,
• Height: Move the slider toward the left to lower the eyes, or or toward the right to raise the mouth.
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 of • Height: Move the slider toward the left to lower the head
the nose, or toward the right to increase the size of the nose. prop, or toward the right to raise it.

• Height: Move the slider toward the left to lower the nose, or
toward the right to raise the nose.

Head Prop options

Nose options
Movement Tab
The Movement tab in the Character Wizard allows you to
Head Prop generate a walk cycle for your character, very quickly and easily,
through the use of sliders. As you design the walk cycle, it will
Head props are only enabled when the Creature is selected as a
be applied to all of the character views (front, back, sides, and
character preset.
quarter-views).
• Prop: Use the Prop drop-Down list to select one of several The character is not automatically animated by default. When
different head props, such as hats, beards, curls, and other you add a character to the scene, the actions will also appear in
facial and head features. the Actions palette so that you can manually add actions in the
timeline where you want them to occur. For example, you can
• Size: Move the slider toward the left to decrease the size of
apply a walk at frame 1, and then add a jump action at frame 100
the head prop, or toward the right to increase its size.
and a wave action at frame 120.

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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 actions that you use
in your animation will be applied to the currently
selected view (active switch layer) of the character. To
view the actions in the timeline, select one of the bone
groups beneath the main switch layer.
Character wizard Movement tab
The Walk cycle is a computer generated action. The others
(Jump, Kick, and Wave) are custom actions that were created in The following options appear:
Anime Studio Pro. These actions can be applied to any character.
• Actions: Use the Actions drop-Down list to select the type of
action that you want to use or preview.

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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 the right to Other settings options
make it walk faster.

• Step distance: Move the slider toward the left to make your
character take shorter steps, and toward the right to make Clothing Tab
your character take longer steps.
The Clothing Tab allows you to change the style and colors of the
• Step height: Move the slider toward the left to keep the pants and shirt that the character wears. There are two sections
steps closer to the ground (less knee bend); and toward the available in this tab.
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 the slider
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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
Character wizard Style tab and hair. Use Yellow (R 255, G 255, B 0) for any body
part that you want to identify as skin color, and Cyan (R
The settings you select here are as follows: 0, G 255, B 255) for any part that 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 palette, and
Designing a Character and Walk
select a new color for the hair.
Cycle
• Stroke color: Click the color ship to open the color palette,
and select a new color for the character outlines. The Walk cycle is a computer generated action. The others
(Jump, Kick, and Wave) are custom actions that were created in
• Stroke width: Sets the stroke width size to use as the Anime Studio Pro. These actions can be applied to any character.
default.
To create a walk for your character, follow these steps:
If you have a mouse with a scroll wheel, you can 1. Click the Character Wizard button in the upper-right corner
increase or decrease this value while watching of the Anime Studio interface to open the Character Wizard.
the character update in the preview window
2. Design your character using the Body, Face, Clothing, and
Style tabs as outlined in the previous sections. Use the view
• Set as default: Click this button after you change the value
slider beneath the preview window to view your character
in the Stroke Width field.
from all directions as you design it.
• Randomize line width: With this setting on, the line width
will vary slightly across the character. With the setting off, Pay attention to the adjustments you make in
the line width will be uniform. height and placement of the facial features. Use
the Horizontal and Vertical adjustment sliders to
• Scale compensation: When checked, the stroke width will position the eyes, nose, and mouth in the side and
be proportionally adjusted as the character is resized. If you quarter-view, and then verify that the changes are
make the character smaller, the strokes will get narrower. acceptable for each of those views. In other words, if you
If you make the character larger, the strokes will get wider. use the slider to adjust the position of the nose and mouth
When unchecked, the stroke width will remain the same in the side view, also look at how the changes affect the
when you increase or decrease its size, and changes to stroke placement of the facial features in the Front 3/4 and
width will need to be made manually. Back 3/4 views.

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3. After you design your character, click the Movement tab. several angles by moving the slider right below the preview
window. Examine your character from all directions and
make tweaks as necessary before you export it to your
Anime Studio project. You will export your character in the
next tutorial.

7. Click the + button at the top of the Character Wizard


window. Name your character My First Character and click
OK to save the preset. Now you will be able to reuse that
character preset in any of your projects.

Character wizard Movement tab

4. From the Actions drop-down menu, choose Walk (it should Saving a preset character
be selected by default).
8. Click OK to exit the Character Wizard. You will notice that
5. Adjust the Steps per second, Step distance, Step height, the character appears in your scene when you do so. The
Arm swing, and Torso bend sliders until you are happy next two tutorials will explain different ways that you can
with the walk. export and use the character in your projects.

6. The preview window shows a preview of the walk cycle as


it is applied to your character. You can view the walk from

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Making Your Character Walk 4. From the Presets menu at the top of the screen, select the
My First Character preset that you created in the previous
In the previous project you designed a character and a walk, exercise. Your custom character appears in the preview area.
and saved the preset. When you exited the Character Wizard,
you noticed that the character that you worked on appeared in
the project window. However, because you saved the character,
you can easily reuse it at any time in any project you start. We
will begin this tutorial with a new project, and you’ll reuse the
character 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
Choosing a preset character
frame field in the timeline.

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.

7. Click OK to exit the Character Wizard. Your character now


Decrease the length of the animation to 100 frames. appears in the scene. Press the Play button and you will see
the character walking in the center of the scene. Press the
3. Click the Character Wizard to open the Character Wizard. Stop button after you view the animation.
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8. Click the Rewind button to move the timeline back to


Frame 0. Then use the Transform Layer tool to move your
character off the screen to the left.

Transformation

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

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


across the screen.

Rotating Your Character 360


Degrees
In this exercise you’ll make your character spin around in a full
360 degree circle.

At frame 0, move the character to the left of the screen. It’s fairly easy to do, if you follow these steps:
1. Start a new empty project in Anime Studio.
9. Advance the timeline to frame 96, and move the character
off to the other side. 2. Click the Character Wizard to open the Character Wizard.

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3. From the Presets menu at the top of the screen, select the As a general rule, you will want to select the
My First Character preset that you created in the previous Switch Layer (the top layer) when you translate,
exercise. Your custom character appears in the preview area. scale, or rotate your character. This applies the changes
to all views of your character. If you want your
4. Select the Front view before you export the character. This character to face a different direction at a specific point
is the view that will be visible when you initially import the in the timeline, you simply move to a later frame, and
character into your scene. make the appropriate switch layer active. This will be
demonstrated in the next few steps. For more
5. Make sure that the Export All Views option beneath the
information about switch layers, see “Switch Layer” on
preview window is checked. This step will be necessary,
page 126.
because you will be working with all of the exported views in
this project.
8. If you are not already at Frame 0 in the timeline, use the
6. Click OK to exit the Character Wizard. The character Rewind button to return there. Your character should be
appears in your project. facing toward the front.

7. The top layer of the character is a Switch layer, and the 9. Now, advance the timeline to Frame 6. Expand the
various character views appear as bone groups beneath character’s switch layer so that you see the various views, as
it. With the character’s switch layer selected (the topmost shown in the following figure. The view that has the filled-in
layer), use the Transform Layer tool to resize your character bone is the layer that is currently in view.
as needed.
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).

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The different views of the character appear as bone groups within


the switch layer. The layer that shows a highlighted bone is the
switch layer that is currently visible for the character.
At Frame 6, right-click the Switch layer (shown here as Man) and
select the Front 3/4 view.
10. At Frame 6, right-click in the Switch layer (shown as Man
in the above figure), and select the Front 3/4 view. Your
character should rotate to that view and a keyframe will 11. Now move to Frame 12 (the next keyframe), and right-click
appear at Frame 6. to select the Side view in the Layers window. Your character
will rotate to face the side.

12. At Frame 18, switch to the Back 3/4 view.

13. At Frame 24, switch to the Back view. At this point, your
character has turned one-half of the circle.

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14. Now select the Transform Layer tool. You won’t actually use
this tool, but you will use the Flip Horizontal button later in
this tutorial.

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.

ƒƒ Frame 42: Right-click the switch layer to choose the


Front ¾ view.
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ƒƒ Frame 48: Right-click the switch layer to choose the 7). Name the file according to the action that you want
Front view. to create (twist, dance, Jumping Jack, etc). This step is
important ... if you save the file under its original name
18. Save the project if you like, and then play back the
and location you will overwrite the original action that is
animation. You should see your character spin around in a
furnished with Anime Studio.
circle.
4. The project will consist of five different bone layers that
animate a mannequin figure: Back, Back 3/4, Side, Front
Designing Your Own Actions 3/4, and Front. If you play the animation you will notice that
all of the views are animated in unison.
Advanced Anime Studio users may be interested in 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 the actions
that appear in the Actions selection menu.

3. Open one of these projects, and save it into the Character


Wizard folder that resides in your custom Anime Studio
Content folder (see “Creating a Content Folder” on page
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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 smooth-
flowing animation where you cannot tell where the loop
starts or ends.

Five bone layers display a mannequin in different views.

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 Edit each view for your figure so that the character moves in the
same manner for each view.

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8. After all five views of your character have been animated, “Designing Your Own Actions” on page 233. In addition to the
save the modified file. You should now see your new action Actions folder previously discussed, the Resources > Support >
appear in the Actions menu in the Character Wizard Character Wizard folder contains other subfolders that store the
Movement tab. 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 for


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

• Feet: Contains the Feet content that you select from the
Creating Content for the Character Legs section of the Body tab.

Wizard • Hands: Contains the Hands content that you select from the
Arms section of the Body tab.
Your Anime Studio application installation folder includes
the Character Wizard subfolder as mentioned previously in

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Eyes, Feet, and Hands come in pairs ... you have Heads, Head Props, Mouths, and Noses don’t
a right eye and a left eye, a right foot and a left come in pairs, so you won’t need to add the Right
foot, and a right hand and a left hand. When you create or Left prefix as you do with paired body parts. When
content for paired body parts, precede the topmost layer you create switch layers for a “single” body part, name
(switch layer, bone group, or image) with a name that the switch layer according to the view that you are
starts with Right or Left, where Right corresponds to the creating. For example, if you create a head for the Front
right part, and Left corresponds to the left part. For 3/4 view, place the head in a switch layer named Front
example, if you create a set of animated eyes for the front 3/4. Names are case-sensitive and should be initial-
view, place the character’s right eye in a switch layer capped.
named Right Front, and the character’s left eye in a
switch layer named Left Front. Names are case-sensitive Here are some additional notes and tips about creating content
and should be initial-capped. Open one of the files in the for use in the Character Wizard. Again, we recommend that you
Eyes, Feet, or Hands folders and examine the layers study the various ANME files in the Character Wizard subfolders
within them to view the naming conventions used. to learn more about how these features work.

• Pay attention to the point of origin for the layer that you are
• Head Props: Contains the Prop content that you select from
working on. The point of origin is important for the main
the Head Prop section of the Face tab.
folder (the topmost layer for the part - whether it be a switch
group, a bone layer, or an image). For example, if there
• Heads: Contains the Head content that you select from the
are multiple eyes contained in a switch layer to make an
Head section of the Face tab.
animated eye, you only need to set the point of origin on the
• Mouths: Contains the Mouth content that you select from switch layer, instead of on each individual eye layer within
the Mouth section of the Face tab. that switch layer. If you only have one layer for a body part,
set the point of origin on that one layer.
• Noses: Contains the Nose content that you select from the
Nose section of the Face tab. • The points of origin for eyes, mouth, and nose should
generally be set at the center. On the other hand, if you are
creating something like a broken nose, the point of origin
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might look better being a little bit off center. For moving • Stroke color is also controlled within the Style tab of the
parts (like hands, feet, and head) you should set the point of Character Wizard. Any strokes in your Character Wizard
origin at the point of rotation. content file that are pure black (R 0, G 0, B 0) will be
replaced with the Stroke color that is specified in the Style
• Parts can be resized, but only to a limited degree. In order tab.
to work well within the “normal range”, parts should be
designed to the size of the blue output rectangle. This rule
can be broken ... for example, if you intentionally want
small, beady eyes you can make 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.

• Skin color is also controlled within the Style tab of the


Character Wizard. When designing your character, assign
the color R 255, G 255, B 0 to any parts that you want to
replace with the Skin color selected in the Style tab.

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Chapter 16: The Timeline Changes are not displayed in the timeline until you actually
create a keyframe change in a channel. For example, you won’t

Window see a change in the Bone channel until you actually move a bone.

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 the new
layer’s keyframes. A rotation channel added to the timeline

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There is a Preferences option that allows you to consolidate looks like if the Consolidate Timeline Channels option is active
timeline channels. This option is off by default in Anime Studio (bottom).
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 of a
layer that has several channel changes (top), and what the layer

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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.

Controlling Time
The top of the Timeline window has controls for setting the
current time. Whenever you modify an object in Anime Studio, Playback controls
the modification is recorded at the current time. The process of
modifying an object, changing the time, and modifying it again is Rewind sets the current frame to 0, while jump to end sets the
how an animation is created in Anime Studio. current frame to the last one in the animation (the length of
Time in Anime Studio is expressed in terms of “frames”, where the animation is defined by the shaded area in the time ruler).
there are x number of frames in a second. By default, a new The step forward and back buttons advance and back up by one
Anime Studio project has 24 frames per second, although this frame. The play button plays back the animation in the main
value can be adjusted in the Project Settings dialog. editing area, 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 main At the top-left of the Timeline window is a text control that
window, not in the Timeline window itself.) From left to right indicates the current frame number. You can change the current
these buttons are: rewind, step back, stop, play, step forward, frame by typing in a new value here and pressing enter.
and jump to end.

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Directly below the frame field is a sort of ruler that measures • Press the Alt key while you use the scrollwheel to scroll the
time. This time ruler has small tick marks, one per frame, and timeline right and left through time.
has labeled frame numbers at intervals along its length. The
time ruler also displays the current frame with a red triangular • Right-click and drag to pan left or right through the
marker above the current frame’s tick mark. The time ruler is timeline.
used both as an indicator of the current time, as well as a control
• Use the mouse wheel in Graph mode to zoom in and out of
to adjust it. By clicking (or clicking and dragging) anywhere on
the timeline.
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 Choosing an Interpolation Method
animation. When you play back your animation in Anime Studio
or export it as a movie file, this shaded region is the part that You can choose a keyframe interpolation method in one of two
will play back. You can change the start and end frames of your ways:
animation in the Project Settings dialog, or you can Alt-click in
• To change the interpolation method for existing
the time ruler to set a new start and/or end time. Alt-Click with
keyframes: Select one or more keyframes. Then right-click
the left mouse button to set the start of your animation, and Alt-
a selected keyframe to open the Keyframe menu. Expand
click with the right mouse button to set the end.
the Select one of the available interpolation methods from
the menu.
Navigating the Timeline with the
Mouse
To navigate through the timeline with your mouse, you can use
the following:

• Use the mouse scrollwheel to move the timeline vertically


(up and down through the layers).

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Choosing a default Interpolation Method

The interpolation methods are as follows:

• Default Interpolation: Uses the interpolation method that is


Choosing an interpolation method for existing keyframes set by the Interpolation popup.

• Smooth: Takes into account neighboring keyframes,


• To change the interpolation method for keyframes that creating a smooth transition from one keyframe to the next.
you will add to the timeline: Immediately to the right of
the Motion Graph tab you will see a popup menu that allows
you to choose a default interpolation method. The method
that you choose here will be applied to any new keyframes
that you create.

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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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Ease Out interpolation Step interpolation

• Bezier: Allows you to use Bezier handles to shape an • Noisy: Can be used to simulate a handheld camera, but it
animation curve. can be used to interpolate any value. It adds jitter to the
interpolation process so that the object appears wobbly from
one keyframe to the next.

Bezier interpolation

Noisy interpolation
• Step: Holds an object, unmoving, at the previous keyframe’s
position until the next keyframe is reached. Then it suddenly
jumps (or steps) to the new position. • Cycle: Cycles back to a specific frame number (absolute
cycling), or back by a specified number of frames (relative
cycling).

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frame. This can create motion that looks more staggered, without
having to add a lot of keyframes to accomplish the same effect.

• To change the animation interval for existing


keyframes: Select one or more keyframes. Then right-click
a selected keyframe to open the Keyframe menu. Expand the
Interval command to select an animation interval between
Cycle interpolation 1 and 6.

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 Choosing an Animation Interval for selected keyframe(s)
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 example, an interpolation • To change the default animation interval: Use the
level of 3 would cause the selected layer to change at every third Animation Interval popup that appears in the Timeline
window. Click the Animation Interval button to select a

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default animation interval between 1 and 6. This default


animation interval will be applied to any new keyframes that
you add, until you change the default setting.

Onion Skin Options


Choosing a default Animation Interval

The Onionskin options are as follows:

Onion Skins • Enable onion skins: Turns on the display of onion skins
and allows you to set onion skin markers in the timeline. You
Next, just below the time ruler, is the onionskin controller. will be unable to add onion skin markers unless this option
Expand the Onionskins menu to enable this feature and set is checked. You’ll notice has marks that line up with the
additional options. 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.

ƒƒ To add an onionskin marker, click in the tickmarks,


beneath the frame number at which you want to add an
onionskin.

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ƒƒ To remove an onionskin marker, click the marker that frames will be displayed only in outline form. Onionskins
you want to remove. 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 With Outlines Only unchecked, onionskins are shown as partially
completely and the onionskin bar will be inactive. To transparent versions of the layer.
remove existing markers but keep the bar active, use the
Clear All button, described below.

• Outlines only: With this option checked, onion skin


frames will be displayed at various levels of opacity.
Frames that are farther away from the current frame will
be more transparent, and frames that are closer will be
less transparent. With this option checked. the onion skin

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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
With outlines only checked, onionskins are shown as red and green the Ctrl key (Windows) or Cmd key (Mac) while you click in the
outlines of varying transparency. time ruler. Click with the left mouse button to set the beginning
of the segment, and click with the right mouse button to set the
endpoint. To remove the limited playback segment, Ctrl-click on
• Relative frames: When this option is checked, you will
the segment endpoints to remove them from the timeline.
be able to scrub through the timeline, and the onionskin
markers will move with the current frame, keeping the same
relative distance to each other. When unchecked, the onion Animation Channels
skin frames will remain 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. Each animation
• Selected layer only: When checked, this option will only channel displays a certain type of motion or effect that can take
display the onionskins for the currently active layer. When place in an Anime Studio animation. These animation channels
unchecked, onionskins will be displayed for all layers in the only appear in the timeline if you have keyframes associated with
scene. that particular animation channel.

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Different types of layers have different animation channels


Layer Z Rotation
available. For example, vector layers are the only ones with a
point animation channel, and bone layers are the only ones
Layer Y Rotation
with bone animation channels. At the left end of each animation
channel is a small icon that indicates what type of channel it is. Layer X Rotation
Shown below are the icons for the various types of animation
channels. Note that the red-colored channel icons represent Layer Horizontal Flip
animation for the currently selected object. (If you’re ever unsure
about which channel an channel icon refers to, just hold your Layer Vertical Flip
mouse over it momentarily for a tooltip reminder.)
Layer Shear
To help reduce visual clutter, not all animation
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
Layer Effect Channels
channels are still doing their work behind the scenes,
they just aren’t displayed in the timeline. Layer Visibility

Layer Blur

Layer Motion Channels Layer Opacity

Layer Translation Layer Shadow

Layer Scale Layer Shading

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Layer Motion Blur Fill Color

Selected Fill Color


Camera Channels
Line Color

Camera Tracking
Selected Line Color

Camera Zoom

Camera Roll Bone-Only Channels

Camera Pan/Tilt Bone Angle

Selected Bone Angle


Vector-Only Channels
Bone Translation
Point Motion
Selected Bone Translation
Selected Point Motion
Bone Scale
Point Curvature
Selected Bone Scale
Selected Point Curvature
Bone Lock

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Keyframes are not just static elements displayed in the


Selected Bone Lock
animation channels. They can be moved, deleted, and copied.
Anime Studio remembers what key frames are selected when you
change layers, delete keys, move keys, and so on.
Switch-Only Channels

Switch Layer Adding Keyframes


Keyframes are added automatically when you make a change
(such as position, rotation, scale, etc) on any object in your
Particle-Only Channels project.
Use the Animation > Add Keyframe command to add a new
Particles On/Off keyframe to any animation that already has keyframes.
You can also add a keyframe to the current frame at any time by
double-clicking the timeline in any animation channel. This also
Working with Keyframes works in graph mode.

Keyframes are displayed along the length of an animation


channel. A keyframe represents a point in time at which you, the Copying and Pasting Keyframes
animator, made a modification to an object. For example, if you
set the current time to frame 24, then scale the layer, a keyframe Another way of creating keyframes is to copy an object’s position
will appear in the layer scale channel at frame 24. from another point in time. To do this, first select the keyframes
you want to copy. Next, press CMD/CTRL+C. Now, set the
Keyframes appear as small markers on the channels. At points in current frame to when you want the copied keyframe to appear
time that lie in between keyframes, Anime Studio automatically (using the time ruler or the step forward/back buttons). Finally,
calculates how to move an object from one keyframe position to press CMD/CTRL+V to place a copy of the keyframes at the
the next. current time. When you paste keyframes, they become the new
selection so that you can move, scale, or finetune them.
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Selecting Keyframes
To modify a keyframe, first it must be selected. This is
accomplished simply by clicking a keyframe in the timeline
panel. A selected keyframe shows up in a highlighted color.
Multiple keyframes may be selected by holding the shift key
while clicking on keyframes. Alternatively, you can click and drag
a rectangular selection box around the group of keyframes you
want selected.
You can also right-click a keyframe and then use the Select Keys
to Right command in the context menu to select all keyframes
that appear in time after the currently selected keyframe.
This helps when you need to add space in the middle of a long
animation, because you won’t have to scroll through to the end of
the animation while selecting keyframes manually.

Keyframe context menu

Deleting Keyframes
To delete selected keyframe(s), press the Delete key. Deleting a
keyframe removes motion from an object.

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Moving Keyframes
Keyframes can also be moved by dragging them forward and
back in time. If you want some motion to take less time, drag its
keyframe to the left. To take more time, drag it to the right.

In previous versions of Anime Studio, you could


not move one or more selected keyframes beyond
other existing keyframes that were not part of the
selection. Beginning with Anime Studio 9, you can now
move selected keyframes beyond other keyframes.

Coloring Keyframes
You can use color to label the keyframes in your timeline in ways Assigning a color label to keyframes
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
Editing Multiple Keyframes
object or group of objects. If you have a number of keyframes that you want to edit. you can
To add color to keyframes, select the keyframes that you want to now select multiple keyframes and edit them at the same time.
assign color to. Then right-click to display the Keyframe context For example, if you want to move an object to a different part
menu, and choose Label > followed by your color choice (Gray, of the screen but want to keep the animation of that object the
Purple, Blue, Green, Yellow, Orange, or Red). same, you can select all the keyframes and translate them all at
the same time. Select all the keyframes for that object and use

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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 Hold durations shown in the timeline.

There are times when you need to hold an object in the same
position for a while, before the animation starts. In cases like
Keyframe Transitions
this, you can add a hold duration that keeps the object in place As mentioned before, Anime Studio automatically calculates
for a set number of frames. Place a keyframe in the first frame what happens in between keyframes. However, you do have
where you want the object to stay still, and then add a hold some control over this. By default, Anime Studio will compute
duration for the number of additional frames where you want the a smooth transition from one keyframe to the next - most of the
object to pause. time, this is probably what you want. However, you can change
the transition type by right-clicking a keyframe and choosing a
To directly modify the hold duration for a selected keyframe,
new method from the popup menu that appears. The transition
hold down the ALT/OPTION key while dragging the keyframe in
methods are: smooth (the default), ease in/out (also a smooth
the timeline. A red-colored rectangle will appear in the frames
motion, but the object starts off moving kind of slowly and slows
where the keyframe is held in its set position.
down again as it approaches the next keyframe), linear (motion
You can also right-click the keyframe in the timeline to display is straight from one keyframe to the next, leading to a somewhat
the keyframe context menu, and then enter a hold duration (in mechanical look to the motion), step (there is no transition at all
frames) in the Hold Duration dialog. - the object just jumps from one keyframe to the next), noisy (the
object moves in a slightly wobbly motion), and cycle (the value
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from this keyframe to the next will be taken from some earlier You can also reposition your clips in the
section of the timeline). Channels timeline view. Select the channel 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
Sequencer keyframes and arrow relocate with the mouse.

The sequencer provides another view of the timeline. It displays


For example, you can reposition a layer from frame 1 to frame
each layer as a block of time. Keyframe changes are not displayed
38, causing the animation in that layer to start at a later time.
in the sequencer, but you can create keyframe changes in this
To move a layer and its sublayers, click the topmost layer and
view.
move all of them at the same time. To move a sublayer, click the
desired sublayer to move it on its own.

The Sequencer

The Sequencer allows you to easily move a layer forward or


backward in time. Move the clip toward the left to have it start
Select a layer to move it and its sublayers
sooner, or toward the right to have it start later. The green arrow
in the time ruler, located at the top of the Sequencer timeline,
indicates the frame at which the currently selected clip will start.

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You can also move a sublayer by itself

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.

Check or uncheck the Visible setting in the Layer Settings dialog to


show or hide a layer

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To make the layer reappear later in the timeline, repeat the It works the same way if you import a video layer. For example,
process. Select the layer you want to unhide, open the Layer if you want an explosion to happen just before the pop, you can
Settings dialog, and check the Visible checkbox. After you close import a video layer and place it just before the sound effect.
the Layer Settings dialog the layer will reappear in the sequencer.

You can precisely place audio and video files in Sequencer view

Motion Graph
In the Motion Graph in the Timeline window, you can enable
Anime Studio’s graph mode. In graph mode, the animation
channels of the current layer are displayed graphically, rather
The sequencer shows a break where the layer is hidden
than just as points along a line. In the example below you can see
what graph mode looks like:
If you import an audio file, it has a fixed duration in the
sequencer. You can see where the sound effect will happen. Say
you want a pop to happen when your character disappears from
the scene. You can place the pop in the right place.

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ƒƒ Press the End key, to automatically scale the graph to


accommodate the currently active channel.

The Timeline window in graph mode


Use the scrollwheel on your mouse to increase the vertical range of
The main body of the timeline is now a graph, showing the value the animation curves.
of the animation channels as curves:
If all animation channels were displayed at once, the graph
• The horizontal dimension represents time in frames (just as would become too cluttered to be useful, so it’s up to you which
in the regular timeline mode). To move forward or backward channels to display at any given time. To turn the display of a
in time, you can scrub the playhead left or right. channel on and off, click its icon on the left side of the timeline.
Channels that are turned on become highlighted in the color of
• Depending on the values in your animation channels, the
their respective curves in the graph - in the following example,
curves on the graph may be too large to view, or too small
three channels are turned on: Move (red), Scale (green), and
to work with easily. You can change the vertical scale of the
Rotate (olive).
graph in the following ways:

ƒƒ Scroll the mousewheel to increase or decrease the


vertical scale.

ƒƒ Set the vertical scale numerically in the Scale text field


in the Graph Mode popup.

ƒƒ Press the Page Up/Page Down keys to zoom in and out


vertically. If you hold the Shift key while pressing Page
Up/Page Down, you can move the graph up and down.

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In graph mode, you can still add keyframes (use the popup menu
through the right mouse button), delete keyframes, and move
keyframes back and forth. In addition, you can move keyframes
vertically - that is, change the value of keyframes.
Something that will become apparent in graph mode is 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.
Use the scrollwheel on your mouse to increase the vertical range of
the animation curves.

To further reduce clutter, only one channel can be active in


editing mode at a time. The active channel’s icon on the left is
outlined to indicate this - here the Layer Z Rotation channel
is active. Double-click a channel icon to activate it. The active
channel is the only one that has its keyframes displayed in the
graph - the keyframes look the same as in regular mode.
Different colors are used for X (Red), Y (Green) and Z (Blue) layer
translations.

Another thing you may notice when using animation cycling: A


channel that cycles will have a repeating curve, without more
keyframes after the one that cycles.
For a hands-on example of using the timeline in graph mode, see
the Tutorial 5.4 in the Anime Studio Pro Tutorial Manual.
Double-click a channel icon to make it the active channel.

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Chapter 17: Other you play back the audio). This lets you record in sync with
the visuals if you choose to do so.

Windows • 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 lower
the pitch of the recording. Move the slider toward the left to
Anime Studio allows you to record audio tracks within the lower the pitch, or toward the right to raise the pitch. The
application. Select Window > Audio Recording to open the Reset button returns the recording to its original pitch.
Audio Recording palette. You will see the following controls and
• Add to Project: Once you are satisfied with the recording,
settings:
click this button to save the recording as a WAV file. The
• Record Button: Press the Record button to start a WAV file also appears in the Layers window as a new audio
recording. After you have recorded the content you want to layer, and in the timeline of your current project.
record (speech, sound effects, etc.), press the same button to
stop the recording.

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.

• Sync with Timeline Playback: If this box is checked, the


timeline will play back while you record the audio (and when
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Actions window (as you may have guessed) is where you create
and use actions. The Tutorials 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 The Actions window
don’t want to have to re-create each and every time you use
them - for example, eye blinks, head turns, walk cycles, etc. The

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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 265 for further steps.

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


Smart Bones. See “Smart Bones” on page 77 for more
information.
New layers have no actions, just “Mainline”, which represents the
main animation timeline.
Creating a New Layer

Creating New Actions


To create a new action, just click the New Action button. Anime Editing Actions
Studio will prompt you to name the action. The new action is
To edit an action, double-click it - this will switch an action into
created in the current layer and, if the layer is a group-type layer,
editing mode. (When you create a new action, it also starts off in
in all of its child layers.
editing mode.) You can tell which action is in editing mode by the
red arrow to its left, as seen below.
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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.
1. Make sure the “Mainline” action is active (double-click it so
that it has a red arrow next to it).

2. Set the current time to the frame at which you wish to use
the action.
The Blink action in editing mode.
3. Click once on the action you wish to use to highlight it.
When you’re editing an action, you’ll also notice a couple things
change in the Timeline window. First, the title bar of the timeline 4. Click either the “Insert Reference” or “Insert Copy” buttons
will indicate the active action. Second, the background of the in the Actions window. This is what the Actions window
timeline changes color to remind you that you’re editing an would look like just before inserting the “Step” action:
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 working on a little
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will act just like 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 Setting an Action Shortcut.
you used. Later, if you make changes to the 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

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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 effects. For further
information on this feature, see “Blend Morphs” on page 333. The Actions window.

To create morph that you can use with the Window > Blend
To create a new morph, click the New Action button (the first
Morphs command, choose Window > Actions to open the
button in the Actions toolbar). Enter a name for your morph in
Actions window. This window allows you to create little reusable
the Action Name dialog.
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 the


After you create your new morph, click the Mainline (top) line in
morph that you are creating. The following shows an example of
the Actions window. The character should return to its default
the scene before and after the Happy changes are made:
state. Select the Happy action again 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 single keyframe at Frame 1.

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Select the Happy morph in the Actions window, and notice a single
keyframe in the timeline

Continue creating additional actions that you want to blend


together. In our demonstration, we have created two additional You can morph any type of value. The Angry morph will change the
actions – Angry, and Sad – both shown in the following image. color of the face in addition to changing the facial features.
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 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 want to
create a template for use in Anime Studio Pro, you can
save your ANME file to Smith Micro > Anime Studio Pro
9 > Templates folder.

Open...
Prompts you to open a Anime Studio project file that was
previously saved to disk.

Open Recent
File Menu Displays a list of recent files that you can reopen.

Close
New
Closes the current project.
Creates a new, empty Anime Studio project.

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Save a self-contained folder that you can copy, archive, or move the
project and the project will still work.
Saves the current project to disk. If you haven’t kept your files in a single folder, the File > Gather
Media command allows you to create a single location for all
Your Anime Studio project is automatically saved
related project files. This is very useful if you need to send your
every 30 seconds while you work, to a temporary
project to someone else for collaboration or for technical support.
location on your hard drive. If the application crashes,
you will be asked if you want to reopen the previous
project the next time you start Anime Studio.

Save As...
Prompts you for a name and location, then saves the project to
disk.

Gather Media
When you import something into an Anime Studio project, such
as an image, movie, or audio file, the original locations of the
imported objects are only referenced within the Anime Studio
project. In other words, they are not actually part of the project
file itself, rather the project file links to the files on your disk(s).
Gather Media command
If your project contains many external files, we recommend that
you place them in a common folder. When you do that, you have After choosing the command, you are prompted to select or
create a folder in which to store the project-related files. You then

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enter a name for the gathered project and click Save to save it up the values you want before you start creating your animation
to the selected folder. When you look in the folder, you will see (particularly the frame rate). Also in this dialog, you can set the
the Anime Studio project file, along with Audio, Images, and/or start and end frames of your animation, defining how long the
Movies folders that store the collected media associated with it. overall animation will be.

Poser scenes will not get gathered, due to the


complex structure of the Poser library folder
hierarchy.

A Gathered Media folder


The Project Settings dialog

Project Settings... Dimensions


Brings up the project settings dialog. As seen below, the project
• Dimensions menu: Allows you to set Custom dimensions,
settings dialog lets you control the pixel width and height of the
or choose from a wide variety of presets. Presets include the
project, as well as the number of frames per second. You’re free
following:
to change these values at any time, although it’s easiest if you set

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ƒƒ Custom: Allows you to enter or edit your own settings. • Constrain Proportions: This option allows you to maintain
the aspect ratio of your animation project. When the option
ƒƒ NTSC D1: 720 x 534 pixels, 24 frames per second
is checked, you can enter a new width or height, and the
ƒƒ NTSC D1 Widescreen: 872 x 486 pixels, 24 frames per other dimension will automatically change to maintain the
second same width-to-height aspect ratio. If you choose one of the
preset configurations from the Dimensions drop-down list, it
ƒƒ PAL D1/DV: 788 x 576 pixels, 24 frames per second
will ignore the Constrain Proportions option and resize your
ƒƒ PAL D1/DV Widescreen: 1050 x 576 pixels, 24 frames project to the dimensions specified in the selected preset.
per second
• When you select a preset, the following settings appear
ƒƒ HDV/HDTV 720p: 1280 x 720 pixels, 24 frames per below.
second
ƒƒ Width: The width, in pixels
ƒƒ HDV 1080p: 1440 x 1080 pixels, 24 frames per second
ƒƒ Height: The height, in pixels
ƒƒ HDTV 1080p: 1920 x 1080 pixels, 24 frames per second
ƒƒ Frame Rate: The number of frames per second in the
ƒƒ VGA: 640 x 480 pixels, 24 frames per second animation.
ƒƒ Web: 320 x 240 pixels, 24 frames per second ƒƒ Start Frame: The starting frame of the animation.
ƒƒ Web Widescreen: 426 x 240 pixels, 24 frames per ƒƒ End Frame: The ending frame of the animation.
second

ƒƒ YouTube: 480 x 320 pixels, 24 frames per second


Background Color
ƒƒ YouTube HD: 1280 x 720 pixels, 24 frames per second
• Background Color: Sets a background color for the project
ƒƒ iPhone: 480 x 320 pixels, 24 frames per second
- just click on the color swatch.
ƒƒ iPad: 1024 x 768 pixels, 24 frames per second

ƒƒ Droid: 854 x 480 pixels, 24 frames per second

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Depth of Field > Preview command, or use the Cmd +R (Mac) or Ctrl+R
(Windows) shortcuts.
• Depth of Field: Depth of field simulates a camera, where The following settings are included in this section:
a certain range of objects are in focus, while closer or more
distant objects become blurry • Fill Style: Select the fill style that you want to use each time
you render. Choices are Normal, None (same as turning the
ƒƒ Enabled: Check this option to enable or disable the Fill option off in the Style window); Background; Back
Depth of Field feature in your project. Transparent; Crayon; Hatched, and Pen. The preview
ƒƒ Focus Distance: The focus distance value is the window updates as you make your selections.
distance from the camera to the plane of perfect focus.

ƒƒ Focus Range: Objects that are within the “focus range”


distance of this plane will also appear in focus. For this
feature to work correctly, you need to set up multiple
layers with different depth values so that some can
be in focus, and others out of 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.

Render Style
The Render Style section allows you to select the type of
rendering that will be performed when you choose the File

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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


Global Stroke 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 Outline, and Global Layer styles.
Cutout. The preview window updates as you make your
selections.
• Minimize frame-to-frame randomness: If this option is
not checked, styles like crayon will have lines that appear
different on each frame, which can cause some distraction
unless frame rates are lower and the effect is intentional.
When you turn this option on, Anime Studio will try to use
the same crayon strokes from frame to frame to reduce the
amount of flickering.

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Other Settings • Stereo Rendering: Use the Stereo Rendering drop-Down to


select the type of stereo rendering you want to perform:
• Sort Layers by Depth: The “Sort layers by depth” checkbox ƒƒ None: Turns off stereo rendering capabilities.
allows top-level layers in Anime Studio to move in front
of and behind each other during an animation. Normally, 3D Rendering settings should be set to None if
layers are drawn in the order they appear in the Layers you do not want to render out in a 3D format).
window. However, with this option turned on, layers are
displayed according to how far they are from the camera. See ƒƒ Red/Blue Anaglyph: When you render or preview your
the Tutorials section for an example of using this feature. project with this setting enabled, you will see 3D objects
rendered as a red/blue stereo pair. You will need special
• Sort by True Distance: Typically, layers are sorted by their
red/blue stereo 3D glasses to see the object in three
depth from the camera, but if you’re trying to create a 3D
dimensional space.
object using multiple Anime Studio layers (like a cube or
pyramid), you may want to turn on “Sort by true distance”. ƒƒ Side By Side (YouTube friendly): Produces two
This tells Anime Studio to sort layers by the distance from separate images rendered side by side in the same
the camera to the layers’ origins, rather than by depth. image, one for the left eye and one for the right eye.
Usually this option will be left unchecked. ƒƒ Cross-eyed: Looks similar to Side by Side, except that
the left eye image is on the right side, and the right
• Noise Grain: With the “Noise grain” field, you can set up
eye image is on the left side. This is the type of stereo
some noise grain for the project. Noise grain is a subtle film
rendering that YouTube expects.
grain-type effect that adds slight variations to the pixels in
your project and leads to a more natural look to the final Choose View > Stereo to see a live preview of the
image. It can also increase the visual quality in some kinds of Red/Blue stereo effects. This makes it easier to
movie compression when you generate an animation. If you preview and reposition your 3D objects
want to try out noise grain, a value of 16 is a good start for a
subtle noise effect.
• Eye Separation: This setting controls how far apart the
right and left eyes are when rendering two images for a
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stereo rendering. If the value is too close, the 3D effect is different settings, you can change these defaults. Just type
lost. If the value is too far apart, the 3D effect will cause eye in new values in this dialog, and click “Save As Defaults”
strain or won’t look as effective. to make the new settings the default settings for all new
projects.
• Extra SWF Frame: Check this option to add an extra frame
at the end of the video • 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
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to include these in your own projects by using this menu


command.

• Image Imports an image file as a new Image layer. The most


common type of file to import into Anime Studio is images.
It doesn’t matter how the images are created, so feel free
to use pictures from digital cameras, backgrounds from
scanned drawings or painted on the computer, textures,
computer-generated 3D scenery, etc. The image formats
supported by Anime Studio are: JPEG, BMP, Targa, GIF,
and PNG. Generally, we recommend PNG, since the PNG
format provides for variable levels of transparency, allowing
The Insert Object dialog
you to create non-rectangular images that can blend in
smoothly with other elements in the scene.
Checkboxes appear to the left of each of the items in
the scene you want to import. Check one or more of the • Movie: Imports a movie file as a new Image layer. Anime
layers to add it to your own project (a preview of the Studio supports importing QuickTime (Windows and Mac
selected layer appears on the right side of the dialog. OS) and AVI (Windows only) movie files. A movie that you
The Uncheck All or Check All buttons can be used to import into Anime Studio will play back along with the
deselect or select all of the items in the project. Press Anime Studio animation, allowing you to combine 2D and
OK to copy the selected layers into your open project, 3D elements, or to composite an Anime Studio animation
including any animation in the layer. This is an easy way on top of a pre-recorded video sequence. On Windows, if
to share objects between project files and reuse bits of you have problems importing QuickTime movies, then you
animation here and there. probably need to download and install QuickTime (http://
www.apple.com/quicktime/). Anime Studio will also import
Several files are included with Anime Studio that native Moho files (files ending with .moho).
contain scenery, characters, props, etc. You are welcome

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• Adobe Illustrator File: (Anime Studio Pro only) Asks you • Audio File: Loads a sound file to be used as a soundtrack
to select an Adobe Illustrator (.ai) file (http://www.adobe. for the current animation. The audio formats supported
com). Anime Studio will import the bezier curve shapes in by Anime Studio are listed in “Appendix A: Product
this file into a new Anime Studio vector layer. These objects Comparison” on page 339. This command is the same
can then be further edited and animated in Anime Studio. thing as “Select Soundtrack” in the Animation menu. Anime
When creating a file in Illustrator, save it in Illustrator 8 (or Studio has limited support for audio, but you can import a
earlier) format for use with Anime Studio. Anime Studio can single sound file as a soundtrack for your animation. Anime
import vector artwork created in other vector illustration Studio uses libsndfile to handle sound files (see http://www.
programs. These files must be in either Adobe Illustrator or mega-nerd.com/libsndfile/), so any format that libsndfile
EPS format. If your files are in Illustrator format, make sure supports is fair game. Generally, it’s best to stick with
that you save them as Illustrator 8 (or earlier) format. uncompressed WAV or AIFF files.

You can open multiple Illustrator files at once. • OBJ 3D Model (Anime Studio Pro only) Imports a 3D
Simply drag and drop multiple Illustrator files model as a new Anime Studio 3D layer. Anime Studio can
into the Anime Studio window. import 3D files that are in OBJ format. More information
about 3D layers can be found in “3D Layers” on page
104. Finally, Anime Studio can import 3D files created
• EPS File: (Anime Studio Pro only) Imports an EPS
by 3D modeling programs. At this time Anime Studio can
(Encapsulated PostScript) file as a new Anime Studio vector
only import OBJ files, but it’s a quite common format,
layer.
and most 3D programs can export to OBJ. OBJ files can
• Tracing Image: (Anime Studio Pro only) Loads an image include texture maps, and if your model uses one, Anime
file to be used for tracing purposes. The image formats Studio will import and use it as well. If you’re new to 3D,
supported by Anime Studio are listed in “Appendix A: and you’re looking for a program to create 3D models for
Product Comparison” on page 339. The Tracing Image use with Anime Studio, we recommend Poser (http://store.
command is the same thing as “Select Tracing Image” in the smithmicro.com/ProductDetails.aspx?pid=10430).
View menu.

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• Poser Scene: If you already own Poser, you can import They are also editable in the Style window. You can turn the
Poser scenes directly as discussed in “Import Notes and stroke on or off, and adjust the width of the stroke.
Tips” on page 283.
Many OBJ files and Poser objects have multiple
• Preliminary support has been added for importing SVG files. materials. The multiple materials will show up as
SVG can be exported from Adobe Illustrator and Inkscape, Shapes in the Style window. Select a material from the
and offers better shape and color fidelity and fewer control Shapes drop-Down (discussed in your Tutorial Manual,
points on imported curves. in Tutorial 3.1 “Bone Binding”) and change material
settings if desired. If you select None from the Shapes
Improvements have been made to the 3D algorithms. When you
drop-Down it controls the default material and stroke.
import an OBJ file or Poser scene into Anime Studio, the edges
are displayed better.

Materials appear as Shapes in the Style window

Materials appear as Shapes in the Style window

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When you are using a 3D layer, you can open the Layers Choose File > Import > OBJ 3D Model. You will be allowed to
window and go to the 3D Options tab to control some choose OBJ files or Poser scenes (PZ3). Locate the file that you
additional properties. See “3D Options” on page 174 want to import. After a brief wait, the Poser file will be imported
for more information. into your scene. It appears as a 3D layer, so you will be able to
control the appearance of the Poser content by opening the Layer
Settings dialog and clicking the 3D Options tab.
Real-Time Media Connection
The “live linking” feature allows you to import images, movies
and sound files and then edit them in their native editors without
worry. Any edits you make later in third party editors will
automatically be recognized and updated within Anime Studio.
Real-time media connections, combined with Photoshop
layer support on import, provide an exceptional way to design
characters and other content for your Anime Studio scenes. For
more information on Photoshop support, see “About Photoshop
Layer Support:” on page 287.

Poser Integration
Anime Studio allows you to import Poser scenes into your Anime
Studio projects. In order for this feature to work, Poser 7 or later
must be installed on your system, and content used in your Poser An imported Poser object
scene must be installed into a Library folder that is recognized by
your Poser application.
Poser must be installed in order for the Poser
integration features to work.
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When you rotate the integrated Poser content, the display of After importing the Poser scene, you may notice a
the character switches to Box mode to reduce demand of your difference in the time length of your animation
computer resources. after you import into Anime Studio. Poser’s default
frame rate it 30 frames per second, whereas Anime
The Poser integration features also import any animation
Studio’s default frame rate is 24 frames per second. To
associated with the Poser scene. The Poser tool, located in the
make the time match up to that created in the Poser
Layer section of the tool box, allows you to select a Poser figure or
program, choose File > Project Settings, and set the
actor (such as a body part) within the scene, and then modify the
frame rate of your Anime Studio project to 30 frames per
parameters of the selected item. You will be able to edit many of
second.
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 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 in the Poser Parameters palette.

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Import Notes and Tips


Referenced Files

Please note that Anime Studio references the directory location


of images, OBJ’s, sound files and movies files that have been
imported for use. When exporting into movie format, Anime
Studio continues to reference this directory location. Moving
referenced items from one location to another will prevent the
item from being displayed or heard. We recommend that all
items used in your animations or artwork accompany it’s native
file format (ANME) and final exported format.

Startup Folder

Adding your own .anme file to the “Startup Folder” (located in


the root directory of your Anime Studio installation) will always
Use the Poser Parameters window to adjust scale or position of make Anime Studio open this .anme document first when it’s
body parts. initially launched. Please make sure to rename your .anme file to
“StartupFile.anme”.

Moho Files

Anime Studio will also import native Moho files (files ending
with .moho).

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Library Content Importing 3D OBJ’s (Anime Studio Pro only)

Please read Section 6 of the EULA (End User License Agreement) Please note that loading 3D OBJ files may take some time.
for rules on using the content that has been supplied with your Loading times depend on the complexity of the OBJ file.
version of Anime Studio. Please note that when importing
existing content/movies from the Anime Studio Content Library
using the File > Import option, some animations/movies exceed Photoshop Tips
the default “End Frame”. This will prevent you from seeing the
full movie. To adjust the default “End Frame” settings, please
select File > Project Settings and change the field beside “End Importing Photoshop Files
Frame”. The default is typically 72 frames. You can also double
When you use the File > Import > Image command to import a
click the movie/content file you would like to view from within
Photoshop file into Anime Studio, a dialog will ask how you want
the Content Library. To access the Library, select Help > Open
to handle the layer import within Anime Studio.
Content Library.

The Library content files (characters, props, etc.)


are installed in a shared documents 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
Photoshop images can be imported with individual layers, or as a
the shared documents location is used.
composite image.

The choices are:


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• Individually: Choose this option if you want to retain 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 in the original
Photoshop file. You will be able to show and hide the layers
individually within Anime Studio in the same way that you
can in Photoshop, and you will be able to use the Anime
Studio tools to modify or animate the layers.

Photoshop layers shown in Anime Studio Pro.

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
Photoshop layers shown in Photoshop. 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
Mouth group in Photoshop (with one mouth layer visible). 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.

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The opacity of a Photoshop layer will be baked in Anime Studio has been tested with several Photoshop examples,
Anime Studio when imported. In other words, if and the following Photoshop features are known to work within
the opacity of a layer was set to 50% in Photoshop, Anime Studio:
Anime Studio will see that as the 100% value. You will
not be able to increase to 100% in Anime Studio. • Blending modes are supported

• Layer opacity is supported


• Composite: Choose this option if you want the Photoshop
file to be combined into a single image layer in Anime • Groups are supported. Groups where only one child of the
Studio. group is visible come in as switch layers.

• Smart objects and smart filters do work internally to the


About Photoshop Layer Support: PSD. They store a flat representation of themselves.

When importing a PSD file, you have the option to load layers The following Photoshop features are not supported in Anime
individually or load the composite as a single layer. Studio:

The live linking feature between Photoshop and


• Layer effects are not imported.
Anime Studio may work unexpectedly in certain
• Any layer that has a mask in Photoshop gets skipped.
situations. The live link works as expected when layers
are edited and left visible in Photoshop. However, the • 3D layers, text layers, and other kinds of non-basic or non-
live link may work unexpectedly after importing into pixel layers cannot be imported.
Anime Studio if you later move, delete, or hide layers in
Photoshop and then return to Anime Studio. • Layers that have visibility turned off in Photoshop will have
their names grayed out in the Anime Studio Layers palette.
Photoshop has many features, and not all of them are supported
within Anime Studio. In general, standard 8-bit RGB files with
regular pixel layers are the best way to go for compatibility.

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Exporting from Photoshop folder with the PNG’s and the newly converted .ANME file will
be located side by side. It is important to note that whenever
Anime Studio is equipped with a Photoshop export script that you open the .ANME file, it will reference the PNG folder. So
will give you the ability to take your PSD files and export them please keep them side by side. If the PNG folder and the newly
into .ANME format. The .ANME format is the native Anime converted .ANME are not located in the same folder, the layers
Studio format. This process helps users from having to re-draw within your newly opened .ANME will not work properly in
or export individual layers as images into Anime Studio. Anime Studio.
The PSD to ANME script is named Export Layers To Anime
Studio.jsx. To access this script, please make sure you’ve
configured a content location as described in “Creating a Content
Preview
Folder” on page 7. The script will be copied into that folder. Generates a preview image of what your project will look like. If
To use the script within Adobe Photoshop, copy the Export you’re in the process of animating your project, the image will be
Layers To Anime Studio.jsx file to your .../Photoshop/Presets/ of the current frame in your animation. A preview image does not
Scripts folder. You should then be able to open up a Photoshop contain all the fill styles, and is of lower quality, but is quicker to
document, run this script from File > Scripts > Export Layers generate than a fully rendered image.
to Anime Studio, and it will generate a new Anime Studio file When the Preview window opens up to display your work, you
complete with an image layer for each original Photoshop layer. can save the preview as a still image, using the popup menu in
Basically, the script converts PSD formatted files to .ANME the Preview window.
files. It exports every layer that was created originally in Adobe
Photoshop and makes it completely readable when imported into
Anime Studio. All versions of Adobe Photoshop since version 7 Exporting Movies
should support this script.
Most often, you’ll export an animation as a movie file. You have
The script exports the following 2 things: Firstly, it converts the
two choices:
PSD file into a .ANME file. Secondly, all the individual layers
of the PSD file are converted into individual PNG files and are • QuickTime (Windows and Mac OS): QuickTime is a very
placed in a folder of the same name as the .ANME file. The flexible format for working with movies. We generally

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recommend using QuickTime with the Sorenson 3 codec Export Animation...


for the best combination of low file size and quality. If
you choose QuickTime, Anime Studio will also export the This command brings up a dialog that lets you export an
soundtrack (if you have applied one to the animation). On animated sequence and save it to disk. The Anime Studio project
Windows, if you don’t see QuickTime as an option, then you file is where your work is saved, but to view the animation as a
need to download and install QuickTime at http://www. movie, to put it on the web, or to work with it in other programs,
apple.com/quicktime/. you have to export the animation.

• AVI (Windows only): On Windows you can also export


movies in AVI format.
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.
AVI on Windows doesn’t include any built-in codecs that support
alpha channels. However, at least one such codec does exist, and
you can download it for free - the Huffyuv codec found at http://
neuron2.net/www.math.berkeley.edu/benrg/huffyuv.html.
Anime Studio can only export to a maximum size of 768 pixels
x 768 pixels and 3000 frames. (Anime Studio Pro does not have
this limitation.)

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The dialog asks for a starting and ending frame (these default
to the entire animation), and an output format. You can output
a sequence of frames, a movie file, or a Flash SWF file. Anime
Studio will then ask you where to save the result. Once the
animation begins exporting, you are free to keep working while
the animation is being drawn. A progress bar at the top of the
animation window will inform you of the export progress.
The Export Animation dialog also has several options for
adjusting the output quality of your animation. These default
to the highest quality rendering, but you may sometimes want
to lower the quality to increase rendering speed or to output
animations with smaller file sizes for streaming over the internet.
The rendering quality options available are:

• Start Frame: Enter the start frame for your exported movie
here.

• End Frame: Enter the end frame for your exported movie
here.

• Entire Animation: Press this button to reset the start and


end frames to include all frames in the movie

• Output Format: Choose from AVI Movie, QuickTime Movie,


or Flash (SWF). You can also export sequenced image files in
JPEG, BMP, Targa, PNG, or PSD formats.
The Export Animation dialog.

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• Antialiased edges (Anime Studio Pro only): Normally, • Use NTSC-safe colors: Automatically limits colors to be
Anime Studio renders your shapes with smoothed edges. NTSC safe. This is only an approximation - you should still
Uncheck this box to turn this feature off. do some testing to make sure your animation looks good on
a TV monitor.
• Apply shape effects (Anime Studio Pro only): If this box
is unchecked, Anime Studio will skip shape effects like • Do not premultiply alpha channel: Useful if you plan
shading, texture fills, and gradients. to composite your Anime Studio animation with other
elements in a video editing program.
• Apply layer effects: If this box is unchecked, Anime
Studio will skip layer effects like layer shadows and layer • Variable line widths (SWF) (Anime Studio Pro only):
transparency. Exports variable line widths to SWF. See “What to Avoid”
on page 295 for more information about variable width
• Render at half dimensions: Check this box to render a lines and Flash.
smaller version of your movie. This makes rendering faster
if you just want a quick preview, and is useful for making • Enable multi-threaded rendering: With this option
smaller movies for the web. unchecked, only one thread will be used to rendering. With
the option checked, up to four threads will be used.
• Render at half frame rate: Check this box to skip every
other frame in the animation. This makes rendering faster,
and results in smaller movie files. Exporting Flash
• Reduced particles (Anime Studio Pro only): Some particle Anime Studio can also export Flash files in SWF format. Flash is
effects require hundreds of particles to achieve their effect. a common vector animation format on the Web. When exporting
Check this box to render fewer particles. The effect may not Flash, Anime Studio will also include the soundtrack (if any), if
look as good, but will render much faster if all you need is a the soundtrack is in MP3 format. If you plan on exporting Flash
preview. files, it is important to read “How to Create Efficient Flash Files”
on page 293.
• Extra-smooth images: Renders image layers with a higher
quality level. Exporting takes longer with this option on.
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If you plan to export your animations to Flash compatible with Flash MX and later - Flash 5 and earlier are not
(SWF) format, you will need to use MP3 audio able to load Anime Studio-created SWF files.
files instead of WAV audio files. In addition, if you plan
to render to SWF format, you can only use a single audio What Can be Exported
file in the project.
Most common objects in Anime Studio can be exported to Flash.
These include:
Flash Tips
• Vector layers
Advice for working with Anime Studio and Flash
• Fills/Outlines/Colors
Among the other export formats that Anime Studio offers,
you also have the option to output Flash SWF files. SWF is a • Transparency
format created by Adobe as a way to deliver animated vector
artwork and interactive applications. Flash animations are very • Gradients
common on the web, and most users already have the Flash
player installed on their computers. Because Anime Studio is also • Variable-width lines (try to use these sparingly - see below)
vector-based, there are enough similarities to make it possible for
• Bone warping of vector layers
Anime Studio to export SWF files.
However, Anime Studio and Flash are not completely • Image layers (PNG and JPEG only, and only if they are not
compatible. Therefore, not all the features of Anime Studio can warped by a bone layer)
be exported successfully to Flash. In addition, because Flash is a
web format, small file size is important - there are certain issues • Particle layers (careful - a complex particle effect can easily
to keep in mind when working with Anime Studio if Flash is your overwhelm Flash)
intended output format.
• A soundtrack can be exported if it’s in MP3 format, and at
When exporting SWF files, you may want to use Macromedia’s either 44100 Hz, 22050 Hz, or 11025 Hz sample rate. If you
Flash authoring tool to combine multiple SWF files, add extra want your SWF file to contain audio, make sure that your
elements, sound, etc. Be aware that Anime Studio’s SWF files are project contains only one audio track, and that the audio
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track is in MP3 format. In order for Anime Studio to play How to Create Efficient Flash Files
MP3 format audio files, you must have QuickTime installed
When you’re creating an animation with the intent to produce an
What Can’t be Exported SWF file as output, there are several things to keep in mind. An
important concern with SWF files is keeping the file size down.
On the other hand, some things in Anime Studio are just not The key way to do this in Anime Studio is to keep as many layers
compatible with Flash, and cannot be exported to a SWF file. “optimized” as possible. An optimized layer when exported to
The following list covers the most important of these objects and SWF will take up much less space than a non-optimized one.
effects. (For other formats, like QuickTime or AVI, it doesn’t matter.)
You can tell which layers are optimized by looking for a little red
• Brushes
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

• 3D layers

• Multiple audio tracks, or audio tracks other than MP3


format

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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 vector layer to a single bone, instead
of letting the bones warp all the points in the vector layer.
Notice the red dot by the optimized layer.
The vector layer will then remain optimized. While you can’t
do this in all cases, sometimes you can break up a character
A new layer is optimized to start with, but depending on the into multiple body parts - some parts will be warped with the
effects you apply, that optimization can go away. The following bones, and some will be attached to a single bone. At least
things will “de-optimize” a layer. Note: a non-optimized layer will some parts of the character can remain optimized.
still export to Flash, it just won’t be nearly as efficient.
Here are some other things to think about when exporting to
• 3D camera movements (this will de-optimize all layers in the SWF:
project, so it should be avoided if possible when targeting
• Consider using a lower frame rate (12 fps, for example) for
SWF)
your animation. Fewer frames means a smaller file.

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• If some of your layers can do without any animation at all, or pans and zooms are OK, but when you start using camera
just layer translation/scaling/rotation (background scenery, pan/tilt, Flash efficiency goes down the drain.
props, background characters, etc.), that can save a lot of
space. • Try to use as few control points as possible in your vector
artwork.
• If most of a layer is stationary, except for one small object,
move that object into its own layer if possible. Example: • The freehand tool and the insert text dialog can generate a
a character who is waving his arms, but is otherwise still lot of points, resulting in a big SWF file.
- move the arms into a separate layer from the rest of the
• Limit the use of variable-width lines. It’s easy to overwhelm
body. The body will remain optimized and take up much less
Flash with the complexity of variable-width lines, making
space.
the resulting SWF file play back unpredictably. Read “Flash
• If an object sits still for a time with no animation, consider Movie Size Limit” at http://kb2.adobe.com/cps/144/
replacing it with a non-animated object for that time period. tn_14437.html for more information. If possible, only use
variable-width lines in SWF-optimized layers.
What to Avoid
• Avoid compound shapes (two adjacent circles filled as one,
If your goal is to create a SWF animation, there are some things shapes with holes, or figure 8’s).
you should try to avoid. Besides the effects that just are not
possible to export, you should try to avoid the following effects if
possible. These are all things that can be exported - it’s just that Exporting Still Images (Anime Studio
they make for a less efficient SWF file. Of course, you won’t want Pro only)
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 Finally, you can export an animation as a sequence of numbered
as possible, the resulting SWF file will be smaller, and will load still images. This option is not used very often, but sometimes
quicker over the web. for certain post-processing tasks, you may prefer to work with
a sequence of separate still image files. You can choose between
• 3D camera moves - no Flash optimization is possible when JPEG, BMP, PSD, Targa, or PNG.
you’re moving the camera around in 3D. Simple side-to-side
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Export OBJ Upload to YouTube


If your scene contains 3D objects, including those that you have The File > Upload to YouTube command allows you to upload
converted from 2D to 3D with Anime Studio’s 3D Conversion your Anime Studio animation to YouTube. After choosing the
feature (see “3D Options” on page 174), you can use the File > command you are prompted to locate the animation that you
Export OBJ command to save the objects to WaveFront OBJ want to upload. Before performing the upload, you will need
format. You will be prompted to enter a file name and choose a to enter your YouTube Username and Password in the Web
location for the exported OBJ file. Uploads tab of the Preferences dialog, as discussed in “Web
Uploads:” on page 303.
If you import an OBJ file that has been exported
from Anime Studio into your 3D software, and
some or all of the faces appear to be missing, it may be Upload to Facebook®
due to inverted normals. Select the missing faces and
invert the normals in your modeler. The File > Upload to Facebook command allows you to upload
your Anime Studio animation to your page on Facebook. After
choosing the command you are prompted to locate the animation
that you want to upload.
Export POV
Before using this features, you will need to sign in
You can use the File > Export POV command to export 3D to your Facebook account and authorize Anime
objects from Anime Studio to POV format, which is compatible Studio as an application that can upload to your
with POV-Ray, a free raytracing application that produces high Facebook account.
quality 3D renderings. For more information about POV-Ray, see
http://www.povray.org/.

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After logging in to your Facebook account and choosing


the Upload to Facebook command, your browser will
display a screen that prompts you to allow the Smith
Micro Software Video Uploader to upload files to your
Facebook account. Click the Allow button to enable this
feature, and then the upload will continue. You should
only need to authorize the uploader the first time you
use it

Batch Export... (Anime Studio Pro


only)
Anime Studio’s batch export window lets you line up several
Anime Studio project files to be exported one at a time. This is
very convenient when you’re working on a large project with
separate project files for different scenes, and you want to render
them all at once (like during lunch maybe). The batch export
window has many of the same controls as the Export Animation
dialog:

The Batch Export window.

To queue up files for batch export, click the Add Files button to
select files on your system, or drag the Anime Studio files into
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the window. They will appear in the list view at the bottom. You and disappears from the list, you can find the rendered result in
can remove a file from the queue by selecting it and pressing the the same folder as the Anime Studio file itself.
Backspace or Delete keys (this will not delete the file from your
system, just remove it from batch export). Options at the top of
the dialog allow you to specify whether or not to export all files to Quit
a single folder. You can also check an option to overwrite existing
Quits Anime Studio. Prompts you to save any unsaved projects.
files if desired. If you choose not to overwrite existing files, a
number will be appended to name of the new file to prevent
overwriting the existing version.
Relaunch in (x)-bit Mode
When you batch export layer comps, the name of the layer comp
will be added to the name of the output file. The Universal installer allows you to install Anime Studio Pro in
both 32-bit and 64-bit versions. The File > Relaunch in 32-bit
You can change rendering options by selecting a file and then
Mode and File > Relaunch in 64-bit Mode commands allow you
changing the options at the top of the window. The options that
to switch between modes.
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.
The plus (+) button at the bottom of the dialog allows you to
readd items that are already in the export list. This button is
helpful for when you are exporting multiple layer comps from
the same file. You won’t have to go back to add the files over and
over again, just select the file in the export list and press + to add
it again.
When all your files have been added and the options set, press
the Start button to begin batch export. The window will display
the progress of each file as it is exported. When a file is finished

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Chapter 19: Edit Menu 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.

Clear
This command is the same as pressing the backspace or delete
Edit Menu key: the currently selected object in the working area will be
deleted from the project.

Undo Select All


Choose this command to undo the last operation. You may undo Selects all the points in the active vector layer.
up to 8 of your most recent editing operations in Anime Studio.
You will not receive a warning when you undo an operation.
You will be able to undo the operation by using the Edit > Redo Select None
command.
De-selects all the points in the active vector layer.

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Select Inverse Options Tab


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 like a
character’s head, just select a few points on it, then choose this
command: if all the points on the head are somehow connected
together, the whole head will now be selected.

Preferences...
Mac users will find the Preferences command in
the Anime Studio menu category. Options

Brings up a dialog that lets you customize some aspects of Anime


• Auto-assist with bone locking keyframes: Adds an extra
Studio, such as the display colors used in the working area of the
keyframe when bones are locked or unlocked to prevent
Anime Studio window. Some of these features including Edit
them from “drifting”.
Colors and GUI Colors are only available in Anime Studio Pro.
• Scale compensation for new layers: When a layer is
scaled up (or down), its lines get thicker (or thinner) to

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match. If you don’t want this behavior, turn off this option. • Status bar at top of window: Shows the status bar at the
You can also control this on a per-layer basis in the Layer top of the window, rather than the bottom. The status bar
Settings dialog. This option controls it for any new layers is where tools show their descriptions, like what modifiers
you create. keys do what, etc.

• Show paths for new layers: Determines whether the paths • Use old library: Check this option if you prefer to use the
(previously called construction curves) are displayed for library format used by Anime Studio version 6 or earlier.
new layers. They’re always shown for the selected layer, but
usually hidden otherwise. • Inline Layer Naming: Allows you to name the layer in the
Layers panel when you create a new layer.
• Auto-name new shapes: Shapes can be named by the user.
If this is turned on, all bones and shapes get names like “1”, • Auto-scale imported vectors: Makes it easier to import
“2”, etc. multiple Illustrator files (for example, multiple body
parts in a character). The imported files will all be in scale
Anime Studio 9 names bones automatically as with each other when this option is checked. When this
you create them. For more information, see “Add option is turned off, you may need to press the Esc key
Bone” on page 70. to automatically zoom in to the selected points after you
import the files.

• Zoom with drag box: When this option is on, allows you • Highlight frame 0: If on, a red box is drawn on the canvas
to draw a box around the area that you want to zoom into, if the current time is set to 0. This can be helpful to remind
rather than using a continuous zoom. you when you’re working on frame 0 (the setup frame) vs.
some other frame.
• Consolidate timeline channels: Instead of showing
separate channels (point animation, bone animation, • Enable drawing tools only on frame 0: Creation tools
layer translation, layer rotation, etc.), this option groups (Add Point, Freehand, Draw Shape, Add Bone) are only
all channels into one in the timeline palette. This is on by available on frame 0 if this option is on. Otherwise, they can
default in Debut, and off in Pro. be used at any time.

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• Use SMPTE timecode: Shows time in the timeline using Studio will try to smooth out the areas in between pixels to
SMPTE timecode instead of frame numbers. SMPTE create a smoother image. Turn this option off if you want the
timecode looks like this: 00:02:34:07 That would be 0 hours, enlarged image to appear blocky.
2 minutes, 34 seconds, and 7 frames.
• Auto save for crash recovery: When turned on, Anime
• Show angles in degrees in timeline: Angle values (like Studio will automatically save your work every thirty seconds
layer rotation or bone rotation) are shown in radians in the to a temporary file. If the application crashes, you can
timeline’s Motion Graph. This is because angle values in recover your work the next time you start the application. In
radians are smaller numerically and fit in better with other the event that you are working on very large files and your
values in the graph. But if the user chooses to, they can workflow is slowed down by saving every thirty seconds, you
display these curves using degrees with this option. can turn this option off to improve performance.

• Disable custom tool cursors: A long time ago there was • Auto Center New Layers: If the camera is in its default
a bug on some Windows systems where tool cursors didn’t position (such as it would be in a new document) this option
display correctly. Turning on this option will just use the won’t do anything. The option will become noticeable if you
standard system arrow cursor, regardless of what tool is have moved the camera (for example, if you are looking 90
active on the canvas. It may not be needed anymore (I’m not degrees to the left). If this option is unchecked in such a case,
sure if that bug happens for anyone these days). new layers will be centered at 0,0,0 and will be off-camera.
If this option is checked in such a case, the new layers will
• Disable audio feedback: When welding points, you hear appear centered in front of the current camera position.
a “clicking” sound in Anime Studio. Turning this option on
will disable the click. • Enable GPU Accelerated Drawing: Check this option to
enable GPU acceleration if your hardware supports it.
• Legacy curves for new layers: When checked, uses the
old style curves, rather than the smoother curves found in • Startup File: Allows you to start Anime Studio with a default
Anime Studio 8 and later. startup file, an empty document, or a specified project file.

• Nearest neighbor sampling for new image layers: When • Poser Location: Allows you to specify the location of the
an image is scaled up larger than its original size, Anime Poser executable.
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Web Uploads:
This tab is used to enter your YouTube user account name
and passwords. Anime Studio will log into this account to post
YouTube videos when you select the File > Upload to YouTube
command to send a project file to another person.
Enter the following information:

• Username: Enter your YouTube user name.

• Password: Enter your YouTube password.

• Private uploads: Check this option if you want your Anime


Studio uploads to be private uploads rather than public
uploads.

Web Uploads

Editor Colors:
Allows you to change the color scheme for the editor window,
including various options for background and object colors.
Press the Reset button to return to default application colors.

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The Default Stroke Width option allows you to specify the


default Stroke Width setting that appears in the Style window.

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 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.

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 custom
line widths at any selected points.

Random Line Width


Use this command to randomize the width of the line(s) through
Draw Menu
the currently selected points. You will be asked to specify the
minimum and maximum width, and Anime Studio will assign
random line widths within that range.

Insert Text...
Peak
Choose Draw > Insert Text or use the keyboard shortcut
Command/Ctrl+T to open the Insert Text dialog, which is This command creates a peaked (or hard) transition between the
described in “Inserting Text and Word Balloons” on page 116. curves at the point that you click.

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Smooth Lower to Back


This command smooths the transitions between the curves at the Works like Lower Shape, but lowers the shape below all others
point that you click. in its layer.

Raise Shape Trace Image


Select this menu item to raise a shape in the stacking order. This Anime Studio has always allowed you to import black and white
will move it in front of the next higher shape. The stacking order or color bitmap images and work with them. However, they are
only applies to shapes within the same layer - all shapes in a not as flexible as vector objects for several reasons. You can’t
layer will appear above any lower layers and behind any upper zoom in an infinite amount, you can’t bend them quite as much,
ones, regardless of stacking order. Note that if there is no shape and you can’t edit them. Anime Studio includes Automatic Image
overlapping the selected one, you may not see any change when Tracing, which allows you to convert a black and white or color
this item is selected, even though the shape gets moved higher. bitmap image to a vector object.
For this feature to work its best, you should choose drawing
Lower Shape that have bold lines, such as those created with a felt pen. Pencil
sketches will be more difficult to trace.
Select this menu item to lower a shape in the stacking order. 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.
Raise to Front
Works like Raise Shape, but raises the shape above all others in
its layer.

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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 conversion. Move
the slider toward the left to allow less gray, or toward the
right to allow more gray.

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.

ƒƒ Photo Edges: Check this option if your source image


is a line drawing and you only want to convert it to
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Low threshold (left); high threshold (right).

• Detail reduction: Move the slider toward the left to add Maximum detail (left); reduced detail (right).
more detail to the vector layer. This will increase the number
of points in the object and make it harder to edit, but it will • Fatten Lines: When Black and White is selected as an
look more like the original image. image type, this option controls the width of the lines in the
black and white drawing. Move the slider toward the left
to decrease the width, and toward the right to increase the
width.

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Default lines (left); thickened lines (right)


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.

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.

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Tracing Color • Detail reduction: Move the slider toward the left to add
more detail to the vector layer. This will increase the number
When you choose a Color conversion, the following settings are of points in the object and make it harder to edit, but it will
available: look more like the original image.

• 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.

Maximum detail (left); reduced detail (right).

• Outlines: When converting to a Color vector layer, you can


check this option to also convert outlines in the drawing, or
uncheck the option to omit the outlines.
4 colors (left); 5 colors (right).

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• Threshold: Move the slider toward the left to accept less


outline, or toward the right to accept more outline.

Hide Shape
Hides the currently selected shape

Show All Shapes


Shows all shapes that have previously been hidden.

Freeze Points
A close-up of the traced result After selecting points, choose this command to freeze the selected
points so that they cannot be edited.
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. Reset Points
Moves the selected points back to their original positions, adding
Tracing Photo Edges a new keyframe for them at the current time.

To create a vector image that only contains the outlines in your


original bitmap, check the Photo Edges option at the top of
the Trace Image dialog. You are presented with the following
settings:

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Reset All Points


Same as above, but moves all points in the layer back to their
original positions, not just the selected ones.

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Chapter 21: Bone Menu Flexi-Bind Points


This command binds the selected points to bones in such a way
that they will influenced by all the bones in the parent 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 default behavior for all drawings
in Anime Studio, so you usually won’t have to use this menu
command - the points are probably already flexi-bound.

Release Layer
This command detaches the current layer from any bone it may
be bound to.

Flexi-Bind Layer
Bone Menu

This command binds the current layer to the bones in the parent
Release Points layer in such a way that the child layer will influenced by all
the bones in the parent bone layer, depending on the strength
This command detaches the selected points from any bones they and region of influence of each bone. This results in more of a
may be bound to. “squishy” type of motion when the skeleton is animated.

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Hide Controlled Bones To accomplish this, you choose the Bone > Freeze Pose
command at Frame 24. This sets a keyframe for every part
Hides any bones that are set up to have their angle or position in your animated character or object so that you are assured
controlled by another bone. These types of bones are often not that the pose you want to use is correct for that portion of your
animated by the user (their animation is “automatic” through the animation. Then you set the keyframe that moves the right foot
control feature), and hiding them can clear up some of the clutter up at frame 36, and down again at frame 48.
in the workspace. This function is not available when the time is
set to frame 0.

Track Bone to Video


Allows you to link a bone to the tracking points that you defined
with the Video Tracking tool. For a description of how to use this
tool, see “Video Tracking” on page 128.
Freezing a pose

Freeze Pose
Keyframing can be tricky sometimes for new users of Anime Reset Bone
Studio, or for those who are new to animation. For example, let’s
Moves the selected bone back to its original position, adding a
say you move a left foot up on frame 12, and then down again at
new keyframe for it at the current time.
frame 24. At frame 36, you want the right foot to move up, and
then down again at frame 48.
The problem is, the right foot will start to move up at frame 0, Reset All Bones
and then be fully up at frame 36. In reality, you want the right
foot to move up from frame 24 through 36, and not from frame Same as above, but moves all bones in the layer back to their
0 through 36. original positions, not just the selected one.
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Chapter 22: Animation Allow Frame Skipping


Menu Normally when playing back an animation, Anime Studio 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 back slower than its
specified speed. Select this command to force the animation to
play back at actual speed. 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 appear as smooth. The best way to see the animation at
final speed and quality is of course to use the Export Animation
command in the File menu.

Reset All Layer Channels


Resets all channels in the current layer to their initial values,
adding a new keyframe at the current time.

Set Layer Start Time


Offsets the start of an animation within a layer to the current
selected frame.
Animation Menu

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Align Layer with Camera


Allows you to rotate the selected layer to face the camera.

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.

The Rescale Keyframes dialog.

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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 keyframes
• Rescale entire document: Check this option to rescale all between 30 and 60, you could set the start frame to 30, the
frames in the document. end frame to 60, the new start frame to 90, and the new end
frame to 120. The duration will be the same (120 - 90 = 60
• Start Frame: Enter the existing frame number at which to
- 30), but the animation will take place between frames 90
start scaling.
and 120, instead of 30 and You can rescale a portion of the
• End Frame: Enter the existing frame number at which to entire document by clicking the “Rescale entire document”
end the scaling. checkbox.

• New Start Frame: Enter the new target frame number for • To rescale the current layer, select the animation channels
the start of the scaling. that you want to be affected. For example, you may want
to rescale the bone animation, but leave the layer rotation
• New End Frame: Enter the new target frame for the end of alone.
the scaling.

• Rescale the following channels: Check or uncheck the Copy Current Frame...
channels that you want to include or exclude from the
scaling operation. The icons representing the various With this command you can copy values from the current
animation channels are described in the Timeline Window frame in the timeline to any other frame in your animation. For
section. 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
Examples: back to frame 0, to make it the starting position as well.

• 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 60, and the new end
frame to 45. (45 - 30 = 15, which is half as long as 60 - 30 =
30)
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Add Keyframe
This command adds a keyframe for all channels in your project,
at the currently selected frame.

Clear Animation
Several commands allow you to clear keyframes from a single
layer, or from all the layers in your project. Use the Animation >
Clear Animation commands as follows:

• From Layer: Clears all animation keyframes from the


current layer.

• From Layer After Current Frame: Clears keyframes from


the currently selected layer, beginning with the frame after
the currently selected frame and including all keyframes to
the end.

• From Layer Before Current Frame: Clears keyframes from


the currently selected layer, beginning with the frame before
the currently selected frame and including all keyframes to
the beginning.

• From Layer At Current Frame: Clears the keyframes on the


currently selected layer, only at the current frame.
The Copy Current Frame dialog.

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• From Document: Clears all animation keyframes from the Physics Nudge dialog. It can be a large force, but after the nudge
entire document. keyframe, the object will start falling, or bouncing, or whatever
the situation requires. It won’t keep going in the nudge direction
• From Document After Current Frame: Clears keyframes forever.
from the entire document, beginning with the frame after
the currently selected frame and including all keyframes to
the end.

• From Document Before Current Frame: Clears keyframes


from the entire document, beginning with the frame before
the currently selected frame and including all keyframes to
the beginning.

• From Document At Current Frame: Clears the keyframes


in the entire document, only at the current frame.

Track Layer to Video The Physics Nudge dialog.

This command allows you to link a layer to tracking points that For example, assume that when you play your animation back
have been set up with the video tracking tool. For a complete you see a red ball roll down and bounce to a stop against a block.
description of the process, refer to “Video Tracking” on page You can position the timeline shortly after it stops, and then
128. apply a large nudge (such as 10) that causes the ball to fly off
again to the left. Smaller nudge values cause objects to wobble.

Nudge Physics Object


A nudge is an instantaneous force that affects a physics object
in small or large amounts, depending on the setting in the
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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.

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.

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Chapter 23: Scripts Menu 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
Scripts Menu
the default Anime Studio camera.

The Scripts menu contains commands that are provided by Cube


script files or plug-ins. Anime Studio includes several scripts
for a variety of different tasks, and you can also download more Creates a new 3D layer that contains a simple cube. The color of
scripts written by other Anime Studio users. These scripts are all the cube is determined by the current fill and line colors.
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.
Rotate X
Rotates the current 3D layer 90 degrees around the X axis.
This can be useful when importing a 3D model if the model’s
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“up” direction is not the same as Anime Studio’s - just use this Handheld Camera
command (and the other rotate commands) to align the model
properly. Adds noisy interpolation to the camera animation channels to
simulate a handheld camera.

Rotate Y
Orbit Camera...
Rotates the current 3D layer 90 degrees around the Y axis.
Adds animation to the camera to cause it to rotate around the
current scene. You can specify how long this should take, how far
Rotate Z out the camera should be, and the direction of rotation.
Rotates the current 3D layer 90 degrees around the Z axis.

Draw
Torus
These scripts can be used to create vector objects in Anime
Creates a new 3D layer that contains a simple torus (donut). The Studio.
color of the torus is determined by the current fill and line colors.

Apply Sketchy Effect


Camera Applies a sketchy effect to the outline of the shape.
These scripts are used to move the camera around and to create
camera-related effects. Auto Weld
Finds vector points that are near each other and welds them
together. Only operates on selected points. This can be useful
if you have accidental gaps in a drawing, or sometimes when
working with imported Adobe Illustrator files.
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Polygon... Toggle Legacy Curves


Draws a polygon shape in either the current vector layer, or Turns on old style curves, which are less smooth than the new
a new layer. Uses the current fill and line colors to color the curve style. However, this is beneficial for use with files created in
polygon. older versions of Anime Studio.

Simplify Curve Zig Zag


Reduces the number of points in a curve by removing points Creates zig-zagged shading between two selected curves. You can
which are calculated to be “unnecessary” to maintain the shape of control the number of spikes, curviness, and randomness.
the object. This makes it easier to edit your shapes later.

Image
Split Curve
These scripts can be used to process image layers.
Automatically inserts points into selected curve segments,
allowing you to modify existing shapes.
Import Image Sequence...
Star... Imports a numbered sequence of images. Each image is imported
as its own layer, and the entire group is enclosed in a switch
Draws a star shape in either the current vector layer, or a new group. The image files should be named using a numerical
layer. Uses the current fill and line colors to color the star. sequence. For example, “file0001.jpg”, “file0002.jpg”, “file0003.
jpg”, etc.

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Layer Effects separate geometry for each shape. Additional options allow
you to select filled shapes only, and to name layers according
These scripts can be used to generate special layer effects. to group names or shape names. This script is very useful when
working with physics.

Layer Trail...
Other
Creates an animated trail effect that follows the origin point of
the current layer. Scripts that don’t fit any other category can be found here.

Magic Lines Credits...


Allows you to create a number of curves and apply this script to This script can be used to create lists of credits, or other screens
create an effect. For example, you can use the Freehand tool to of text. The script will prompt you to select a text file containing
draw several curves that represent smoke or swirly magic lines, the text you want to use. In the text file, each “screen” of text
and then run the script to create a smoky or magical effect. should be separated by a blank line. Take a look at the file
“sample_credits.txt” in the Anime Studio program folder to see
how this text file should be set up.
Perspective Shadow...
Automatically creates a pseudo-3D shadow effect for the current
layer.
Particle Effects
These scripts can be used to create particle effects like smoke,
RT: Break Apart Shapes fire, or rain. Many of these effects can be time-consuming to
render, so be aware of that if you plan to use several of them in
Offers a number of different options in how you can break apart a single animation. Also, even though they can be exported to
the shapes on a layer. You can put each shape in its own layer Flash, these effects can be too complex for the Flash player to
and group them together or put all shapes in one layer creating play at full speed. Plus, without the blur effects these scripts use,
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they won’t look very good in Flash. These effects are really useful Sparkles...
only if you plan to export to a movie or still image format, not
Flash. Inserts a cluster of spiraling sparkles. This effect is very effective
if you bind it to another moving object - for example, the end of
a magic wand.
Energy Cloud...
Creates a blobby glowing cloud effect.
Script Writing
Explosion... This menu contain utility scripts that can be used as examples
for writing your own scripts. If you don’t plan to write your own
Creates an explosion effect. The explosion starts at the current scripts, you can completely ignore this menu.
frame, and will fade to a smoke cloud over time.

Alert Test
Rain
Demonstrates how a script can use an alert box to provide some
Inserts a falling rain effect. information to the user.

Smoke... Automation Test


Inserts a plume or cloud of smoke. Shows how you can write a script that will open or save a
document, create a new document, and render a document. The
script opens all documents in a given directory and renders a
Snow frame for each one.

Creates a falling snow effect.

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Error Test The Resources > Support > Extra Files folder in your
Anime Studio Pro installation folder contains Lua scripting
This script intentionally creates a runtime error. The purpose is documentation that you might find useful.
to show how the Lua Console appears to display the error. When
you write your own scripts, the console window will be very Anime Studio merges user scripts and factory
helpful when tracking down errors. scripts internally at runtime. If you name a user
script in the same corresponding folder (tools, utility,
etc) with the same name as a factory script in the
List Channels corresponding location, the user script will be preferred
over the factory script. User scripts that do not replace
Shows how a script can iterate through all of the animation
factory scripts are loaded after factory scripts, as
channels in a layer. You can access every animateable parameter
previously supported, unless a different order is specified
in the layer.
in the active _tool_list.txt file for tool scripts.

Load Data File... The _tool_list.txt factory default file now begins with a
line that is similar to this:
This script is a demonstration of how a Lua script can read 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 /* anime_version 9010000 (9.1.0
import some kind of custom data. rev 0) */

Print Anime Studio API If you have a _tool_list.txt file in the user scripts/tools
location that begins with this line, and the version
Prints out all functions, constants, and global variables that number is the same or higher than the factory default
Anime Studio provides through its scripting interface. This is version, your user _tool_list.txt will be used instead of
not meant to be the documentation for Anime Studio’s scripting the factory file.
interface, but some script writers may find it useful.

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If the version is missing or lesser than the factory


default, the factory default will be used and a copy of the
Sound
factory default will be saved to the user folder with the The scripts in this menu use sound to control some part of an
name _reference_tool_list.txt. animation.

The _reference_tool_list.txt file is not for editing. Bone Audio Wiggle...


It is a reference to use when updating your
custom _tool_list.txt for the current version. This allows This script uses the volume of a sound file that you select to
new tools and other changes to be accounted for when animate the angle of the currently selected bone. Use this script
you make your customizations. When the factory to make a character or object move in sync with a sound.
defaults version changes, a new copy of this file will be
saved for you to reference.
Layer Audio Wiggle...
Use this script to make a layer move in sync with a sound.
Print Globals
Prints out all global variables currently defined in Lua. Text
Allows you to add credits or spinning text to your projects.
Print Test
A simple example that shows how you can print output in a Credits
Lua script. The printed output will appear in the Lua Console
window. Printing data in the console window is not generally Allows you to select a text file that contains your credits. You can
useful when your script is delivered to regular Anime Studio specify font, duration for each screen, delay between screens, and
users, but can be very helpful when writing a script to track down number of frames for fade.
bugs.

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Spinning Text Warp


Creates 2D or 3D spining text. Several settings provide control This set of scripts is used to distort the contents of a vector layer,
over length, rotation, translation, opacity, and scale. Some applying various animated warping effects.
presets are provided.

Black Hole...
Visibility
Causes the selected points in a vector layer to swirl around in an
These scripts affect the visibility of a layer - for example, causing inward spiral motion towards the origin point of the layer.
it to fade in and out.

Wavy...
Fade...
Causes the selected points in a vector layer to move in a wavy or
Causes the current layer to fade in or out over a specified number underwater style.
of frames. If you want a layer to appear or disappear suddenly,
it is better to change the value of the layer’s visibility channel.
However, this script should be used when you want a layer to Other Popular Scripts
appear or disappear more gradually.
Opens your web browser to www. animestudioscripts.com,
where you can download popular scripts written by other
Wavy Fade... members of the Anime Studio user community.

This script combines the Fade effect above with the Wavy effect
below. It can only be used with vector layers. Scripting Documentation
Opens your web browser to www.animestudioscripting.com,
where you can view the latest scripting documentation.

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Chapter 24: View Menu 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 layout,
you may want to view the scene from a different point of view.
Options are Camera, Front, Top, Right, Back, Bottom, and Left.

Enable Grid
Toggles display of the grid on and off. A checkmark appears
beside the command when the grid is displayed.

Grid Settings
Displays the Grid Settings dialog, which allows you to set the
View Menu
number of pixels between each grid space. Default is 20 pixels.

Reset Disable Grid Snapping


Resets the view of the working area to the starting pan and zoom When the grid is turned on, control points will snap to the
values. Use this command when you want to jump back to the nearest grid intersection as you draw them and move them
original view of the project. around. Select this menu command to disable grid snapping -
that way you can use the grid as just a visual guide, without it
interfering in your drawing.

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Video Safe Zones Show Tracing Image


This command turns on the display of NTSC “safe zones”. When To use a background image for tracing out a drawing, just drag
creating output for video, it is important to keep important the image into the working area of the Anime Studio window, or
action and titles within the safe zones, because most televisions use the above menu command. Then, you can use this command
cut off some portion of the outside of the picture. (The inner to hide or show that tracing image. To use a different tracing
rectangle is the safe zone for titles, and the outer one for image, just drag a new one in.
important action.)

Stereo
Show Output Only
If Enable Stereo (Red/Blue)Rendering is enabled in the Project
This command will hide all artwork that lies outside the final Settings dialog (see “Project Settings...” on page 271), this
output rectangle. This makes it easy to visualize the final staging command makes it easier to preview and reposition your 3D
for your shot. Of course, it’s hard to edit what you can’t see, so be objects for stereo rendering.
sure to turn this option off when you need to edit an object that
lies outside the visible area of the project.
Design Mode
Select Tracing Image Returns the project to Frame 0, where you can add new layers,
draw vector shapes, change bone rigging, and so on. Anime
Use this command to select a tracing image to display in Anime Studio will remember the frame that you were previously on
Studio’s editing view. This image will not appear in your final before choosing the command. If you choose the command again
output - it’s just used as a tracing guide to help you draw your after adding the desired elements at Frame 0, you will return to
artwork in Anime Studio. the frame that was current before you applied the command the
first time.

Chapter 24: View Menu


332 Anime Studio Pro 9
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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 149.

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 238.

Style
Shows/hides the Style window. The Style window is shown by
Window Menu default when you start Anime Studio. See “Chapter 13: Style
Window” on page 178.

Tools Actions
Shows/hides the Tools window. The Tools window is shown by Shows/hides the Actions window. The Actions window is hidden
default when you start Anime Studio. Tools are discussed in the by default when you start Anime Studio. See “Actions Window”
section beginning with “Anime Studio Tools” on page 19. on page 261.

Chapter 25: Window Menu


Anime Studio Pro 9 333
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Library morphs that you want to keep. Then click OK to set the new
combination.
Displays the Library window, which is discussed in “Chapter 14:
The Default slider is associated with the default
The Library Window” on page 202.
state of the object at Frame 0. To blend the other
morphs with this default state, check the Relative Blend
Audio Recording option.

Displays the Audio Recording window, which is discussed in


“Audio Recording” on page 260.

Blend Morphs
You can use the Window > Blend Morphs command to blend
poses (or morph targets) together to create a combination pose
or morph. This feature in Anime Studio is very easy to use.

Anime Studio Pro allows you to both create and


blend poses. See “Creating Morphs” on page
265.

To blend your morphs, begin by moving to the frame at which


you want the new morph to appear.
Next, choose the Window > Blend Morphs command. The
Blend Morphs dialog appears. The sliders in this dialog are Use the Blend Morphs dialog to combine your morphs together in
named the same as the morphs you created in the Actions any combination of values.
window. Adjust the sliders until you get a combination of the
Chapter 25: Window Menu
334 Anime Studio Pro 9
Users Manual

You can then advance to other frames in your timeline, and


Layer Settings
use the Blend Morphs command to create new combinations
throughout the timeline. As you scrub through the timeline, you Opens the Layer Settings dialog, discussed in “Chapter 12: Layer
should then see morphs blend from one to the other. Settings” on page 155.
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
Poser Parameters
be a keyframe at the current frame in order to copy the current Opens the Poser Parameters dialog, which allows you to rotate or
value. This command will copy the current value, whether it is a scale Poser objects that are imported into your scene. For more
keyframe or an interpolated in-between value. information, see “Chapter 8: Special Tools” on page 124.

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 order to
set up an initial pose, consider copying it back to frame 1
instead - frame 1 is actually the beginning of the
animation, and the bones will influence other objects
starting at frame 1.

Chapter 25: Window Menu


Anime Studio Pro 9 335
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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

Chapter 26: Help Menu


336 Anime Studio Pro 9
Users Manual

Community Forums About Anime Studio Pro


Opens your web browser to the Lost Marble forum, where you Displays some information about Anime Studio, including which
can communicate with your peers and ask for help on any topic version of Anime Studio you’re running.
related to Anime Studio and animation. The forum is extremely
large with over ten thousand registered members.
About Scripts
Technical Support Displays some information about all the scripts currently loaded
by Anime Studio. All of Anime Studio tools, and all the entries
Opens your web browser to the Smith Micro website where you in the Scripts menu are implemented in a scripting language
can access FAQ’s, see answers to common issues, get help from a called Lua. Although some programming/scripting experience
customer service representative etc. is required, Anime Studio users are welcome to write their own
scripts to extend Anime Studio’s built-in features.

Download Bonus Content Pack


Buy Content
Navigates to the Bonus Content Pack page on Content Paradise.
You will need a Content Paradise account and a valid Anime Help speed up your animation workflow with ready to use
Studio serial number to obtain the content. content. Buy content from Content Paradise. Internet connection
will be required.

Online Video Gallery


Check For Updates
Opens your browser to a page that displays some of the
animations that have been created with Anime Studio. This is a Check to see if there are any updates for Anime Studio. Internet
great place to get inspired and see what others have created with connection will be required.
Anime Studio.

Chapter 26: Help Menu


Anime Studio Pro 9 337
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Set Custom Content Folder


Prompts you to create a content folder, as described in “Creating
a Content Folder” on page 7.

Open Custom Content Folder


Opens your custom content folder in Explorer (Windows) or
Finder (Mac)

Chapter 26: Help Menu


338 Anime Studio Pro 9
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Appendix

Appendix
Anime Studio Pro 9 339
Users Manual

Appendix A: Product Particles Read only Read and


Create

Comparison Import Photoshop Files

Real-time media connection


Yes (1)

No
Yes (2)

Yes

Patch Layers Read only Read and


The differences between Anime Studio Debut and Pro create

3D Video rendering No Yes

Feature Comparisons Global Rendering Styles No Yes

Scripting No Yes

Feature Anime Anime Layer Outline Yes Yes

Studio Studio 64-bit Architecture No Yes


Debut Pro GPU Acceleration No Yes
Animation Length 2 minutes (3000 Unlimited Wacom Multi-Touch Support Yes Yes
frames)
Character Wizard Yes Yes
Motion Tracking 3 points Unlimited

Audio Tracks 2 tracks Unlimited


(1) Layered using Anime Studio script

Video Tracks 1 track Unlimited (2) Import directly through File menu.
Physics No Yes

Poser scene import No Yes


Window Menu
3D layer and object support No Yes

Morph targets Read Only Read and Feature Anime Anime


create
Studio Studio
Automatic image tracing Black and white Black and
only white, color,
Debut Pro
and edges Tools X X

Appendix A: Product Comparison


340 Anime Studio Pro 9
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Beginner Mode Tools X Add Point X X

Layers X X Delete Edge X X

Timeline X X Curvature X X

Style X X Freehand X X

Actions X Rectangle X X

Library X X Oval X X

Audio Recording X X Arrow X X

Poser Parameters X Shear Points X X

Character Wizard X X (1) Shear Points Y X

(1) Character Wizard in Pro lets you use and create reusable Perspective Points H X

actions that can be applied to any character created with the Perspective Points V X
Wizard. Bend Points H X

Bend Points V X

Vector Drawing Features Noise X

Magnet X

Feature Anime Anime Snap to Grid X

Studio Studio Reset Line Width X

Debut Pro Random Line Width X

Text X X

Select Points X X

Translate Points X X

Scale Points X X

Rotate Points X X

Appendix A: Product Comparison


Anime Studio Pro 9 341
Users Manual

Vector Modifiers Fill Modifiers


Feature Anime Anime Feature Anime Anime
Studio Studio Studio Studio
Debut Pro Debut Pro
Peak X X Lower Shape X X

Smooth X X Raise Shape X X

Flip Points Horizontally X X

Flip Points Vertically X X


Bone Features
Fill Features Feature Anime Anime
Studio Studio
Feature Anime Anime Debut Pro
Studio Studio Select Bone X X

Debut Pro Translate Bone X X

Select Shape X X Scale Bone X X

Create Shape X X Rotate Bone X X

Paint Bucket X X Add Bone X X

Delete Shape X X Reparent Bone X X

Line Width X X Bone Strength X X

Hide Edge X X Manipulate Bones X X

Stroke Exposure X Bind Layer X X

Curve Profile X Bind Points X X

Appendix A: Product Comparison


342 Anime Studio Pro 9
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Offset Bone X X Layer Comps X

Bone Physics X Layer Colors X X

Smart Bones X (1) Requires Poser 7 or newer


Layer Features (2) Limited to 3 tracking points
Feature Anime Anime (3) Limited to 2 audio layers
Studio Studio
Debut Pro
Set Origin X X Layer Modifiers
Transformation X X

Switch Layer X X
Feature Anime Anime
Studio Studio
Rotate Layer X X
Debut Pro
Rotate Layer Y X
Flip Layer Horizontally X X
Shear Layer X X
Flip Layer Vertically X X
Shear Layer Y X

Particle Layer X

Follow Path X X Layer Types


Poser X (1)

Image Masking X X Feature Anime Anime


Video Tracking X (2) X
Studio Studio
Debut Pro
Audio Layers X (3) X
Vector X X
Layer Selector X X
Image X X
Undo/Redo Layers X X
Bone X X

Appendix A: Product Comparison


Anime Studio Pro 9 343
Users Manual

Switch X X Workspace Features


Group X

Particle X Feature Anime Anime


3D X Studio Studio
Physics (Layer property) X
Debut Pro
Pan Workspace X X
Note X
Zoom Workspace X X
2D to 3D Layer Conversion X
Rotate Workspace X
Patch X
Orbit Workspace X
Text Layer X X

Camera Features Timeline Features

Feature Anime Anime Feature Anime Anime


Studio Studio Studio Studio
Debut Pro Debut Pro
Keyframes X X
Track Camera X X
Playback Controls X X
Zoom Camera X X
Animation Channels X X
Roll Camera X X
Ruler X X
Pan/Tilt Camera X
Onionskins X

Graph Mode X

Sequencer X X

Keyframe Hold Duration X X

Appendix A: Product Comparison


344 Anime Studio Pro 9
Users Manual

Colored Keyframes X X Preferences


Feature Anime Anime
Action Features Studio Studio
Debut Pro
Feature Anime Anime
Options X X
Studio Studio
Editor Colors X X
Debut Pro
GUI Colors X X
Store Reusable Animation X
GUI Color Themes X X
Edit Reusable Animation X

Delete Reusable Animation X Project Settings

Feature Anime Anime


Studio Studio
Style Features Debut Pro
Save Project Settings X X
Feature Anime Anime
Edit Dimensions X X
Studio Studio
Background Color X X
Debut Pro
Depth of Field X
Save Style X
3D Camera X
Pattern Brush X (1) X
Stereo Rendering X
(1) Pro version contains more brushes
Sort Layers by Depth X X

Sort by True Distance X X

Noise Grain X

Appendix A: Product Comparison


Anime Studio Pro 9 345
Users Manual

Up to 120 Frames/Second X X Image Sequences X


Maximum
Layer Effects X
Maximum export size (pixels) 788 x 768 9000 x 9000
Particle Effects X
Maximum number of frames 3000 Unlimited
Sound X

Warp X

Content Visibility X

Script Writing X
Feature Anime Anime
Studio Studio
Debut Pro View
Built in Content X X
Feature Anime Anime
Third Party Content X X
Studio Studio
3D Object X
Debut Pro
Character Wizard X X
Grid X

Adjust Grid Size X

Scripts Side by Side View X

Over Under View X


Feature Anime Anime Four-Way View X
Studio Studio Display Quality X
Debut Pro Advanced Current Layer View X
3D X

Camera X

Draw X

Appendix A: Product Comparison


346 Anime Studio Pro 9
Users Manual

Import AVI (3) X X

MPEG-4 Video X X
Feature Anime Anime MOHO FORMAT
Studio Studio MOHO File Format X X
Debut Pro
(1) Layered using Anime Studio script.
2D FORMATS
JPEG X X
(2) Directly through File menu.

BMP X X (3) AVI Import works on Windows, and on Macintosh systems


PSD X (1) X (2) depending on codecs. If you can play the AVI file in QuickTime
on a Mac, you should be able to import it into Anime Studio.
PNG X X

TGA X X

EPS, AI, Tracing Image X Export Formats


3D FORMATS
OBJ X
Feature Anime Anime
Studio Studio
Poser Files and Scenes (Poser 7 X
and newer) Debut Pro
SOUND FORMATS IMAGE FORMATS
WAV (Windows & Mac) X X JPEG X X

AIFF (Windows & Mac) X X BMP X X

MP3 (Windows & Mac) X X PSD (Layered) X

M4A (MPEG-4) X X PNG X X

TGA X X
MOVIE FORMATS
Batch Image Export X
MOV (Mac and Windows) X X

Appendix A: Product Comparison


Anime Studio Pro 9 347
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MOVIE FORMATS Upload Features


SWF (1) X X

MOV (Macintosh and Windows) (2) X X


Feature Anime Anime
AVI (WIndows Only) X X
Studio Studio
Debut Pro
Sequential JPEG X
Upload to Facebook® X X
Sequential BMP X
Upload to YouTube™ X X
Sequential PSD X

Sequential PNG X

Sequential TGA X Optimization Features


Batch Movie Export X

TV FORMATS Feature Anime Anime


Studio Studio
NTSC Format X X
Debut Pro
PAL X X
64-bit Architecture X
HD movies X
GPU Acceleration X
(1) SWF: Vector animations only; image layers can be used as
long as they are not warped by bones. See “Exporting Flash” on
page 291 for more information.
(2) MOV: If you are using a 64-bit Windows operating system,
you will need to use the 32-bit version of Anime Studio Pro to
export in MOV format.

Appendix A: Product Comparison


348 Anime Studio Pro 9
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Appendix B: Technical To view in-depth product descriptions, online video gallery, and
more, visit http://anime.smithmicro.com.

Support
Anime Studio Discussion Forum
Share tips and tricks with other Anime Studio users on the online
User Manual discussion forum: http://www.lostmarble.com/forum/. Smith
Micro staff members also participate in this online group, and are
The first source of help when using Anime Studio is the manual happy to share techniques and answer questions. News about the
that you are reading now. We have also included a Tutorial latest Anime Studio updates is first posted to the online forum.
Manual that you can view by choosing Help > Tutorials from the
Anime Studio menus. If you’re just getting started and need some
basic tips on how to use Anime Studio, begin with the tutorials in Email Support
the Quick Start section.
You can also get your questions answered by email. If you have a
For more in-depth instructions on using Anime Studio, the
question, feature request, or would like to report a bug, contact
sections “Anime Studio Windows” on page 143 and “Anime
us at [email protected]. Please provide us with as much
Studio Menus” on page 268 go into great detail about
detail about your problem as possible, so that we can understand
performing specific tasks in Anime Studio and what all the user
exactly what’s happening and more quickly come up with a
interface elements are used for, respectively.
solution for you.

Anime Studio on the Web


Another good source is the Smith Micro web site at http://
anime.smithmicro.com. There you will find product information
and a variety of tutorials. We plan to keep this updated with
questions and answers and new sample files.

Appendix B: Technical Support


Anime Studio Pro 9 349
Users Manual

Appendix C: • Ming http://www.libming.org/ Copyright © 2001 Opaque


Industries.

Acknowledgements • PortAudio http://www.portaudio.com Copyright © 1999-


2000 Ross Bencina and Phil Burk
Some parts of Anime Studio are based on libraries written by
• zlib http://www.zlib.net Copyright © 1995-2002 Jean-loup
third party organizations. Below is a list of libraries used by
Gailly and Mark Adler.
Anime Studio.

• Anti-Grain Geometry http://www.antigrain.com Copyright


© 2002-2004 Maxim Shemanarev (McSeem).
Artist Acknowledgements
Smith Micro and Lost Marble would like to thank the following
• FreeType http://www.freetype.org Portions of this software
artists for contributing to the content section. To access these
are copyright © 1996-2002 The FreeType Project. All rights
files, open Window > Library and navigate to a “Partners”
reserved.
Folder. Their creations will be displayed within a folder with
• libjpeg http://www.ijg.org This software is based in part their name as the title..
on the work of the Independent JPEG Group. Copyright ©
• DK Toons http://www.contentparadise.com/Search.
1991-1998, Thomas G. Lane.
aspx?searchText=DKToons
• libpng http://www.libpng.org Copyright © 1998, 1999,
• Cartoon Solutions http://www.cartoonsolutions.com
2000 Glenn Randers-Pehrson.
• ToonProps http://www.toonprops.com
• libsndfile http://www.mega-nerd.com/libsndfile/
Copyright © 1999-2005 Erik de Castro Lopo. • Víctor Paredes (Studio: Taza Triste): http://www.youtube.
com/tazatriste
• Lua http://www.lua.org Copyright © 2004 Tecgraf, PUC-
Rio.

Appendix C: Acknowledgements
350 Anime Studio Pro 9
Users Manual

• Hubumedia http://www.hubumedia.com (tweet: www. • Mike Scott Animation http://www.909pop.com


twitter.com/hubumedia)
• Curious Projects: http://www.curiousprojects.com
• Alexander Roach (Rudiger): http://www.contentparadise.
com/Search.aspx?searchText=Rudiger) • Dave Cockburn’s Squeaky Pictures: http://www.
squeakypics.co.uk/
• The Smith Micro Content Team
Smith Micro would like to thank the following artists for imagery User Samples/Characters
used in collateral and Promos.
Library > Characters > Version 5> User Samples
• DK Toons http://www.contentparadise.com/Search.
aspx?searchText=DKToons • Nate Greenwall: knight Master

• Cartoon Solutions http://www.cartoonsolutions.com • Burt Abreu: Jeremy

• Cartoon Workshop Sdn Bhd: http://www.cartoonworkshop. • Philippe Cizaire: frog, stampel


com.my
• Shi Yang: A2, A3, A4, A6, A7
• ToonProps http://www.toonprops.com
• Víctor Paredes (Studio: Taza Triste): african elephant
• Hubumedia http://www.hubumedia.com (tweet: www.
twitter.com/hubumedia) • Vladimir O. (Studio: StudioSvet): golova, Kati, KISSKI,
kot, Kozel, lef, sc, slon, tigr, volk, zaiac, zebr
• TUI Studios http://www.tuistudios.com

• Freakish kid http://www.freakishkid.com User Movies


• Naive: http://www.naive.se Library >Video > Animated Samples > Version 5 User
Samples

Appendix C: Acknowledgements
Anime Studio Pro 9 351
Users Manual

• Burt Abreu: fishtank1 • Burt Abreu: blurtest, bumpy1, curvetest1, epidea1, hair1,
hand1, leaf1, man1, mouth, myfish2, myfish3, oldman1,
• Christian -Samb- Wasser (Studio: By Samb): sunscene rasbora_maculata, robohead1, sparkdraw, weedy1

• Dave Cockburn (Studio: Squeaky Pics): Squeaky_10sec • Christian -Samb- Wasser (Studio: By Samb): people

• Erik Svensson: Ghost • Erik Svensson: Fire, Tree, Water ripple

• Mike Scott (Studio: Red Pepper): COOL_CATZ_INTRO_1 • Philippe Cizaire: collection

• Misha Margolis: barnstory • Vladimir O.: flag, glaz1, glaz2, glaz3, glaz4, glaz5, gudok,
noga, palec
• Shi Yang: A1, A5

• Vladimir O. (Studio: StudioSvet): otkritka DK Content


• Víctor Paredes (Studio: Taza Triste): dragón pulento Library > Props > Partners> DK Toons
Direction, script, animation:
• David Knight (Studio: Knight animations): Acoustic
• VENT_ErikvanSchaaik, Erik van Schaaik, www. Guitar by D.K, Aliens Dance and Walk by D.K, Anime girl
erikvanschaaik.com, [email protected] frightened - by D.K, Builders - by D.K, Cartoon Fruit - by
D.K, Cow with Guitar - by D.K, Cupboard with doors - by
Production:
D.K, Funny guy - by D.K, Mobile Phone - by D.K, Modern
• Il Luster Productions, www.illuster.nl, [email protected] Dude - by D.K, Running Heart - by D.K, Slick Salesman by -
D.K, Two simple boys - by D.K

User Samples/Props
Library > Characters > Version 5 > User Samples

Appendix C: Acknowledgements
352 Anime Studio Pro 9
Users Manual

Appendix D: Anime Ctrl+R

Ctrl+E
Cmd+R

Cmd+E
File > Preview

File > Export Animation

Studio Shortcuts Ctrl+B Cmd+B File > Batch Export

Ctrl+Q Cmd+Q File > Quit

How to Work Quickly in Anime Studio Edit Menu


Once you’ve been using Anime Studio for a while, you’ll probably
want to find ways to speed up certain operations. Luckily, Anime Windows Mac Command
Studio provides several shortcuts for common operations, such
Ctrl+Z Cmd+Z Edit > Undo
as activating tools, navigating the workspace, and entering data.
Shift+Ctrl+Z Shift+Cmd+Z Edit > Redo

Ctrl+X Cmd+X Edit > Cut


Menu Shortcuts Ctrl+C Cmd+C Edit > Copy

Ctrl+V Cmd+V Edit > Paste

File Menu Ctrl+A Cmd+A Edit > Select All

Ctrl+I Cmd+I Edit > Select Inverse

Windows Mac Command

Ctrl+N Cmd+N File > New Draw Menu


Ctrl+O Cmd+O File > Open

Ctrl+W Cmd+W File > Close


Windows Mac Command
Ctrl+S Cmd+S File > Save
Ctrl+T Cmd+T Draw > Insert Text
Shift+Ctrl+P Shift+Cmd+P File > Project Settings
Ctrl+L Cmd+L Draw > Reset Line Width

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Ctrl+D Cmd+D Draw > Random Line Width Shift+Ctrl+N Shift+Cmd+N Animation > Nudge Physics
Object
Ctrl+P Cmd+P Draw > Peak

Ctrl+M Cmd+M Draw > Smooth

Shift+Ctrl+H Shift+Cmd+H Draw > Hide Shape View Menu


Shift+Ctrl+S Shift+Cmd+S Draw > Show All Shapes

Ctrl+F Cmd+F Draw > Freeze Points


Windows Mac Command
Ctrl+G Cmd+G View > Enable Grid
Bone Menu Shift+Ctrl+G Shift+Cmd+G View > Grid Settings

Shift+Ctrl+F Shift+Cmd+F View > Video Safe Zones

Ctrl+J Cmd+J View > Show Output Only


Windows Mac Command
Ctrl+Y Cmd+Y View > Select Tracing Image
Ctrl+F Cmd+F Bone > Freeze Pose
Ctrl+U Cmd+U View > Show Tracing Image

Shift+Ctrl+D Shift+Cmd+D View > Design Mode


Animation Menu Shift+Ctrl+2 Shift+Cmd+2 View > Stereo

Windows Mac Command Window Menu

Windows Mac Command


Ctrl+[ Cmd+[ Window > Timeline

Ctrl+] Cmd+] Window > Style

Ctrl+K Cmd+K Window > Actions

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354 Anime Studio Pro 9
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Shift+Ctrl+L Shift+Cmd+L Window > Library


(ex: “Translate Points (T)”), then that key can be used as a
shortcut to activate the tool.
Shift+Ctrl+B Shift+Cmd+B Window > Blend Morphs

Shift+Ctrl+I Shift_Cmd+I Layer Settings

Keyboard Shortcuts
Many tools and features in Anime Studio can be accessed quickly
by pressing a single key. These shortcuts make working with Press the T key to activate the Translate Points tool.
Anime Studio much faster than the regular method of moving the
mouse to a toolbar and clicking a button, and are worth learning
to reduce your drawing and animation time. However, all these Draw Tools
features are also available through standard user interface
elements (buttons and menus), so learning these shortcuts isn’t a
requirement to using Anime Studio. Tool Tool
Shortcut
These shortcuts are not the same as “menu
G Select Points
shortcuts” listed above.
T Translate Points

S Scale Points

Tool Shortcuts R Rotate Points

A Add Point
Many of the keyboard shortcuts in Anime Studio are used to F Freehand
activate a tool in a toolbar. If you want to know whether a tool E Draw Shape
has a shortcut, hold the mouse over the tool, and watch the
D Delete Edge
tooltip that appears. If the tooltip has a single letter at the end
C Curvature

Appendix D: Anime Studio Shortcuts


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X Magnet 0 (number) Set Origin

N Noise
Camera Tools
Fill Tools

Tool Tool
Tool Tool Shortcut
Shortcut 4 Track Camera

Q Select Shape 5 Zoom Camera

U Create Shape 6 Roll Camera

P Paint Bucket 7 Pan/Tilt Camera

W Line Width

H Hide Edge Workspace Tools

Layer Tools
Tool Tool
Shortcut
Tool Tool 8 Rotate Workspace

Shortcut
M Transformation

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356 Anime Studio Pro 9
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9 Orbit Workspace Working with Vector Layers

Common Shortcuts Keyboard Function


Shortcut
Some keyboard shortcuts work all the time, and some only apply Delete/ Delete the currently selected points
in while using certain tools in Anime Studio: the sections below Backspace
lists all the shortcuts and when they can be used. Spacebar Weld two points together - usually used with the
Translate or Add Point tools
The following keyboard shortcuts can be used at any time:

Keyboard Function Working with Fill Tools


Shortcut
Escape Automatically adjust the view to see everything in
the active layer - hold the shift key to zoom in on the Keyboard Function
currently selected points
Shortcut
Home Reset the view to see the overall project
Delete/ Delete the selected shape
Enter/Return De-select all points Backspace

Tab Select all points that are connected to the current Spacebar Define a shape based on current selection
selection
Up Arrow Raise selected shape up one level - hold shift to raise
Left Arrow Step back one frame in the timeline - hold shift to to top
rewind

Right Arrow Step forward one frame in the timeline - hold shift to
advance to end of animation

Left Bracket [ Decreases the line width setting in the Style window

Right Bracket ] Increases the line width setting in the Style window

Appendix D: Anime Studio Shortcuts


Anime Studio Pro 9 357
Users Manual

Down Arrow Lower selected shape down one level - hold shift to Page Up When in graph mode, zoom in on the timeline - hold
lower to bottom shift to move the graph up

Page Down When in graph mode, zoom out from the timeline -
Working with Bone Tools hold shift to move the graph down

End: Auto-zoom the timeline, based on the active


animation channel (when in graph mode)

Keyboard Function
Shortcut Working in the Layers WIndow
Delete/ Delete the selected bone (and any child bones)
Backspace
Keyboard Function
Spacebar Bind points to selected bone Shortcut
Up Arrow Select parent of current bone Alt-Click If you Alt-Click a layer in the Layers window, it will
Down Arrow Select child of current bone (only works if current bone hide all of the other layers and keep the layer that
has just one child) you clicked visible. Alt-Click again to display all
layers again.

Working with the Timeline Window


Mouse Shortcuts
Keyboard Function There are a few shortcuts that take advantage of the mouse,
Shortcut making work in Anime Studio more convenient once you learn
Alt/ Delete the selected keyframe(s) them.
Option+Backspace

Alt/Option+C Copy the selected keyframe(s)

Alt/Option+V Paste the previously copied keyframe(s)


Workspace Navigation
Spacebar Play/stop the animation The right mouse button can be used to navigate the main Anime
Studio workspace.
Appendix D: Anime Studio Shortcuts
358 Anime Studio Pro 9
Users Manual

• To pan the workspace, click and drag with the right mouse Numeric Fields and Angle Knobs
button.
An easy way to make small adjustments in numeric text fields
If you hold down the spacebar while you click and angle knobs is to hold the mouse over the control and spin
and drag any tool with the mouse, it will let you the mouse wheel back and forth. Of course, you can still enter
pan the workspace. This is similar to the panning values into a text field by typing them, but this method lets you
navigation in Photoshop and other graphics make small adjustments and view the changes immediately.
applications.
• On a Windows PC, when using the mouse wheel to modify
the value in a text field, holding the Ctrl key halves the
• To zoom the workspace, hold the shift key while dragging
increment, holding Shift doubles the increment.
left or right with the right mouse button. You can also zoom
the workspace by rolling the mouse wheel back and forth • On a Macintosh, when using the mouse wheel to modify
over the workspace. the value in a text field, holding the Cmd key halves the
increment, holding Alt doubles the increment.
• To rotate the workspace, hold down the control key while
dragging with the right mouse button. This feature may seem cute but unimportant. However, it’s
actually very useful when working with the tool info panels
• To fit the view to a selected layer, select the layer that you in Anime Studio. By using the mouse wheel, you can see your
want to view in the Layers window. Then press the Esc key changes take effect immediately. If you enter the number by
to fit the selected layer into the view. hand, the change won’t take effect until you press tab or enter. An
especially helpful place to use this feature is when setting bone
angle constraints - these numbers can be tricky to figure out, but
Timeline Scrubbing spinning the mouse wheel you can see exactly what’s happening.
To scrub the timeline in small increments, hold the mouse over Finally, you can adjust the value of a text field by dragging in it
the timeline and roll the mouse wheel back and forth. side-to-side with the right mouse button. With a regular mouse,
the mouse wheel is probably more convenient, but this feature
was added specifically for animators working with tablets. A

Appendix D: Anime Studio Shortcuts


Anime Studio Pro 9 359
Users Manual

drawing pen usually has no mouse wheel, so right-dragging • Smoothing and zooming support has been enhanced to
allows you to adjust the value of a text field without having to support multi-touch actions, and should also work better
switch back to the keyboard. with the touch ring on Wacom tablets.
The following tables outline the tools that offer this support.
Multi-touch Support Draw Tools
Certain tools support Wacom multi-touch tablets and allow you Draw tools that support multi-touch actions are Translate
to use multi-touch gestures to perform tasks in Anime Studio. Points, Scale Points, Rotate Points, Select Points, Freehand, and
Red screen dots on screen identify the location of your fingers Draw Shape.
on the tablet. The following general notes apply to multi-touch
features: Multi-touch Function
action
Use the Multitouch checkbox (located above the
One finger gesture Translates selected points
Timeline on the left side) to enable or disable
Multitouch support. Two-finger gesture Scales or rotates selected points

More than two Behaves similarly to two-finger gestures


fingers
• If the currently selected tool does not support multi-touch,
then the multi-touch events will be used to navigate the Layer Tools
workspace.
The Transform Layer tool supports multi-touch actions.
• Multi-touch events can be used for workspace navigation,
regardless of whether or not the current tool supports multi- Multi-touch Function
touch events. Hold down the spacebar while using the multi- action
touch tablet to use it for workspace navigation. One finger gesture Translates selected layer

Two-finger gesture Scales or rotates selected layer


• Multi-touch support is accessible through scripting, allowing
users to write their own multi-touch scripts.
Appendix D: Anime Studio Shortcuts
360 Anime Studio Pro 9
Users Manual

More than two Behaves similarly to two-finger gestures Five fingers down Resets the canvas.
fingers on tablet

Camera Tools

Camera tools that support multi-touch actions are Track Camera,


Roll Camera, Zoom Camera, and Pan Camera.

Multi-touch Function
action
One finger gesture Tracks or Pan/Tilts camera

Two-finger gesture Rolls or zooms camera

More than two Behaves similarly to two-finger gestures


fingers

Workspace Tools

Workspace tools that support multi-touch actions are Pan


canvas, Scale canvas, and Rotate canvas.

Multi-touch Function
action
One finger gesture Pans the canvas

Two-finger gesture Scales or rotates the canvas

More than two Behaves similarly to two-finger gestures


fingers

Appendix D: Anime Studio Shortcuts


361 Anime Studio Pro 9
Users Manual

Index Copy Current Frame 318


Mute Audio 321
Bone Layers 95
Bone Menu Commands 314
Nudge Physics Object 320 Flexi-Bind Layer 314
Rescale Keyframes 317 Flexi-Bind Points 314
Symbols Reset All Layer Channels 316, Freeze Pose 315
317 Hide Controlled Bones 315
3D Layers 103, 104 Restart Audio Track 321 Release Layer 314
3D Shadows 164 Select All Keyframes 317 Release Points 314
Set Layer Start Time 316 Reset All Bones 315
A Track Layer to Video 320 Reset Bone 315
Animations Track Bone to Video 315
Acknowledgements 349
Exporting 289 Bone-Only Channels 250
Actions
Anime Studio Discussion Forum Bone Physics Tool 75
Creating new 262
348 Bone Strength Tool 72
Deleting 265
Anime Studio Web Support 348 Bone Tools 66
Editing 262
Applied Styles 198 Bonus Content
Using 263
Arrows 36 Downloading 336
Actions Window 261
Audio Layers 103
Add Bone Tool 70
Audio Recording 260 C
Add Point Tool 29
Audio Sync Sources 173
Ambient occlusion 157 Camera Channels 250
Auto shading 157
Animation channels 248 Camera movements
Animation Menu Commands 316
B Layers immune to 159
Align Layer with Camera 317 Camera Tools 139
Allow Frame Skipping 316 Background color 272 Category Icons 203
Audio Level 321 Bend Points Tool 42 Character Wizard 212
Blend Morphs 333 Bind Layer Tool 73 Arms 217
Clear Animation 319 Bind Points Tool 74 Body Tab 215

Index
362 Anime Studio Pro 9
Users Manual

Changing character views 213 Create Shape Tool 45 Trace Image 307
Clothing Tab 223 Credits 328 Draw Shape Tool 34
Creating content for 235 Curvature Tool 39 Draw Tools 20
Designing actions 233 Curve Profile Tool 56 Drop Shadow 188
Exporting views 214
Eyes 220 D E
Face Tab 218
Head 219 Delete Edge Tool 38 Edit Menu Commands 299
Head props 221 Delete Shape Tool 52 Clear 299
Legs 216 Depth of field 273 Copy 299
Making a character walk 228 Layers immune to 160 Cut 299
Mouth 220 Display Quality 147 Paste 299
Movement Tab 221 Draw Menu Commands 306 Preferences 300
Nose 220 Freeze Points 312 Editor Colors 303
Pants 224 Hide Shape 312 GUI Colors 304
Presets 213 Insert Text 306 Options Tab 300
Proportions 216 Lower Shape 307 Web Uploads 303
Randomizing characters 215 Lower to Back 307 Redo 299
Rotating character views 229 Peak 306 Select All 299
Shirt 224 Raise Shape 307 Select Connected 300
Style Tab 225 Raise to Front 307 Select Inverse 300
Walk Cycles 226 Random Line Width 306 Select None 299
Compositing Effects 156 Reset All Points 313 Undo 299
Content Folder Reset Line Width 306 Effects Tutorials 212
Creating 7 Reset Points 312 Email Support 348
Maintaining 205 Show All Shapes 312 Embedded script files 160
Crayon Smooth 307 Exporting
Fill effects 189 Snap to Grid 306 Still images 295

Index
363 Anime Studio Pro 9
Users Manual

Eyedropper Tool 52 Picking colors 59 Tutorials 335


Using two 64 Welcome Screen 335
F Working with 59 Hide Edge Tool 54
Fill Tools 44 Hold Durations 254
Facing a camera 160 Flash HSV modifier images 159
File Menu Commands 269 Exporting 291
Batch Export 297 Flip horizontally 158 I
Close 269 Flip vertically 158
Export Animation 288 Follow Curve Tool 111 Image Layers 93
Export OBJ 296 Following a path 159 Image Masking Tool 127
Export POV 296 Freehand Tool 32 Image Texture Fill Effects 187
Gather Media 270 Insert Text Tool 116
Import 277 G Interpolation Method 241
New 269
New from Template 269 Gradient Fill Effects 187 K
Open 269 Group Layers 94
Open Recent 269 Keyboard Shortcuts
Preview 288 H Bone Tools 357
Quit 298 Common 356
Save 270 Halo Fill Effects 186 Fill Tools 356
Save As 270 Help Menu Commands 335 Timeline Window 357
Upload to Facebook 296 About Anime Studio Pro 336 Vector Layers 356
Upload to YouTube 296 About Scripts 336 Keyframes 251
Fill effects 184 Buy Content 336 Adding 251
Fill Properties 182 Check for Updates 336 Coloring 253
Fills Help 335 Deleting 252
Complex shapes 60 Online Tutorials 335 Editing multiple 253
Compound shapes 62 Register Your Product 335 Hold durations 254

Index
364 Anime Studio Pro 9
Users Manual

Moving 253 3D Options Tab 174 Categories 204


Selecting 252 Depth Sort Tab 169 Collapsed folders 203
Transitions 254 General Tab 155 Content previews 203
Image Tab 170 Creating new folders 204
L Masking Tab 166 Creating subfolders 206
Motion Blur Tab 165 Deleting items 207
Layer blending 161 Note Tab 176 Deleting items from library 204
Layer blur radius 157 Particles Tab 174 Displaying and hiding 203
Layer Colors 153 Physics Tab 177 Expanded folders 203
Layer Comps 152 Shadows Tab 162 Favorites Tab 209
Layer Effect Channels 249 Switch Tab 173 Loading items 204
Layer List 149 Vectors Tab 167 Saving items to library 204
Layer Motion Channels 249 Layer Shading 163 Saving items to Library 203
Layer opacity 157 Layer Shadows 162 Searching 208
Layers Layers Window 149 Selected item 203
3D 104 Shortcuts 357 Line Width Tool 53
Aligning 92 Layer Toolbar 151
Animated effects 156 Layer Tools 108 M
Creating new 151 Layer Types 90
Deleting 151 Legacy Effects 190 Magnet Tool 39
Duplicating 151 Library Manipulate Bones Tool 73
Hiding 156 Old style 209 Menu Commands
Naming 155 Library Tabs 202 Help Menu
Patch 105 Library Window 202 Welcome Screen 7
Rendering off 156 Adding an item to Favorites 203 Morphs
Settings 152 Adding items to Favorites 204 Creating 265
Layer Selector 116 Adding items to scene 203, 204 Motion Graph 257
Layer Settings Adding items to the Library 206 Mouse Shortcuts 357

Index
365 Anime Studio Pro 9
Users Manual

In Angle knobs 358 Patch Layers 105 Scale compensation 159


In numeric fields 358 Perspective Points Tool 40 Scale Points Tool 27
Timeline Scrubbing 358 Photoshop Scatter Brush Tool 37
Workspace Navigation 357 Exporting from 288 Scripts Menu Command
Move Layer Tool 108, 111, 114 Importing files 284 Other Popular Scripts 329
Multi-touch support 359 Playback Buttons 147 Scripts Menu Commands 322
Poser Integration 281 3D 322
N Poser tool 124 Auto-Scale 322
Preferences 300 Cube 322
Noise Tool 42 Product Comparison 339 Rotate X 322
Note Layers 103 Project Settings 271 Rotate Y 323
Rotate Z 323
O R Torus 323
Camera 323
Offset Bone Tool 74 Real-time Media connection 281 Handheld Camera 323
Onion Skins 246 Rectangles 35 Orbit Camera 323
Orbit Workspace Tool 142 Render styles 273 Draw
Outline 158 Reparent Bone Tool 71 323
Ovals 35 Roll Camera Tool 140 Apply Sketchy Effect 323
Rotate Bone Tool 69 Auto Weld 323
P Rotate Points Tool 28 Polygon 324
Rotate Workspace Tool 142 Simplify Curve 324
Paint Bucket Tool 47
Rotating to face camera 160 Split Curve 324
Pan/Tilt Camera Tool 140
Rotating to follow path 159 Star 324
Pan Workspace Tool 141
Particle Layers 100 Toggle Legacy Curves 324
Particle Layer Tool 126
S Image 324
Particle-Only Channels 251 Import Image Sequence 324
Scale Bone Tool 69
Layer Effects 325

Index
366 Anime Studio Pro 9
Users Manual

Layer Trail 325 Wavy Fade 329 Style Window 178


Magic Lines 325 Warp 329 Swatches 199
Perspective Shadow 325 Black Hole 329 Switch Layers 97
RT: Break Apart Shapes 325 Wavy 329 Switch Layer Tool 126
Other 325 Select Bone Tool 66 Switch-Only Channels 251
Credits 325 Select Points Tool 21 System requirements 5
Particle Effects 325 Select Shape Tool 44
Energy Cloud 326 Sequencer 255 T
Explosion 326 Set Origin Tool 111
Rain 326 Shaded fill effects 185 Technical Support 348
Smoke 326 Shapes 180 Discussion Forum 348
Snow 326 Shear Layer Tool 115 Email 348
Sparkles 326 Shear Points Tool 41 Online Manual 348
Scripting Documentation 329 Shortcuts 352 Web sites 348
Script Writing 326 Smart Bones 77 Text 116
Alert Test 326 Creating an action 80 Timeline
Automation Test 326 Creating a second action 82 Animation channels 248
Error Test 327 Editing actions 83 Controlling time 240
List Channels 327 Fixing transitions 84 Navigating with mouse 241
Load Data File 327 Other uses 87 Playing partial segments 248
Print Globals 328 Soft Edge Fill Effects 186 Timeline Window 261
Print Moho API 327 Special tools 124 Toolbar 145
Print Test 328 Spinning Text 329 Toon Settings 171
Sound 328 Spirals 36 Track Camera Tool 139
Bone Audio Wiggle 328 Stars 36 Transformation
Layer Audio Wiggle 328 Status Bar 147 Moving 109
Visibility 329 Stroke Exposure Tool 55 Rotating 110
Fade 329 Stroke properties 192 Scaling 110

Index
367 Anime Studio Pro 9
Users Manual

Translate Bone Tool 68 Window Menu Commands 332


Translate Points Tool 24 Actions 332
Triangles 36 Audio Recording 333
Layers 332
U Library 333
Poser Parameters 334
User Manual 348 Style 332
Timeline 332
V Tools 332
Windows
Vector Layers 93
Main Window 144
Vector-Only Channels 250
Word Balloons
Video Tracking Tool 128
Creating 122
View Menu Commands 330
Working area 144
Design Mode 331
Workspace Tools 141
Direction 330
Disable Grid Snapping 330
Enable Grid 330
Z
Grid Settings 330 Zig Zag 324
Reset 330 Zoom Camera Tool 140
Select Tracing Image 331 Zoom Workspace Tool 141
Show Output Only 331
Show Tracing Image 331
Stereo 331
Video Safe Zones 331
Visibility in rendering 156

Index

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