Anime Studio Pro 9 Users Manual
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
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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
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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
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Contents
Anime Studio Pro 9 1
Users Manual
Welcome
2 Anime Studio Pro 9
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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.
Chapter 1: Introduction
Anime Studio Pro 9 5
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.
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.
• 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
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Chapter 1: Introduction
Anime Studio Pro 9 9
Users Manual
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
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
C) Other Content included with the Software and (and any derivative works thereof) and the Unrestricted Content
Documentation is subject to third-party rights and is copyrighted (and any derivative works thereof) other than those rights
and owned by the Other Content’s original creator(s). You may expressly granted under this EULA.
use the Other Content in accordance with all applicable license F) Except as otherwise expressly permitted in the
terms imposed by the Other Content’s original creator(s). Documentation or unless otherwise provided for herein, you will
SMSI makes no representations as to the quality, suitability, only use the Content on a single computer, meaning that you
functionality, or legality of the Other Content and you hereby must treat the Content “like a book.” SMSI is pleased to offer site
waive any claim you might have against SMSI with respect to the licenses (“Site License”) for multiple simultaneous users. Please
Other Content. contact SMSI at the address below for details. If you purchased a
D) You will not, and will not permit any third party to, use, Site License, you may distribute the Restricted Content between
copy, modify, derive, sell, distribute, transfer or sublicense all computers containing valid copies of the Software, other
the Restricted Content, the Unrestricted Content, or the Other SMSI products, and/or other software able to process Restricted
Content.
Chapter 2: License
14 Anime Studio Pro 9
Users Manual
6. Collection and Use of Your Information all copies, modifications, and merged portions of the Software
and the Documentation in any form. SMSI is in no way obliged to
A) Upon launching the Software, you will have the option to issue refunds. SMSI may terminate this EULA at any time upon
register the Software with SMSI. If you choose to register the your breach of any of the provisions hereof.
Software with SMSI, you agree that SMSI and/or its affiliates
B) Upon termination, you will immediately cease all use of
may collect and process such information about you and the
the Software, and you must return or destroy the Software,
Software in order to enable SMSI to: (i) notify you of updates,
Documentation, and all copies, modifications, and merged
bug fixes and/or modified versions of the Software; (ii) provide
portions of the Software and the Documentation in any form
support and assistance of the Software; (iii) notify you of new
and certify in writing your compliance of this paragraph to
version offerings of the Software; and (iv) comply with all
SMSI. Termination of this EULA for any reason in no way limits
applicable laws and/or regulations, or the requirements of any
SMSI’s right to continue enforcing all rights provided by law
regulatory authority or government agency.
and does not entitle you to a refund of your license fees, except
B) Your use of the Software constitutes consent by you to SMSI’s as provided herein. All provisions of this EULA that protect
and/or its affiliates’ collection and use of such information and, SMSI’s proprietary rights continue in full force and effect after
if you are located in European Economic Area (EEA), to the termination.
transfer of such information to a location outside the EEA. Any
information collected is done and utilized in accordance with
SMSI’s Privacy Policy. Your election to use the Software indicates
8. Export Law Assurances
your acceptance of the terms of the SMSI Privacy Policy, so
Export and re-export of this Software and Documentation is
please review the policy carefully and check our website at the
governed by the laws, restrictions and regulations of the United
following URL to review updates: http://www.smithmicro.com/.
States and applicable export and import laws, restrictions and
regulations of certain other countries (collectively, “Export
7. Term; Termination Laws”). You will comply with all such Export Laws. Export or
re-export of this Software and/or Documentation (including any
A) This EULA remains in full force and effect until terminated. direct product thereof) to any entity on the Denied Parties List
You may terminate this EULA at any time by returning or and other lists promulgated by various agencies of the United
destroying both the Software and Documentation, together with States Federal Government is strictly prohibited. In addition,
Chapter 2: License
Anime Studio Pro 9 15
Users Manual
if the Software is identified as an export controlled item under UNRESTRICTED CONTENT, AND DOCUMENTATION ARE
the Export Laws, you represent and warrant that you are not LICENSED TO YOU “AS IS” WITH ALL FAULTS, WITHOUT
a citizen of, or located within, an embargoed or otherwise WARRANTY, CONDITION OR REPRESENTATION, EXPRESS
restricted nation (e.g., Iran, Syria, Sudan, Cuba and North OR IMPLIED, OF ANY KIND, INCLUDING WITHOUT
Korea) and that you are not otherwise prohibited under the LIMITATION, MERCHANTABILITY, PERFORMANCE,
Export Laws from receiving the Software. SECURITY, SATISFACTORY QUALITY, NON-INFRINGEMENT
OF THIRD PARTY RIGHTS, OR FITNESS FOR A PARTICULAR
PURPOSE.
9. Limited Warranty and Disclaimer
C) YOU ACKNOWLEDGE THAT THE SOFTWARE MAY NOT
A) SMSI warrants that any media on which the Software (I) SATISFY ALL YOUR REQUIREMENTS, (II) BE FREE FROM
may be provided will be free from defects in materials and DEFECTS, OR (III) OPERATE WITHOUT INTERRUPTION
workmanship under normal use for a period of ninety (90) days OR ERRORS. IN ADDITION, DUE TO CONTINUAL
from the date of original purchase. Your exclusive remedy and DEVELOPMENT OF NEW TECHNIQUES FOR INTRUDING
SMSI’s entire liability under this limited warranty will be for UPON AND ATTACKING NETWORKS, SMSI DOES NOT
SMSI, at its option, to replace the Software media or refund the WARRANT THAT THE SOFTWARE WILL BE FREE OF
purchase price of such Software media. This limited warranty VULNERABILITY TO INTRUSION OR ATTACK.
is offered solely by SMSI and does not apply to any third party
D) THE FOREGOING LIMITED WARRANTY IS NEITHER
product, software, content or service offerings. THE ABOVE
A SERVICE NOR A SUPPORT CONTRACT. NO ORAL
WARRANTIES ON MEDIA ARE EXCLUSIVE AND IN LIEU
OR WRITTEN INFORMATION OR ADVICE GIVEN BY
OF ALL OTHER WARRANTIES, EXPRESS OR IMPLIED, AND
SMSI, ITS EMPLOYEES, DISTRIBUTORS, DEALERS,
SMSI EXPRESSLY DISCLAIMS ALL OTHER WARRANTIES,
REPRESENTATIVES OR AGENTS SHALL INCREASE THE
INCLUDING, WITHOUT LIMITATION, ANY IMPLIED
SCOPE OF THE ABOVE WARRANTIES OR CREATE ANY NEW
WARRANTY OF MERCHANTABILITY, SATISFACTORY
WARRANTIES. YOU MAY HAVE ADDITIONAL WARRANTY
QUALITY, FITNESS FOR A PARTICULAR PURPOSE, OR NON-
RIGHTS UNDER LAW WHICH MAY NOT BE WAIVED OR
INFRINGEMENT.
DISCLAIMED. SMSI DOES NOT SEEK TO LIMIT YOUR
B) TO THE EXTENT NOT PROHIBITED BY APPLICABLE WARRANTY RIGHTS TO ANY EXTENT NOT PERMITTED
LAW, THE SOFTWARE, RESTRICTED CONTENT, BY LAW. This Section 9 and Section 10, below, shall survive
Chapter 2: License
16 Anime Studio Pro 9
Users Manual
any termination of this EULA, howsoever caused, but this will FUNDAMENTAL OR MATERIAL BREACH OR A BREACH OF
not imply or create any continued right to use the Software after THE FUNDAMENTAL OR MATERIAL TERMS OF THIS EULA.
termination of this EULA.
B) The above limitations will apply even if any warranty or
remedy provided under this EULA fails of its essential purpose.
10. Disclaimer of Liabilities The above limitations will not apply in case of personal injury
(including death) only where and to the extent that applicable
A) EXCEPT FOR THE EXCLUSIVE REMEDY OFFERED law requires such liability. Because some jurisdictions do
BY SMSI ABOVE AND REMEDIES THAT CANNOT BE not allow the exclusion or limitation of implied warranties or
EXCLUDED OR LIMITED BY APPLICABLE LAW, IN NO liabilities for consequential or incidental damages, the above
EVENT WILL SMSI OR ITS DEVELOPERS, SUPPLIERS, limitations may not apply to you.
DIRECTORS, OFFICERS, EMPLOYEES, OR SUBSIDIARIES OR
AFFILIATES BE LIABLE TO YOU FOR ANY CONSEQUENTIAL,
INCIDENTAL OR INDIRECT DAMAGES (INCLUDING
11. Indemnification
DAMAGES FOR LOSS OF BUSINESS PROFIT, BUSINESS
You will indemnify and hold harmless, and at SMSI’s request
INTERRUPTION, LOSS OF DATA AND/OR BUSINESS
defend, SMSI and its affiliates, successors and assigns from
INFORMATION, AND THE LIKE), WHETHER FORESEEABLE
and against any and all claims, losses, liabilities, damages,
OR UNFORESEEABLE, ARISING OUT OF THE USE OR
settlements, expenses and costs (including, without limitation,
INABILITY TO USE THE SOFTWARE OR DOCUMENTATION,
attorneys’ fees and court costs) which arise out of or relate
REGARDLESS OF THE BASIS OF THE CLAIM, EVEN IF
to any third party claim or threat thereof that your use of the
SMSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
Software, Documentation or Content is unlawful or not otherwise
DAMAGES OR FOR ANY CLAIM BY ANY OTHER PARTY. IN
permitted by this EULA. SMSI reserves the right, at its own
NO EVENT WILL SMSI’S AGGREGATE LIABILITY (OR THAT
expense, to assume the exclusive defense and control of any
OF ITS DEVELOPERS, SUPPLIERS, DIRECTORS, OFFICERS,
matter otherwise subject to indemnification hereunder.
EMPLOYEES, OR SUBSIDIARIES OR AFFILIATES), UNDER
OR IN CONNECTION WITH THIS EULA, EXCEED THE
AMOUNT PAID BY YOU FOR THE SOFTWARE, IF ANY.
THIS LIMITATION WILL APPLY EVEN IN THE EVENT OF A
Chapter 2: License
Anime Studio Pro 9 17
Users Manual
12. U.S. Government Restricted Rights transfer, delegate or otherwise dispose of, whether voluntarily
or involuntarily, by operation of law or otherwise, this EULA
The Software and Documentation are provided with or any rights or obligations under this EULA without SMSI’s
RESTRICTED RIGHTS. The use, duplication, or disclosure prior written consent. Any purported assignment, transfer or
by the United States Government is subject to restrictions as delegation by you will be null and void. This EULA constitutes
set forth in subparagraph (c)(1)(ii) of the Rights in Technical the entire agreement between the parties and supersedes all
Data and Computer Software Clause at DFARS 252.227-7013 prior or contemporaneous agreements or representations,
or subparagraph (c)(1) and (2) of the Commercial Computer written or oral, concerning the subject matter of this EULA.
Software Restricted Rights at 48 CFR 52.227-19, as applicable.
The Manufacturer is Smith Micro Software, Inc., 51 Columbia,
Aliso Viejo, CA 92656 USA.
14. Contact Information
If you have questions concerning this EULA or need to contact
13. Applicable Law Customer Service, please contact SMSI at this address: Smith
Micro Software, Inc., 185 Westridge Drive, Watsonville,
This EULA shall be governed by the laws of the State of CA 95076 USA (831) 761-6200 phone, (831) 761-6206 fax;
California, without giving effect to any choice of law principles. Customer Service (returns, warranty): [email protected];
This EULA will not be governed by the United Nations and Legal (EULA questions, illegal activity reporting): legal@
Convention on Contracts for the International Sales of Goods, smithmicro.com.
the application of which is expressly excluded. Exclusive
jurisdiction over and venue of any suit arising out of or relating
to this EULA will be in the state and federal courts of Orange
15. Copyright & Trademark Notice
County, California. If for any reason a court of competent
Smith Micro Software, Anime Studio, Anime Studio Debut and
jurisdiction finds any provision, or portion thereof, to be invalid
Anime Studio Pro are trademarks of Smith Micro Software,
or unenforceable, the remainder of this License shall continue
Inc. Lost Marble and Moho are trademarks of Lost Marble,
in full force and effect. The waiver by either party of any default
Inc. All other product names mentioned in the Software,
or breach of this EULA will not constitute a waiver of any other
the Documentation, or other documentation are used for
or subsequent default or breach. You may not assign, sell,
identification purposes only and may be trademarks or
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Anime Studio Pro 9 19
Users Manual
Anime Studio
Tools
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20 Anime Studio Pro 9
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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.
Select Points
Shortcut: G
You can choose legacy curves for compatibility with older scenes
created in Anime Studio 6 and earlier.
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
• 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.
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:
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.
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.
• 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.
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.
• 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.
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.
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
• 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
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Freehand Tool Options • Freehand Options: Click this button to display the
following options
You don’t have to be concerned with ending a line Taper End: When checked, tapers the end of the line.
exactly on a point, or using the Translate Points 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.
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 Fill: When checked, automatically fills a closed shape Draw Shape
when you create it.
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.
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.
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
3. Set the Min and Max Width settings appropriately for the Scatter Brush Tool Options
scale of the objects.
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
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.
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
Chapter 3: The Draw Tools
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Curvature Options
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
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.
Noise
Shortcut: N
Bend Points
The Noise tool works on a group of selected points. Click and
drag to move the points around in random directions. This tool
can be used for example when you want to duplicate an object
using Copy and Paste, but you don’t want the new object to look
exactly like the original. Just use this tool to distort it a little bit.
Noise
Tool Options
Noise Options
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.
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.
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.
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.)
• 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
Chapter 4: Fill Tools
48 Anime Studio Pro 9
Users Manual
Filling a basic closed outline Clicking outside a closed outline (nothing happens - no fill).
A more complex shape. There are some dead-end curves, but the A shape with a hole in it.
overall shape is still closed.
Clicking inside the hole fills just the hole The shape is not closed (close, but not good enough) - no fill is
created
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
Tool Options
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.
Chapter 4: Fill Tools
54 Anime Studio Pro 9
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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:
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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• 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.
Tool Options
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 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.
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
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.
Chapter 4: Fill Tools
60 Anime Studio Pro 9
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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:
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
Chapter 4: Fill Tools
Anime Studio Pro 9 61
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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
Here are two other examples of possible fills based on the same
set of curves:
Chapter 4: Fill Tools
62 Anime Studio Pro 9
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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.
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.
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.
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:
Tool Options
• 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 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
Chapter 5: Bone Tools
Anime Studio Pro 9 69
Users Manual
• Position Y: Allows you to numerically enter a value for the Tool Options
Y coordinate.
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.
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
• 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.
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
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
Tool Options Physics are applied to each bone based upon the bone’s area of
influence, as set by the Bone Strength tool.
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.
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.
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.
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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• Layer Blur
In the same layer as the Smart Bone itself:
• Bone translation
• Bone scale
• Bone rotation
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.
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.
Select the vector layer for the rectangle, and create the target shape
for that rotation angle
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 all of the point positions that you changed for the
original bone action and move them out to 120 as well. Now
the action takes 120 frames to complete the bend.
Frame 60 of the bone action before adjustment. Frame 60 of the bone action after adjustment
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.
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
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.
• 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.
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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94 Anime Studio Pro 9
Users Manual
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
Group Layers
Bone Layers
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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Anime Studio Pro 9 97
Users Manual
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).
• 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.
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 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 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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Users Manual
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.
Particle Layers
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
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
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.
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
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.
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.
• 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.
• 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.
• 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.
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
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,
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
Tool Options
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.
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.
Insert Text
2. The Select Font list displays all of the fonts on your system.
Select the font that you want to use from the list.
3. Enter the text in the Text field. The Preview window shows
the text as you type.
If your text is added as a vector object, you can 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
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. 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.
Choose a word balloon type, if desired, and use the balloon morphs
to customize its appearance.
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.
• Active Child: Use this menu to select the active layer for the
switch function
This tool helps you clear out and remove background areas from
images that you import into Anime Studio.
Tool Options
• 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.
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
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.
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
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.
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.
Delete the keyframes from that point until the thumb passes
across the face and reaches the other side.
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
...
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
Wrist here and choose OK. When we play the result, the origin
of the exclamation point (represented by the crosshairs) tracks
the wrist.
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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Users Manual
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.
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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142 Anime Studio Pro 9
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Anime Studio
Windows
Overview
The Anime Studio interface has various windows that are used
for controlling different aspects of a Anime Studio project. In
this chapter we’ll briefly describe some general components of
the Anime Studio project window. The more complex parts of
the Anime Studio interface, 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.
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
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
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.
Overview
The Layers window
The Layers window has two sections of interest. As seen below,
these consist of the toolbar and the layer list.
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.
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.
General Tab
This tab is available for all layer types, and controls general layer
properties.
• 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
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.
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).
• Embedded Script File: Allows you to attach a lua script to 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 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. 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 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
No: Turns off the Rotate to Face Camera feature. represents the camera view, with the point of the
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.
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, with the camera moved
to the left side
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.
Layer Shadow
This section lets you apply a drop-shadow effect to a 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.
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:
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:
• 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.
Image Tab
This tab is only available for image layers. There are five options
in this tab.
• Set Source Image: Lets you select the image to be 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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172 Anime Studio Pro 9
Users Manual
The Toon Effect filter has several parameters in the Image tab:
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.
• 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:
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.
Note Tab
This tab is only available for note layers, and lets you change the
text label in the note.
Physics Tab
The settings in the Physics tab are as follows:
Physics Settings
• 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.
Fills
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.
• Offset: Allows you to assign a value for how far the shadow
is offset from the filled area
• Blur: Controls the softness of the shadow. • 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:
When you choose Soft Edge Fill effects, a dialog displays the
following options:
• 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.
When you choose Image Texture Fill effects, a dialog displays the
following options:
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:
• 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
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:
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.
Spots • Spot length: This option determines the length of the spots.
• Spot color: Allows you to choose the spot color from a color
palette.
Spots Options
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.
• 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.
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.
Sketchy
There are two more stroke Legacy Effects: • Radius: Adjust the radius of the effect.
Older files will open with plain end caps to retain their original
appearance. New artwork will default to round end caps unless
the Round Caps option is unchecked. Applied Styles Drop-Down Menus
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
Color Swatch
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.
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.
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.
Category Icons
Content Pane
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).
Library Icons
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.
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.
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.
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
• Use the zoom tools in the upper right corner of the Content
Library window to increase or decrease the size of the icons.
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.
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
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.
• 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.
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
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.
• 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).
• 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.
Arm options
• 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
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
• 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.
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.
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).
• 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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224 Anime Studio Pro 9
Users Manual
Shirt
Pants
• Color: Click the color chip to open the color palette, where
you can select a new color for the pants.
Other settings options
Style Tab
The Style tab allows you to change the skin color, hair color, and
stroke color and width for your character.
• Skin color: Click the color chip to open the color palette,
where you can select a new color for the skin.
• 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.
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.
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.
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.
5. Move the View slider so that you see your character in the
side view.
Transformation
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.
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).
13. At Frame 24, switch to the Back view. At this point, your
character has turned one-half of the circle.
14. Now select the Transform Layer tool. You won’t actually use
this tool, but you will use the Flip Horizontal button later in
this tutorial.
At Frame 30, select the Back 3/4 view and then flip it horizontally.
Frame 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.
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.
• 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
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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Anime Studio Pro 9 237
Users Manual
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.
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.
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.
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.
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
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.
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:
• 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
• 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).
frame. This can create motion that looks more staggered, without
having to add a lot of keyframes to accomplish the same effect.
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.
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.
• 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.
Layer Blur
Camera Tracking
Selected Line Color
Camera Zoom
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.
Deleting Keyframes
To delete selected keyframe(s), press the Delete key. Deleting a
keyframe removes motion from an object.
Moving Keyframes
Keyframes can also be moved by dragging them forward and
back in time. If you want some motion to take less time, drag its
keyframe to the left. To take more time, drag it to the right.
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
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.
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
Chapter 16: The Timeline Window
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Users Manual
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
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.
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.
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.
Chapter 17: Other you play back the audio). This lets you record in sync with
the visuals if you choose to do so.
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.
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:
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
Across the top of the window are four buttons: New Action,
Insert Reference, Insert Copy, Delete Action.
Below the buttons is the actions list, which contains a list of
all actions available for the current layer. You can display the
Actions list in one of four views:
Using Actions
When you simply create actions, they won’t appear in the final
animation - they need to be used in the main timeline. To use an
action, you just need to insert it into the main timeline, which is
a simple process.
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
Chapter 16: The Timeline Window
264 Anime Studio Pro 9
Users Manual
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.
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.
Select the Happy morph in the Actions window, and notice a single
keyframe in the timeline
Anime Studio
Menus
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.
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
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.
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
NTSC D1: 720 x 534 pixels, 24 frames per second
is checked, you can enter a new width or height, and the
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
PAL D1/DV: 788 x 576 pixels, 24 frames per second
will ignore the Constrain Proportions option and resize your
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
HDV/HDTV 720p: 1280 x 720 pixels, 24 frames per below.
second
Width: The width, in pixels
HDV 1080p: 1440 x 1080 pixels, 24 frames per second
Height: The height, in pixels
HDTV 1080p: 1920 x 1080 pixels, 24 frames per second
Frame Rate: The number of frames per second in the
VGA: 640 x 480 pixels, 24 frames per second animation.
Web: 320 x 240 pixels, 24 frames per second Start Frame: The starting frame of the animation.
Web Widescreen: 426 x 240 pixels, 24 frames per End Frame: The ending frame of the animation.
second
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
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
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.
Render Style
The Render Style section allows you to select the type of
rendering that will be performed when you choose the File
• 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.
• 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.
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.
3D Stereo view
• 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.
• 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.
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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282 Anime Studio Pro 9
Users Manual
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.
Startup Folder
Moho Files
Anime Studio will also import native Moho files (files ending
with .moho).
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.
Mouth group in Anime Studio Pro (with the same mouth layer
Mouth group in Photoshop (with one mouth layer visible). visible).
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
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:
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
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.
• 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 masking
• 3D layers
• Layer shear
• Point animation
• 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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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
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.
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
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.
• 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:
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.
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.
• 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.
GUI Colors
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.
• 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.
After you click OK, Anime Studio traces the image and adds
a new vector layer to the Layers palette. The image layer that
contains the original bitmap image is turned off.
Tracing Color • 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.
Hide Shape
Hides the currently selected shape
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.
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.
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.
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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Rescale Keyframes...
With this command you can rescale a group of keyframes so that
a portion of your animation takes more or less time.
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.
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 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.
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.
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.
Audio Level
Opens a dialog that allows you to enter a numerical value for the
audio level.
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.
“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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Appendix
Appendix
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No
Yes (2)
Yes
Scripting No Yes
Video Tracks 1 track Unlimited (2) Import directly through File menu.
Physics No Yes
Timeline X X Curvature X X
Style X X Freehand X X
Actions X Rectangle X X
Library X X Oval X 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
Magnet X
Text X X
Select Points X X
Translate Points X X
Scale Points X X
Rotate Points 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
Graph Mode X
Sequencer X X
Noise Grain 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
Camera X
Draw 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.
TGA X X
TGA X X
MOVIE FORMATS
Batch Image Export X
MOV (Mac and Windows) X X
Sequential PNG X
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.
Appendix C: Acknowledgements
350 Anime Studio Pro 9
Users Manual
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
• Misha Margolis: barnstory • Vladimir O.: flag, glaz1, glaz2, glaz3, glaz4, glaz5, gudok,
noga, palec
• Shi Yang: A1, A5
User Samples/Props
Library > Characters > Version 5 > User Samples
Appendix C: Acknowledgements
352 Anime Studio Pro 9
Users Manual
Ctrl+E
Cmd+R
Cmd+E
File > Preview
Ctrl+D Cmd+D Draw > Random Line Width Shift+Ctrl+N Shift+Cmd+N Animation > Nudge Physics
Object
Ctrl+P Cmd+P Draw > Peak
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
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
N Noise
Camera Tools
Fill Tools
Tool Tool
Tool Tool Shortcut
Shortcut 4 Track Camera
W Line Width
Layer Tools
Tool Tool
Shortcut
Tool Tool 8 Rotate Workspace
Shortcut
M Transformation
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
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
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.
• 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
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 Five fingers down Resets the canvas.
fingers on tablet
Camera Tools
Multi-touch Function
action
One finger gesture Tracks or Pan/Tilts camera
Workspace Tools
Multi-touch Function
action
One finger gesture Pans the canvas
Index
362 Anime Studio Pro 9
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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
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