Anime Studio Pro 10 Users Manual
Anime Studio Pro 10 Users Manual
Contents
iii Anime Studio Pro 10
Users Manual
Chapter 10: Anime Studio’s Main Window 159 Image Tab 198
Overview166 Stroke226
Using Layer Comps 169 Copy, Paste, and Reset Buttons 237
Contents
v Anime Studio Pro 10
Users Manual
Contents
vi Anime Studio Pro 10
Users Manual
Contents
vii Anime Studio Pro 10
Users Manual
Contents
1 Anime Studio Pro 10
Users Manual
Welcome
This manual includes embedded video files
that help demonstrate features that are more
easily explained in video format. If you receive a
warning about Acrobat not being able to connect
to a flashserver while trying to play the file, please
refer to “Using the Embedded Media Files” on page
1 in your Anime Studio Tutorial Manual for
instructions on how to disable the warning.
2 Anime Studio Pro 10
Users Manual
Chapter 1: Introduction
3 Anime Studio Pro 10
Users Manual
Constraints” on page 75 for more information about Eraser Tool: Allows you to erase portions of a
Independent Angle and Squash and Stretch Scaling. selected shape. See “Eraser” on page 44 for
Also see “Tutorial 3.6: New Bone Features” on page more information.
147 in your Anime Studio Tutorial Manual.
Point Reduction Tool: Allows you to reduce the
• Smart Bone setup: The Bones > Make Smart Bone Dial number of points in a selected object by painting
command makes it easier to create Smart Bone dials over the areas you want to optimize. See “Point
and actions. See “Make Smart Bone Dial” on page Reduction” on page 46 for more information.
368 for more information.
• Transform Points Tool: The Translate Points, Rotate
• Transform Bones Tool: A single tool now allows you to Points, and Scale Points tools have been combined
translate, rotate, and scale bones. See “Transform into a single tool. See “Transform Points” on page 28
Bone” on page 78 for more information. for more information.
• Render in a separate process: Renders are now • Freehand Tool: Points are automatically hidden when
performed as a separate process. you use the Freehand tool so that you can get a more
accurate preview while you draw. See “Freehand” on
• Bounce, Elastic, and Stagger interpolation methods page 35 for more information.
offer more options for animation of characters and
objects. See “Choosing an Interpolation Method” on • Preview Animations: Use the File > Preview Animation
page 278 for more information. command to generate a movie while you play your
project in the document window. See “Preview
• New Drawing Tools, include: Animation” on page 333 for more information.
Blob Brush Tool: The new Blob Brush tool allows • Multiple Document Support: Anime Studio now allows
you to quickly and easily create vector shapes you to open more than one document at a time, and
and outlines by painting on the screen. See “Blob switch from one to another in a tabbed interface. See
Brush” on page 42 for more information. “Open...” on page 309 and “Show Document Tabs”
on page 390
Chapter 1: Introduction
4 Anime Studio Pro 10
Users Manual
• Keyboard Shortcut Editor: The Help > Edit Keyboard See “Show All Points” on page 363 for more
Shortcuts command allows you to create and save information.
your own keyboard shortcut configurations. See
The Bones > Hide Selected Bones command allows
“Edit Keyboard Shortcuts” on page 397 for more
you to hide selected bones to make it easier
information.
to focus on specific bones in your scene. See
• Multiple Shape Selections: The Select Shape tool now “Hide Selected Bones” on page 368 for more
allows you to select multiple shapes so that you can information.
change fill, stroke, or both simultaneously. Basic color The Bones > Show All Bones command unhides
controls have also been added in the options bar. See bones that have previously been hidden.
“Select Shape” on page 52 for more information. See “Show All Bones” on page 368 for more
information.
• Frame Zero and Sequencer: Each layer now has its own
“frame zero”, allowing you to perform actions normally • Paint Bucket Tool: The Paint Bucket tool now allows
confined to frame zero when the start point of a layer you to fill closed shapes that are not welded. The fill is
has been moved to a negative frame value. created as a separate object. See “Paint Bucket” on
page 58 for more information.
• Hide Points and Bones to reduce clutter in your
document window, with the following commands: • GPU Acceleration allows higher quality display of
The Draw > Hide Selected Points command hides strokes and transparencies in images.
selected points so that you do not accidentally
• Multiple Layer Editing: Select multiple layers, including
select them while editing other nearby points. The
layers of different types, and apply changes to multiple
objects associated with those points are still visible
layers at the same time. See “Editing Multiple Layers”
in the document window. See “Hide Selected
on page 172 for more information.
Points” on page 363 for more information.
Chapter 1: Introduction
5 Anime Studio Pro 10
Users Manual
• Variable Width Curves: Line widths are now calculated accurately between keyframes. Threshold works in
based on percentage values. See “Line Width” on conjunction with blur. Thresholds can be applied to
page 63 for more information. layers, shadows, and shading to produce smoother
transitions in corners. You’ll find new Threshold options
• Multi-Brushes: Multibrushes allow you to stroke an in Layer Shadows, Layer Shading, and in some of the
object with multiple shapes. See “Stroke Brush Selector fill effects.
(13)” on page 227 for information on how to select,
use, and create multi-brushes. Blur and threshold options are found in the
following sections: “Layer Shadow” on page
• Random Line Widths: The Random Line Width 185; “Layer Shading” on page 185; “Shaded Fill
command now features a Randomize button that Effects” on page 217; “Soft Edge Fill Effects” on
produces subtle variations between line widths along page 218; “Shaded Fill Effects” on page 217; and
a curve. See “Random Line Width” on page 356 for “Drop Shadow” on page 222
more information.
• Texture Transparencies: The Texture fill effect now • Colorization of layers: The new Colorize Layer
allows you to fill selected shapes with textures that are feature allows you to overlay a color on a layer. See
partially transparent, allowing other areas of the shape “Colorizing” on page 180.
to show through. See “Image Texture Fill Effects” on
page 221. • Depth of Field: Improvements allow you to visually
set up the areas in the camera view that will be in
• Particle Layers: Particle layers can now use arbitrary focus and where other objects will blur. “Tutorial 6:5.2:
shapes to generate particles. See “Particle Layers” on Crowds, Particles, and Depth of Field” on page 261
page 113 and “Particles Tab” on page 203. in your Anime Studio Tutorial Manual shows how to use
these enhancements.
• Blur improvements and Threshold: Any feature that
uses blur (layer blurs, shadows, shading, various fill • Media Plugins/Export Animation: More video formats
effects) now accepts floating point blur radius values. are supported in Windows and Macintosh versions.
This allows for blurs that can be animated more
Chapter 1: Introduction
6 Anime Studio Pro 10
Users Manual
• 64-bit OS required
Windows:
• 1.3 GHz Intel Processor or newer
• Windows® 7, 8, 8.1 or newer
• 2 GB RAGM recommended
• 64-bit OS required for 64-bit installation
• 800 MB free hard drive space minimum
• 1.3 GHz Pentium 4 or newer, Athlon 64 or newer
• 1024x768 display (1280x800 recommended)
Chapter 1: Introduction
7 Anime Studio Pro 10
Users Manual
• DVD-ROM drive (physical version only) A product that has not been activated will run in trial
mode until the trial period expires. If the trial period has
• Internet connection for product activation expired, you must activate it in order to use the product.
recommended
Activating Anime Studio • Introductory Tutorial: Opens the Tutorial Manual, which
you can also open using the Help > Tutorial Manual
After you install Anime Studio, you will be prompted to command from the Anime Studio menu.
enter your serial number and activate your Anime Studio
license. If the product has not yet been activated, will be • Bonus Content Pack: Opens your Web browser to the
prompted to activate your Anime Studio installation at Content Paradise web site, specifically to the Anime
launch time. If you do not activate your serial number, the Studio bonus content page. A Content Paradise
product will deserialize. account and valid Anime Studio serial number are
required to add the free content to your shopping
After you enter your serial number, your cart. You can also navigate to this page by choosing
license must be activated within seven days. the Help > Download Bonus Content Pack command
from the Anime Studio menu.
Activation requires an internet connection • Register Your Product: Opens your Web browser to
the Smith Micro registration page, where you are
prompted to enter registration information for your
Chapter 1: Introduction
8 Anime Studio Pro 10
Users Manual
Splash Screen
Chapter 1: Introduction
9 Anime Studio Pro 10
Users Manual
Characters” in the Characters library and so on. This allows If you choose to never show the dialog that
you to store user-created word balloons, brushes, and prompts you to create a content folder, you
other custom items that you can use in Anime Studio. In can choose the Help > Set Custom Content Folder
addition, the support files for the Tutorial manual can also command at any time to specify a content folder
be found in the Custom Content folders. location.
Chapter 1: Introduction
10 Anime Studio Pro 10
Users Manual
Chapter 1: Introduction
11 Anime Studio Pro 10
Users Manual
Chapter 2: License
12 Anime Studio Pro 10
Users Manual
public performance, provided such materials are intended Restricted Content may only be used exclusively on one (1)
to educate users as to use of the Software; (b) creating computer.
original Content for sale, distribution, public display, or
“Software” means the SMSI computer software and
public performance; (c) creating materials for use with
associated files (e.g. Content) delivered via the
either Restricted Content or Other Content; (d) creating
accompanying physical media or electronic media.
rendered animations or rendered still images based
“Software” means to also include any upgrades, updates,
on Restricted Content contained with the “Character
bug fixes or modified versions or backup copies of the
Wizard” feature of the Software; or (e) creating characters
Software supplied to you by SMSI or an SMSI authorized
or props based on Restricted Content in proprietary file
representative or agent (whether or not for a fee).
formats (meaning, MOHO, ANME and any subsequent/
“Software” does not include TPS (defined below).
compressed formats), where the original (or modified) art,
texture or other Restricted Content files are not distributed “Unrestricted Content” means Content included with
with such characters or props. or part of the Software that is specifically identified in
the Documentation or listed in this EULA as Unrestricted
“Other Content” means Content that is not Restricted
Content. This version of the Software contains no
Content or Unrestricted Content. Other Content may be
Unrestricted Content.
subject to license terms imposed by the Other Content’s
original creator.
“Restricted Content” means all Content included with
3. Software License
or part of the Software that is not Unrestricted content,
A) Subject to the terms and conditions of this EULA and
including without limitation mesh objects (geometry) in any
your payment of the applicable license fee, SMSI grants
format, files in proprietary file formats (meaning, MOHO,
you a limited, personal, nontransferable and non-exclusive
ANME, and any subsequent/compressed formats), images,
license (without right to sublicense): (i) to use a single
materials, texture, transparency maps, Documentation,
copy of the Software (except as expressly permitted in the
vector-based content, and SMSI’s proprietary data. Except
Documentation) solely for your own internal use on a single
as otherwise expressly permitted by this EULA, Restricted
computer (as set forth in Subsection E below of this Section
Content extracted or exported from the Software remains
3) either loaded in the temporary memory (i.e., RAM) of
Restricted Content. Except as authorized in this EULA,
Chapter 2: License
13 Anime Studio Pro 10
Users Manual
a computer, or installed on the permanent memory of made available to you by SMSI, whether distributed on
a computer (e.g., hard disk and compact disk) or, on a floppy disk, compact disk, or in an electronic format via
temporary basis, on a backup system if such equipment download, BBS, forum, FTP, e-mail, etc.
is inoperative, consistent with the limitations specified or
C) The Software (not including the media on which
referenced in this EULA and the Documentation; (ii) to use
the Software may be provided) is licensed to you,
the Documentation provided with the Software in support
not sold. You expressly acknowledge that SMSI, Lost
of your authorized use of the Software; and (iii) to copy the
Marble, Inc., and/or their respective licensor(s) have a
Software to make one (1) archival copy of the Software
valuable proprietary interest in both the Software and the
for your personal archival or backup purposes, and to
Documentation. All title, ownership, interest and rights in
make sufficient number of copies for Legitimate Uses or the
and to the patent, copyright, trademark, trade secret and
intended use described in the Documentation, provided
any other intellectual property rights in the Software (and
that all titles and trademark, copyright and restricted rights
any derivative works thereof) and the Documentation
notices are reproduced on all such copies. Any other uses
(and any derivative works thereof) not expressly granted
of the Software, including without limitation the Software
to you by this EULA remain with SMSI, Lost Marble, Inc.
interface, other than those granted in this EULA must be
and/or their respective licensor(s). You do not acquire
expressly pre-approved by SMSI in writing. The terms of
any other rights, express or implied, in the Software (and
this EULA will govern any upgrades and updates, unless
any derivative works thereof) and the Documentation
accompanied by a separate license, in which case, the
(and any derivative works thereof) other than those rights
terms of that separate license agreement will govern
expressly granted under this EULA. Without limiting the
accordingly.
generality of the foregoing, SMSI, Lost Marble, Inc. and/or
B) The Software is protected by copyright and other their respective licensor(s) retain all title, ownership, interest
intellectual property laws and international treaties. As an and rights in and to the patent, copyright, trademark,
express condition of this EULA, you must reproduce on the trade secret and any other intellectual property rights
backup copy the SMSI copyright notice in the following in the copy of the Software contained on your archival
format: “Copyright (C) 2004-2014 Smith Micro Software, media, and all of the terms of this EULA apply to such
Inc. All Rights Reserverd.” This express condition extends archival copy as if it were the original SMSI-produced copy
to any further updates, software patches, or bug fixes
Chapter 2: License
14 Anime Studio Pro 10
Users Manual
of the Software that was furnished to you when you paid 4. Restrictions
the licensing fee.
A) You will not, and will not permit any third party to,
D) Portions of the Software include third party software
use, copy, modify, derive, or transfer the Software or
and other copyrighted material (collectively, “TPS”).
Documentation, or any copy, modification, derivation,
Acknowledgements, licensing terms, restrictions and
or merged portion thereof, in whole or in part via any
disclaimers of such TPS are contained in the “About Box” of
means or for any purpose whatsoever except as expressly
the Software and your use of such TPS is governed by such
permitted in this EULA or the Documentation. You will
respective terms. Any terms of this EULA that differs from
not, and will not permit any third party to, modify, adapt,
the terms of any TPS are offered by SMSI alone, and not by
translate, rent, lease, loan, resell for profit, or create
any other licensor.
derivative works based upon the Software or any part
E) Except as otherwise expressly permitted in the thereof. The Software contains trade secrets in its human
Documentation, you will only use the Software on a single readable form and, to protect them, you will not, and will
computer at any given time, meaning that you must treat not permit any third party to, reverse engineer, decompile,
the Software “like a book.” “Like a book” means that the disassemble, or otherwise reduce the Software to any
Software may be used by any number of people and may human readable form without the express prior written
be installed and activated on up to three (3) computers consent of SMSI or except to the extent expressly permitted
so long as no possibility exists of the Software being used at by applicable law. You will not relicense, sublicense,
more than one (1) computer at any given time. More than rent, lease, or lend the Software for third-party training,
one person at a time cannot read the same copy of a commercial time-sharing or service bureau use. You will
book, and this restriction applies to the Software. not, and will not permit any third party to, debug, bypass,
F) The licenses granted in this EULA do not allow you to circumvent or defeat any security features of, or interfere
use the Software on a computer that you do not own or with the normal functionality and operation of the Software
control, and you may not distribute or make the Software for any reason whatsoever without the express prior written
available over a network where it could be used by consent of SMSI or except to the extent expressly permitted
multiple computers or devices at the same time. by applicable law. If the Software is an upgrade to a
previous version of the Software, you must possess and
Chapter 2: License
15 Anime Studio Pro 10
Users Manual
maintain a valid license to such previous version in order to which is intended to compete with the Restricted
use the upgrade. Content.
B) You, your employees, and/or authorized agents must 2) To prepare derivative works based upon the
protect the Software’s confidentiality and act to enforce Restricted Content solely for Legitimate Uses and lawful
your obligations under this EULA. You cannot distribute or uses.
otherwise make the Software or Documentation available
to any third party via any means whatsoever, public 3) To reproduce, prepare derivative works based
or private, for any purpose, commercial or not, unless upon, distribute, publicly display, and publicly perform
explicitly allowed by this EULA. content you create using Restricted Content, provided
that such use of Restricted Content shall be solely for
C) You assume full responsibility for your selection of the
Legitimate Uses and lawful uses.
Software to achieve your intended results and for the
installation, use, and results you obtain from the Software. B) Notwithstanding the foregoing, nothing shall limit SMSI’s
SMSI has no obligation to provide support, maintenance, right to independently create, develop, own, market,
upgrades, modifications or new releases under this EULA. distribute, license, sublicense, import, export, sell, or
otherwise exploit any content or materials similar to any
derivative works based upon the Content.
5. Content License
C) Other Content included with the Software and
A) Subject to the terms and conditions of this EULA and Documentation is subject to third-party rights and
your payment of the license fee, SMSI grants you a limited, is copyrighted and owned by the Other Content’s
personal, nontransferable and non-exclusive license original creator(s). You may use the Other Content in
(without the right to sublicense): accordance with all applicable license terms imposed
by the Other Content’s original creator(s). SMSI makes no
1) To reproduce, prepare derivative works based representations as to the quality, suitability, functionality,
upon, distribute, publicly display and publicly perform or legality of the Other Content and you hereby waive
the Unrestricted Content for any lawful purpose any claim you might have against SMSI with respect to the
other than to create a product which is intended to Other Content.
compete with the Software or to create new content
Chapter 2: License
16 Anime Studio Pro 10
Users Manual
D) You will not, and will not permit any third party to, use, SMSI is pleased to offer site licenses (“Site License”) for
copy, modify, derive, sell, distribute, transfer or sublicense multiple simultaneous users. Please contact SMSI at the
the Restricted Content, the Unrestricted Content, or the address below for details. If you purchased a Site License,
Other Content or any copy, modification, derivation, or you may distribute the Restricted Content between all
portion thereof, in whole or in part via any means or for any computers containing valid copies of the Software, other
purpose whatsoever, except as expressly permitted in this SMSI products, and/or other software able to process
EULA or the Documentation. Restricted Content.
E) You expressly acknowledge that SMSI, Lost Marble,
Inc. and/or their respective licensor(s) have a valuable 6. Collection and Use of Your
proprietary interest in the Restricted Content and the
Information
Unrestricted Content. All title, ownership, interest and
rights in and to the patent, copyright, trademark, trade A) Upon your first installation of the Software, you will have
secret and any other intellectual property rights in the the option to register the Software with SMSI. If you choose
Restricted Content (and any derivative works thereof) to register the Software with SMSI, you agree that SMSI and/
and the Unrestricted Content (and any derivative works or its affiliates may collect and process such information
thereof) not expressly granted to you by this EULA remain about you and the Software in order to enable SMSI to: (i)
with SMSI, Lost Marble, Inc. and their respective licensor(s). notify you of updates, bug fixes and/or modified versions
You do not acquire any other rights, express or implied, in of the Software; (ii) provide support and assistance of the
the Restricted Content (and any derivative works thereof) Software; (iii) notify you of new version offerings of the
and the Unrestricted Content (and any derivative works Software; and (iv) comply with all applicable laws and/or
thereof) other than those rights expressly granted under this regulations, or the requirements of any regulatory authority
EULA. or government agency.
F) Except as otherwise expressly permitted in the B) In addition, upon your first installation of the Software,
Documentation or unless otherwise provided for herein, you will have the option to “opt-in” to participate in SMSI’s
you will only use the Content on up to one (1) computer at efforts to improve the usability, experience, functionality
any given time (the same as the Software license allows), and performance of its products and services. Your
meaning that you must treat the Content “like a book.”
Chapter 2: License
17 Anime Studio Pro 10
Users Manual
participation to allow SMSI to collect such usage statistics SMSI’s and/or its affiliates’to the transfer of such information
is voluntary. And, you may “opt out” at any time. If you to a location outside the EEA.
choose to participate, SMSI may collect and use certain
information related to your use of the Software and
aggegrate such data that includes information about:
7. Term; Termination
(i) your computer, such as Operation System, screen
A) This EULA remains in full force and effect until
resolution, RAM capacity, CPU frequency, number of
terminated. You may terminate this EULA at any time
monitors; (ii) data about the Software, such as abnormal
by returning or destroying both the Software and
terminations, number of runs, program version; and (iii)
Documentation, together with all copies, modifications,
information about separate feature usage, such as menu
and merged portions of the Software and the
options or buttons selected. This data ((i) through (iii)
Documentation in any form. SMSI is in no way obliged to
above) is (I) collected anonymously, unless you opt to
issue refunds. SMSI may terminate this EULA at any time
provide your details (as noted above) and (II) tied up to
upon your breach of any of the provisions hereof.
your personal account through an anonymous unique
identifier (i.e., it will not include any personal identifiable B) Upon termination, you will immediately cease all use of
data (e.g., e-mail address, name, gender, age, home/ the Software, and you must return or destroy the Software,
work address, and telephone number). If you are not Documentation, and all copies, modifications, and
comfortable sharing the foregoing described information merged portions of the Software and the Documentation
in detail, please choose not to participate. in any form and certify in writing your compliance of this
paragraph to SMSI. Termination of this EULA for any reason
C) Any information collected is done and utilized in
in no way limits SMSI’s right to continue enforcing all rights
accordance with SMSI’s Privacy Policy. Your election to
provided by law and does not entitle you to a refund of
use the Software indicates your acceptance of the terms
your license fees, except as provided herein. All provisions
of the SMSI Privacy Policy, so please review the policy
of this EULA that protect SMSI’s proprietary rights continue
carefully and check our website at the following URL to
in full force and effect after termination.
review updates: http://www.smithmicro.com/. Further,
if you are located in the European Economic Area (EEA),
your use of the Software constitutes consent by you to
Chapter 2: License
18 Anime Studio Pro 10
Users Manual
8. Export Law Assurances or refund the purchase price of such Software media.
This limited warranty is offered solely by SMSI and does
Export and re-export of this Software and Documentation not apply to any third party product, software, content
is governed by the laws, restrictions and regulations of or service offerings. THE ABOVE WARRANTIES ON MEDIA
the United States and applicable export and import laws, ARE EXCLUSIVE AND IN LIEU OF ALL OTHER WARRANTIES,
restrictions and regulations of certain other countries EXPRESS OR IMPLIED, AND SMSI EXPRESSLY DISCLAIMS ALL
(collectively, “Export Laws”). You will comply with all such OTHER WARRANTIES, INCLUDING, WITHOUT LIMITATION, ANY
Export Laws. Export or re-export of this Software and/or IMPLIED WARRANTY OF MERCHANTABILITY, SATISFACTORY
Documentation (including any direct product thereof) QUALITY, FITNESS FOR A PARTICULAR PURPOSE, OR NON-
to any entity on the Denied Parties List and other lists INFRINGEMENT.
promulgated by various agencies of the United States
B) TO THE EXTENT NOT PROHIBITED BY APPLICABLE LAW,
Federal Government is strictly prohibited. In addition, if the
THE SOFTWARE, RESTRICTED CONTENT, UNRESTRICTED
Software is identified as an export controlled item under the
CONTENT, AND DOCUMENTATION ARE LICENSED TO YOU
Export Laws, you represent and warrant that you are not
“AS IS” WITH ALL FAULTS, WITHOUT WARRANTY, CONDITION
a citizen of, or located within, an embargoed or otherwise
OR REPRESENTATION, EXPRESS OR IMPLIED, OF ANY KIND,
restricted nation (e.g., Iran, Syria, Sudan, Cuba and North
INCLUDING WITHOUT LIMITATION, MERCHANTABILITY,
Korea) and that you are not otherwise prohibited under the
PERFORMANCE, SECURITY, SATISFACTORY QUALITY, NON-
Export Laws from receiving the Software.
INFRINGEMENT OF THIRD PARTY RIGHTS, OR FITNESS FOR A
PARTICULAR PURPOSE.
9. Limited Warranty and Disclaimer C) YOU ACKNOWLEDGE THAT THE SOFTWARE MAY NOT
(I) SATISFY ALL YOUR REQUIREMENTS, (II) BE FREE FROM
A) SMSI warrants that any media on which the Software
DEFECTS, OR (III) OPERATE WITHOUT INTERRUPTION OR
may be provided will be free from defects in materials and
ERRORS. IN ADDITION, DUE TO CONTINUAL DEVELOPMENT
workmanship under normal use for a period of ninety (90)
OF NEW TECHNIQUES FOR INTRUDING UPON AND
days from the date of original purchase. Your exclusive
ATTACKING NETWORKS, SMSI DOES NOT WARRANT THAT THE
remedy and SMSI’s entire liability under this limited warranty
SOFTWARE WILL BE FREE OF VULNERABILITY TO INTRUSION
will be for SMSI, at its option, to replace the Software media
OR ATTACK.
Chapter 2: License
19 Anime Studio Pro 10
Users Manual
D) THE FOREGOING LIMITED WARRANTY IS NEITHER A REGARDLESS OF THE BASIS OF THE CLAIM, EVEN IF SMSI HAS
SERVICE NOR A SUPPORT CONTRACT. NO ORAL OR BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES OR
WRITTEN INFORMATION OR ADVICE GIVEN BY SMSI, ITS FOR ANY CLAIM BY ANY OTHER PARTY. IN NO EVENT WILL
EMPLOYEES, DISTRIBUTORS, DEALERS, REPRESENTATIVES SMSI’S AGGREGATE LIABILITY (OR THAT OF ITS DEVELOPERS,
OR AGENTS SHALL INCREASE THE SCOPE OF THE ABOVE SUPPLIERS, DIRECTORS, OFFICERS, EMPLOYEES, OR
WARRANTIES OR CREATE ANY NEW WARRANTIES. YOU SUBSIDIARIES OR AFFILIATES), UNDER OR IN CONNECTION
MAY HAVE ADDITIONAL WARRANTY RIGHTS UNDER LAW WITH THIS EULA, EXCEED THE AMOUNT PAID BY YOU FOR
WHICH MAY NOT BE WAIVED OR DISCLAIMED. SMSI DOES THE SOFTWARE, IF ANY. THIS LIMITATION WILL APPLY EVEN IN
NOT SEEK TO LIMIT YOUR WARRANTY RIGHTS TO ANY EXTENT THE EVENT OF A FUNDAMENTAL OR MATERIAL BREACH OR
NOT PERMITTED BY LAW. This Section 9 and Section 10, A BREACH OF THE FUNDAMENTAL OR MATERIAL TERMS OF
below, shall survive any termination of this EULA, howsoever THIS EULA.
caused, but this will not imply or create any continued right
B) The above limitations will apply even if any warranty
to use the Software after termination of this EULA.
or remedy provided under this EULA fails of its essential
purpose. The above limitations will not apply in case of
10. Disclaimer of Liabilities personal injury (including death) only where and to the
extent that applicable law requires such liability. Because
A) EXCEPT FOR THE EXCLUSIVE REMEDY OFFERED BY SMSI some jurisdictions do not allow the exclusion or limitation
ABOVE AND REMEDIES THAT CANNOT BE EXCLUDED OR of implied warranties or liabilities for consequential or
LIMITED BY APPLICABLE LAW, IN NO EVENT WILL SMSI incidental damages, the above limitations may not apply
OR ITS DEVELOPERS, SUPPLIERS, DIRECTORS, OFFICERS, to you.
EMPLOYEES, OR SUBSIDIARIES OR AFFILIATES BE LIABLE TO
YOU FOR ANY CONSEQUENTIAL, INCIDENTAL OR INDIRECT
DAMAGES (INCLUDING DAMAGES FOR LOSS OF BUSINESS
11. Indemnification
PROFIT, BUSINESS INTERRUPTION, LOSS OF DATA AND/
You will indemnify and hold harmless, and at SMSI’s request
OR BUSINESS INFORMATION, AND THE LIKE), WHETHER
defend, SMSI and its affiliates, successors and assigns
FORESEEABLE OR UNFORESEEABLE, ARISING OUT OF THE USE
from and against any and all claims, losses, liabilities,
OR INABILITY TO USE THE SOFTWARE OR DOCUMENTATION,
damages, settlements, expenses and costs (including,
Chapter 2: License
20 Anime Studio Pro 10
Users Manual
without limitation, attorneys’ fees and court costs) which Exclusive jurisdiction over and venue of any suit arising out
arise out of or relate to any third party claim or threat of or relating to this EULA will be in the state and federal
thereof that your use of the Software, Documentation or courts of Orange County, California. If for any reason
Content is unlawful or not otherwise permitted by this EULA. a court of competent jurisdiction finds any provision,
SMSI reserves the right, at its own expense, to assume the or portion thereof, to be invalid or unenforceable, the
exclusive defense and control of any matter otherwise remainder of this EULA shall continue in full force and
subject to indemnification hereunder. effect. The waiver by either party of any default or breach
of this EULA will not constitute a waiver of any other or
subsequent default or breach. You may not assign,
12. U.S. Government Restricted Rights sell, transfer, delegate or otherwise dispose of, whether
voluntarily or involuntarily, by operation of law or otherwise,
The Software and Documentation are provided with
this EULA or any rights or obligations under this EULA without
RESTRICTED RIGHTS. The use, duplication, or disclosure by
SMSI’s prior written consent. Any purported assignment,
the United States Government is subject to restrictions as
transfer or delegation by you will be null and void. This
set forth in subparagraph (c)(1)(ii) of the Rights in Technical
EULA constitutes the entire agreement between the parties
Data and Computer Software Clause at DFARS 252.227-
and supersedes all prior or contemporaneous agreements
7013 or subparagraph (c)(1) and (2) of the Commercial
or representations, written or oral, concerning the subject
Computer Software Restricted Rights at 48 CFR 52.227-19,
matter of this EULA.
as applicable. The Manufacturer is Smith Micro Software,
Inc., 51 Columbia, Aliso Viejo, CA 92656 USA.
14. Other Services and Materials
13. Applicable Law This Software may enable access to SMSI and/or third
party services and websites (individually and collectively
This EULA shall be governed by the laws of the State of
referred to as “Services”). This EULA does not apply to any
California, without giving effect to any choice of law
Services. You acknowledge and agree that nothing in this
principles. This EULA will not be governed by the United
EULA guarantees availability or continued availability or
Nations Convention on Contracts for the International Sales
uptime of any Services. SMSI has no control over any third
of Goods, the application of which is expressly excluded.
Chapter 2: License
21 Anime Studio Pro 10
Users Manual
party Services. Any terms, conditions, privacy policies, 15. Contact Information
warranties, or representations associated with any third
party Services are solely between you and such third party. If you have questions concerning this EULA or need to
SMSI makes no representations or warranties as to the contact Customer Service, please contact SMSI at this
quality, suitability, functionality, or legality of any third party address: Smith Micro Software, Inc., 185 Westridge Drive,
Services, and You hereby waive any claim you might have Watsonville, CA 95076 USA (831) 761-6200 phone, (831) 761-
against SMSI regarding any use of any third party Services. 6206 fax; Customer Service (returns, warranty): service@
smithmicro.com; and Legal (EULA questions, illegal activity
You understand that by using any of the Services, You
reporting): [email protected].
may encounter content that may be deemed offensive,
indecent, or objectionable, which content may or may
not be identified as having explicit language, and that 16. Copyright & Trademark Notice
the results of any search or entering of a particular URL
may automatically and unintentionally generate links or Smith Micro Software, Anime Studio, Anime Studio Debut
references to objectionable material. In addition, you and Anime Studio Pro are trademarks of Smith Micro
agree not to use the Software to create content that may Software, Inc. Lost Marble and Moho are trademarks of
be deemed offensive, indecent, or objectionable; hateful, Lost Marble, Inc. All other product names mentioned in
threatening, or pornographic; incites violence; or contains the Software, the Documentation, or other documentation
nudity or graphic or gratuitous violence. Nevertheless, you are used for identification purposes only and may be
agree to use the Services at your sole risk and that the SMSI trademarks or registered trademarks of their respective
shall not have any liability to you for content that may be companies. Registered and unregistered trademarks
found to be offensive, indecent, or objectionable; hateful used herein are the exclusive property of their respective
threatening or pornographic; incites violence; or contains owners. For purposes of Japan law regarding unregistered
nudity or graphic or gratuitous violence. trademarks (e.g., a pending trademark application), the
right in and to a trademark in Japan may not be exclusive
until it is validly registered. You may not remove, modify,
alter, cover or deface any trademark, trade names,
product names, logo, copyright or other proprietary
Chapter 2: License
22 Anime Studio Pro 10
Users Manual
Chapter 2: License
23 Anime Studio Pro 10
Users Manual
Anime Studio
Tools
Chapter 2: License
24 Anime Studio Pro 10
Users Manual
Chapter 3: The Draw Click the tool icon in the properties bar to
display a submenu. Choose Reset Tool to
Select Points
Shortcut: G
Select Points
Modifier keys:
Selection methods
By holding the Shift key, you can add to a selection.
Below is a short movie clip showing the different ways to Otherwise, you will always start a new selection when using
select points using the Select Points tool. this tool.
• Holding the Alt key will prevent this tool from selecting
curves or shapes when you click on them (sometimes
when things get crowded it’s hard not to click on a
shape by accident).
Transform Points
Shortcut: T General Options
The Transform Points tool is used to move, scale, or
The following options appear in the left portion of the
rotate a group of selected points. It operates only on
options toolbar when the Transform Points tool is selected:
the currently selected points, unless fewer than two points
are selected - then it operates on the nearest point to
where you clicked.
It’s important to note that this tool, like most of the Anime
Transform Tool general options
Studio drawing tools, modifies points, not curves. If you
select all the points in an object and use this tool, the entire
object will move, scale, or rotate. However, if you only • Select Group: Used to select a group that was
select some of the points, then you’ll end up distorting the previously created with the Select Points tool.
object (which can be very useful).
Transform Tool general options • Position Y: Allows you to numerically enter a value for
the Y coordinate.
• Auto Weld: When checked, automatically welds a In the pictures below, the selected points are highlighted in
new point to an existing point. The existing point is red. Notice the effect of using the Transform Points tool on
highlighted when the mouse hovers over a point that these points.
can be welded.
• To constrain vertically or horizontally: Hold the Shift key
• Auto Fill: When checked, automatically fills a closed while dragging the selected points left, right, up, or
shape when you create it. down.
• Flip Horizontally: Click this button to flip horizontally. • To nudge: You can nudge the selected point(s)
by small increments by holding down the Ctrl key
• Flip Vertically: Click this button to flip vertically. (Windows) or Cmd key (Mac) and pressing the arrow
keys. Hold down Shift in addition to Ctrl/Cmd to nudge
Translating Points the point(s) by a greater increment.
Top circle fully selected. Bottom circle partially selected After translation
first point on top of the second, press the spacebar Scaling Points
to weld them together into one point.
The Transform Points tool also allows you to scale the
When Auto Weld is on: Anime Studio can
currently selected group of points. Two or more points must
automatically weld points for you. Only the
be selected. The following toolbar options are associated
endpoint of a curve can be automatically welded.
with scaling points:
To automatically weld the endpoint of a curve,
just drag it on top of another point and let go of
the mouse. Below is a movie demonstrating auto-
welding. After dragging each endpoint into place,
it becomes welded to the existing point, and the
two can be moved around Transform Points options for scaling
If you hold the Alt key while dragging a side handle, using the Transform Points tool will constrain the rotation to
Anime Studio will resize the selected points in such a way 45 degree increments.
to maintain the overall volume of the object - this can be
useful for squash and stretch.
Add Point
Rotating Points Shortcut: A
The Add Point tool is what you use to draw most curves in
The Transform Points tool can also rotate the currently
Anime Studio. Just click and drag in the working area of
selected group of points. Two or more points must be
the main window to create a new curve segment. There
selected to use this tool. The following toolbar options are
are four variations to using the Add Point tool - they differ in
associated with rotating the selected points:
where the original click takes place.
• Apply: Click to apply the value entered in the Rotation Add Point
field
Click near the outer boundary of the selected group The first way to use this tool is to click in empty space and
of points. Next, drag the mouse in a circle around the drag - this will start a new curve.
selection to rotate the points. Holding the Shift key while
The second technique is to click on the end of an existing The Add Point tool can also be used to weld two points.
curve to add another segment to that curve. Click and drag in one of the ways described above to add
a new point.
Third, click on a curve segment to add a point there, then
drag it to the final desired position. Drag the new point on top of an existing point. If Auto
Weld is enabled the new point will weld to the existing
Finally, click on a curve midpoint to add a new branching
point. If Auto Weld is off, press the spacebar before
curve that is welded to the existing point. Each of these
releasing the mouse. An example is shown below. (This
uses of the Add Point tool is shown below.
works just like the Transform Points tool, above. Read about
that tool for more details on welding.)
Closing a curve
To prevent the Add Point tool from adding on to an existing Add Point Tool Options
curve regardless of where you click, hold the Alt key to
force the tool to start a new line segment.
The movie below demonstrates the Add Point tool. Notice
how clicking on different parts of an existing curve causes
the new point to be added in different ways. Add Point Options
Curvature
Shortcut: C Curvature Options
Freehand
Shortcut: F
The Freehand tool lets you draw complex shapes by just
dragging the mouse around. After using the Freehand
Curvature
tool, you will often want to go back and use the Delete
Edge tool to delete unwanted lines. You can also use
the Transform Points tool to modify the result, delete
unnecessary points, and weld points together. If you have
a drawing tablet, the Freehand tool can also use the pen
Chapter 3: The Draw Tools
36 Anime Studio Pro 10
Users Manual
You don’t have to be concerned with Taper Start: When checked, tapers the start of
ending a line exactly on a point, or using the the line. Enter the starting width of the line in the
Transform Points tool to weld points together. field provided. The taper will be applied after you
Instead, sketch as you normally would sketch with a release the mouse.
pencil. Any lines that cross will automatically weld
Taper End: When checked, tapers the end of
together, easily allowing you to create closed
the line. Enter the ending width of the line in the
shapes. You can then use the Delete Edge tool to
field provided. The taper will be applied after you
delete the unwanted straggling ends that cross the
release the mouse.
lines you want to weld. This allows you to create
closed shapes quite easily that you can fill later. Reset: If pressed at Frame 0, resets a layer back
to its default value. If pressed at any other frame,
Click the Freehand Options button in the Options toolbar resets the layer to the value or values set at frame
to display the Freehand Tool options dialog. The options 0.
are as follows:
Draw Shape
Shortcut: E
The Draw Shape Tool provides a way to quickly draw
Freehand options commonly used shapes: squares, ovals/circles, triangles,
stars, arrows, and spirals. Each of the shape options are
• Auto Weld: When checked, automatically welds a shown later in this section.
new point to an existing point. The existing point is
highlighted when the mouse hovers over a point that
can be welded. When you draw two lines that cross,
the point at which they cross will automatically be
welded together when this option is on.
Rectangle
Rectangle
The Oval tool is a shortcut for creating an oval shape. The Stars tool is a shortcut for creating a star shape. Just
Just click and drag to draw an oval. Hold the Shift key to click and drag to draw a star. The star will be drawn from
constrain the shape to a circle. Hold the Alt key to make the upper point of the star, and all five points of the star will
the click point the center of the circle. There’s nothing be equal in size.
special about ovals created with this tool - they’re just four
points and four curve segments and can be manipulated
just like anything else. You could create the same shape
Arrow
with the Add Point tool, but for a simple oval, this tool is
quicker.
Triangles
Arrow
Click and drag to draw an arrow shape. Press the Shift key
to constrain the arrow to a horizontal or vertical line.
Triangles
Spirals
The Triangle tool is a shortcut for creating a triangle shape.
Just click and drag to draw a triangle. Hold the Shift key to
constrain the shape to an equilateral triangle.
Stars
Spirals
spiral radiates in a clockwise direction from the center. The Delete Edge tool is also useful when used
Press the Alt key to create a counter-clockwise spiral. in conjunction with the Freehand tool. Due to
the improved welding capabilities of the Freehand
tool, you can freely sketch a character without
Delete Edge having to worry about exact placement of lines.
Any lines that cross will be welded together. You
Shortcut: D can then use the Delete Edge tool to remove
It’s easy to delete points - just select them and press unwanted straggling ends, simply by clicking on
backspace or delete. However, sometimes you may want them with the Delete Edge tool.
keep two points, but break the curve connecting them. To
do this, use the Delete Edge tool. Just use it to click on the
curve segment you want to delete and it will disappear.
You can use the Delete Edge tool to delete unwanted
lines. For example, you can use the Freehand tool to
quickly sketch out shapes, and the Freehand tool will
automatically weld crossed lines together as you draw.
You can then later clean up the shapes by deleting
unwanted hanging lines with the Delete Edge tool.
Magnet
Shortcut: X
Magnet
The first pass of the Blob Brush Tool Additional passes of the Blob Brush Tool add to the previous
shape.
You can add additional strokes to refine or add to the
shape. In the following example, additional strokes with You’ll get an accurate preview of the shape as you draw.
different brush sizes add legs and arms to the previous When you release the mouse, a vector outline will be
shape. generated for the shape. When you choose this tool, a red
circle gives you a preview of the brush size.
The following keyboard shortcuts can be used with the
Blob Brush tool:
• You can adjust the size of the brush by using the Brush
Radius setting in the tool options area, or by pressing
the Alt key and dragging to resize the brush.
• If you hold down the Command/Ctrl key you can erase Blob Brush Tool Options
from the shape, or use the Eraser tool. See “Eraser” on
page 44 for more information.
• Brush Radius: Sets the radius of the brush. A red circle
gives you a preview of the brush size. You can also
• The brush tool can create a lot of extra points.
adjust the radius by pressing the Alt key and moving
You can use the new Point Reduction Tool to
your mouse left or right.
reduce the number of points. See “Point Reduction”
on page 46 for more information.
• Use Pen Pressure: Check this option if you are using the
brush with a pressure-sensitive stylus and tablet.
You might notice the viewport jump at times
when using the Blob Brush tool. This happens
when you extend your drawing outside the
boundary of the work area. The viewport resizes to
bring that additional area into view to ensure that Brush Options
the object that you drew will fit on the screen.
Eraser
The Eraser tool allows you to cut holes in any shape. Simply
select the shape that you want to modify with the Select
Shape tool (described in “Select Shape” on page 52).
Then, switch to the Eraser tool to erase portions of the
selected shape.
In the following example, the Eraser Tool is used to modify
the shape of an animal’s tail.
Blob Brush
Delete Edge
Point Reduction
The Blob Brush, Eraser, and Paint Bucket tools can
generate a lot of extra and unnecessary points. The Point
Reduction tool helps you reduce the point count in any
vector object so that the shapes are easier to animate.
Delete Edge
• Tolerance Angle: If you want to reduce the number 3. Set other options in the Scatter Brush Options panel
of points but not change the shape so much, reduce if you want to increase or decrease variation in
the tolerance angle. Lowering the tolerance angle will the angle, spacing, or color of the objects you are
not remove as many points, but it will keep the shape spraying.
closer to what you originally drew.
Scatter Brush
Scatter Brush
The Scatter Brush allows you to spray shapes into your
scene. There are a number of preset shapes, or you can
also copy any shape to your clipboard and spray multiple
copies of that shape into your scene. Scatter Brush Tool Options
To use the Scatter Brush tool, try the following:
Copy a vector object into your clipboard, or select one of
the preset options from the Preset menu.
Scatter Brush Options
1. Choose the vector layer that you want to paint into.
2. Set the Min and Max Width settings appropriately for • Scatter Brush Options: Click this button to display the
the scale of the objects. following options
Shear Points
This tool works on a group of two or more selected
points. Click and drag left, right, up, or down to
Shear Points Options
shear, or slant the group of points.
Noise
Shortcut: N
Bend Points The Noise tool works on a group of selected points. Click
and drag to move the points around in random directions.
This tool can be used for example when you want to
duplicate an object using Copy and Paste, but you don’t
want the new object to look exactly like the original. Just
use this tool to distort it a little bit.
Noise
Tool Options
Noise Options
Tool Options The Create Shape tool is used to select a region to be filled
with color, or a set of edges to be drawn as an outline. It
operates exactly like the Select Points tool described in
“Select Points” on page 25.
Tool Options
• Fill: Select this option if you only want to change the fill
After creating a shape, if you decide that you only want a of the selected object(s).
fill, and not an outline, you can uncheck the Stroke box in
the Style window. Similarly, uncheck the Fill box in the Style • Stroke: Select this option if you only want to change
window to make your shape have only an outline, and no the stroke of the selected objects(s).
fill color.
• Both: Select this option if you want to change both the
fill and stroke of the selected object(s).
Paint Bucket Below are some examples of sets of curves in Anime Studio,
where the user might click with the Paint Bucket tool, and
Shortcut: P the resulting fills. In each case, the shape on the left is the
starting shape, the red X indicates the point where the
The Paint Bucket tool is used to fill a closed area with color.
user clicked with the Paint Bucket tool, and the result is the
Just click inside a closed shape to fill it with the current
shape on the right:
combination of colors and styles. This can make it much
easier and quicker to fill shapes than with the Create
Shape tool, but keep in mind you’re still working with the
same requirements - a shape must be completely closed in
order to be filled.
Paint Bucket
Clicking outside a closed outline (nothing happens - no fill). A more complex shape. There are some dead-end curves, but
the overall shape is still closed.
A shape with a hole in it. Clicking inside the hole fills just the hole
The shape is not closed (close, but not good enough) - no fill The viewport adjusts to display the entire filled shape after
is created using the Paint Bucket.
If part of the shape is cut off on the edge of the editing You can also draw shapes that overlap, and use the Paint
window, the viewport will change to display the entire filled Bucket tool to fill within areas that overlap. This allows you
shape after you fill it with the Paint Bucket. to quickly create complex boolean shapes.
Tool Options
Delete Shape
To use the Delete Shape tool, click on a fill or outline to
delete it from the project. Remember, in Anime Studio, the
shape of an object is separate from its appearance. If you
use this tool to delete a fill, the underlying points and curves
will remain. If you want to delete those as well, go back to
the Draw tools to work with the points and curves.
Line Width
Shortcut: W
The Line Width tool is used to adjust the width of a line as
Line Width Tool
it passes through a particular point. Using this tool, you
can create lines that taper at the ends, get thinner in the
To use it, just click on the point you want to adjust, and
middle, or change width several times along their length.
drag the mouse left and right to adjust line thickness. (Be
Line widths are stored internally in Anime sure you first either set up an outline through the point, or
Studio as percentage values. For example, a a fill shape with a non-zero line width - otherwise this tool
value of 100% represents the original line width, and won’t do you much good.)
a value of 200% represents double line width. The You can adjust more than one point at a time by selecting
width of the line smoothly varies from the 100% (no multiple points with the Select Points tool from the Draw
custom width) value. tool group.
Tool Options • Magnet Radius: The points that appear within the red
circle area will be affected when you use the Line
Width tool. Use the Magnet Radius setting to increase
or decrease the affected area.
You can set a magnet radius to affect all vertices beneath the
Line Width Magnet Mode Options magnet.
Stroke Exposure
The Stroke Exposure tool is located in the Fill section of the
tool box. Normally, when you apply a stroke to a curve,
you see the stroke along the entire curve. With the Stroke
Exposure tool, you can click and drag on a curve that has
a stroke and control where the curve starts and ends.
• Click and drag back and forth to set the end point
of the stroke on the curve. Dragging toward the left
exposes less of the curve’s end, while dragging toward
the right exposes more of the curve’s end
• Alt-Click and drag back and forth to set the start point
of the stroke on the curve. Drag toward the right to
expose less of the curve’s end, and drag toward the
left to expose more of the curve’s end. Exposing less of the curve’s end
Tool Options
• End Percentage: Allows you to enter a numerical value Curve profiles can be of any shape, but the start and end
for the end of the curve, based on its distance from of the profile should be along the same horizontal line.
the end point While you can create profile curves with or without a stroke
applied to them, it makes sense to draw them with Auto
Stroke off, since you will be applying a different pattern to
Curve Profile the circle based on the style of the curve.
After you select the shape you want to apply the profile to
Even though the resulting shape appears to have more
(a circle in this case, select the Curve Profile tool from the
detail, it still has the same number of control points as the
Fill section of the tool box. Then click on the curve that you
original shape. For example, if you applied the curve profile
want to use as the profile.
to a circle, the resulting shape still has only the four original
control points, even though it appears to have more. You
can edit the shape by repositioning one or more of the
original control points, and the curve profile will still be
applied.
The Repeat Count controls the number of times that the profile
curve repeats along the path
Working with Fills • Use the Create Shape tool to fill closed outlines that do
not have any fill. You will need to select the points in
To define a region to be filled, you must first select all the the outlines before you use the Create Shape tool.
points along its boundary. That’s what defines a fill region
• You can also use the Paint Bucket to fill shapes that do
- the set of points along its outer edge. We’ll take a look at
not yet have a fill. For example, you can use the Add
some examples later. You can also create outlines using
Point or Freehand tool to create a shape that has a
these tools. Outlines are less restrictive than fills - an outline
stroke only, and then later use the Paint Bucket tool to
is not a set of points along an outer boundary. Instead, an
add a fill.
outline can be any set of points you choose. The curve
segments between these selected points will form the
• You can also change colors with the Eyedropper.
outline.
Use the Eyedropper to select a color from any of the
Fills and outlines are stacked on top of each other in the shapes that use the color you want to apply. Then press
order you create them. This determines which fill or outline the Alt key and click other objects with the Eyedropper
will be visible when two or more overlap. There are tools to push the selected color to other shapes.
that allow you to change the stacking order of fills and
outlines, but you’ll learn that you can save yourself a lot
of time by planning ahead and creating fills in the proper
Color Picking
order to begin with. If the Select Shape or Create Shape tools are active and a
There are a number of different ways to fill shapes in Anime shape is selected, you can quickly set the shape’s color by
Studio: picking it from another shape in the current layer. Just hold
down the Alt key and click on the shape you want to copy
• Use the Select Shape tool to select the shape you want the color from. The color (and style) will instantly be applied
to change. The color and fill properties will be “picked to the currently selected shape.
up” in the Style window. You can then change the fill
You can also push a shape’s color and style onto other
colors in the Style window.
shapes. If you hold down Alt + Ctrl (Windows) or Alt + Cmd
(Mac) and click on a second shape, the selected shape’s
color will be pushed onto the shape you click on. This is an
easy way to propagate one shape’s color and style onto
several other shapes in the same layer.
There’s no limit to the kinds of shapes you can create this
way. By adding more boundary curves, you can create
more and more complex fills - feel free to experiment.
The red ring is in fact two objects - one behind the blue
ring, and one in front of it. The next image shows the same
object, but colored differently so that the two parts of the
red ring stand out.
Color options
Bone Constraints
With the Select Bone tool selected, click the Bone
Constraints button in the options bar to open the Bone
Constraint options dialog shown below.
In the default position, the last bone is parallel to the ground. If you set Independent Angle on the child bone, it will rotate
independently of its parent.
Transform Bone tool indications • Holding the Shift key will cause the bone to only
translate horizontally or vertically relative to its parent (if
you click near the base)
• To rotate a bone: Click near the bone, but outside
of the handles. A rotate cursor will provide indication • Holding the Shift key while rotating will constrain the
when the mouse is placed correctly. Then drag the rotation to 45 degree increments.
mouse to rotate the bone.
• You can nudge the selected bone by small increments
• To translate a bone: Click and drag the dot at the by holding down the Ctrl key (Windows) or Cmd key
base of the bone. (Mac) and pressing the arrow keys. Hold down Shift in
addition to Ctrl/Cmd to nudge the bone by a greater
• To scale a bone: Click and drag the dot at the end of
increment.
the bone.
• If any objects in other layers have been bound to the
bone, they will not move if the current frame is 0. At
frame 0, you are modifying the bone layout - at later
frames you are animating with this tool, and bound • Reset: If pressed at Frame 0, resets a layer back to its
objects will move with the bone. default length. If pressed at any other frame, resets the
layer to the value or values set at frame 0.
Tool Options • Scale: Allows you to view or enter a numerical value for
the scale of the bone.
If another bone is selected before you click and drag, it will Tool Options
be the parent of the new bone you create. Otherwise, the
new bone will be parentless, a root bone.
Bone Strength
When using bones to control the points in a vector layer or
to warp an image layer, by default every bone has some
degree of influence over every point in the vector layer (or
image). The Bone Strength tool lets you adjust how much
influence each bone has. When this tool is activated, a
Reparent Bone Tool semi-transparent region appears around each bone - this
region indicates the strength of the bone. If you drag side
to side on a bone with the Bone Strength tool, you cause
Tool Options the region of influence to shrink or grow. Points that are
closer to the center of this region move more when the
bone itself is moved.
binding, on the other hand, means that a point will only • Bone Strength: Allows you to view or enter a numerical
move under the influence of the bone(s) in whose region value for bone strength.
of influence it lies. If that point only lies in one bone’s
region, it will only move with that bone - if the point is
overlapped by the regions of two bones, it will move with Manipulate Bones
both of those bones.
The Manipulate Bones tool has two purposes. First,
Flexible binding is the default setting for new bone layers when the current frame is set to 0, it is used to test
because it works reasonably well almost automatically. whether a skeleton is set up and working properly.
The downside is that it leads to rubbery movement of the Although it moves bones and points around, the changes
attached vector artwork. Region binding will give you it makes are only temporary. When you switch to another
cleaner movement, but takes a little more work to set up. tool, the skeleton is reverted back to its original shape.
”Tutorial 3.4: Character Setup” on page 109 in your Anime
Studio Tutorial Manual shows you how to use the Bone When working inside a Smart Bone action,
Strength tool together with both types of binding to quickly the Manipulate Bones tool can introduce
set up a character’s skeleton. extra unwanted bone motion in the Smart Bone
action. For this reason, the Manipulate Bones tool will
be disabled.
Tool Options
The second use of this tool is at frames greater than 0. If the Use this tool to bind an entire layer to a single bone. If you
current frame is greater than 0, then this tool will move the would rather bind certain points in a vector layer to certain
skeleton in the same way, but the move will introduce a bones, then you should use the Bind Points tool instead.
keyframe for animation.
For more information on how to use the Bind Layer tool, see
To manipulate a skeleton, just click and drag the various the Layer Binding section of “Tutorial 3.1: Bone Binding” on
bones that make it up. If points or other layers have been page 83 in your Anime Studio Tutorial Manual.
bound to the bones, they will move as well. The way the
skeleton and the bound points move with this tool is exactly
the same whether at frame 0 or a later frame. If some part
of the skeleton doesn’t move correctly, you can find out
with this tool and fix it before you start animating.
Note: If you only want to rotate a single bone, it’s better to Bind Layer Tool
use the Rotate Bone tool. The Manipulate Bones tool will
move a whole chain of bones, which is definitely not what
you want if you plan to rotate a single bone.
Bind Points
Bind Layer The Bind Points tool operates exactly like the Select Points
tool described in “Select Points” on page 25. Use it to
Other layers can be contained within a bone layer. For select a group of points to bind to a bone. In order to use
example, you could create a hand layer and place that this tool, you must be on Frame 0, and a bone must first
within an arm layer. To bind the hand to the arm, use this be selected. When a bone is selected, the points that are
tool. Just click on the bone in the parent layer that you currently bound to it are automatically selected as well.
want to connect to, and the entire layer will move with that Use this tool to add or remove points from that selected
bone. In the arm/hand example, you would click on the group. When the correct group of points is selected that
bone nearest the wrist to bind the hand to the end of the you want to bind to the bone, press the spacebar - this
arm. tells Anime Studio to perform the binding. This technique is
demonstrated in “Tutorial 3.1: Bone Binding” on page 83 It’s difficult to describe the usefulness of this tool without a
in your Anime Studio Tutorial Manual hands-on example, so look in “Tutorial 3.1: Bone Binding”
on page 83 in your Anime Studio Tutorial Manual.
Offset Bone
The Offset Bone tool lets you add an extra amount of Offset Bone Options
bone movement starting at frame 1 of your animation. The
reason you might want to do this is to simplify the setup of
• Select Bone: Click this menu button to select a bone
a complex character. Often, parts of a character such as
by name.
arms and legs overlap, making it difficult to set up bones
and attach the proper parts of the character’s body to • Animation Offset X: Allows you to numerically enter a
them. The Offset Bone tool lets you draw the parts of a value for the amount of offset on the X axis.
character in disconnected positions, set up bones, and
then move them all back into position.
Bone Physics
When objects that have bones are added to a Group layer
that has physics applied to it (as mentioned in “Tutorial 5.9:
Basic Physics” on page 232 in your Anime Studio Tutorial
Manual), the bones will respond to the physics properties
that you have set for the object. Physics are applied to
each bone based upon the bone’s area of influence, as
set by the Bone Strength tool.
After you set up the objects in your scene, and the • Bone Physics Region: With physics, bones are
bones in your character, you can press the play represented internally with a kind of pill-shaped region
button to see how the character responds to the around them, the physics region. You can enter a
physics as it comes into contact with the other number numerically, but generally you would just
stationary and physics-enabled objects in the use this tool to click and drag on individual bones
scene. to control the size of the physics region, trying to get
it to match the underlaying character as closely as
possible. When you play back the animation, the bone
physics regions are what is used in collisions, not the
character artwork. (This is because the bending of the
character is not directly physics related. The physics
pushes the bones around according to the physics
regions, and the bones then move the character just
like they would if you were hand-animating.)
• Motor Torque: Motor torque controls the strength of • In any layer type that is a child of a bone layer: Layer
the motor. With low torque, when a motorized object translation, Layer scale, Layer Rotation (X, Y, and Z),
bumps into other objects it may come to a stop, Layer Shear, Layer Opacity, Layer Blur
depending on the size and density of the obstacles.
In the same layer as the Smart Bone itself:
With a high torque, it will tend to push obstacles out of
its way. Even with no obstacles, if a motorized object • Bone translation
is unbalanced (off center of its origin), a low torque
setting may mean that it can even lift itself up. • Bone scale
• Return to Neutral: Check this option to return the bone • Bone rotation
to neutral position.
Smart Bones can be used to control the following
additional elements:
• Lock Tip: When physics are in affect, if a bone has its tip
locked it acts as though the endpoint of the bone has
• Stroke exposure: Use Smart Bones to expose more of a
been nailed to a stationary point.
stroke along a path as you rotate the bone.
• Follow path
Make sure the new action incorporates the name of the bone
you want to correct. Bend the bone in the other direction to see if adjustments are
needed.
As you did in the first case, select the vector layer for
the rectangle, and adjust the shape for when B2 is bent
downward. An example is shown in the following figure. Editing a Bone Action
You can also go back to a previous bone action and
make corrections to it. For example, when you created the
first bone action, it simply improved the shape of the bend.
Suppose you want to go back and create something like
a muscle bulge for when an arm is bent upward. Bone • Go back to the main timeline and play the animation.
actions make this process easy to do: The keyframes that you originally added will now also
include the new muscle bulge when the rectangle
• To begin, go back to frame 0 and add a point to the is bent in the appropriate dimension. When the arm
rectangle, located in the area where you want the bends downward, the muscle bulge will not be
muscle bulge to happen. included because it was not added to the B2 2 action
that bends the arm downward.
• Select the first correction action (B2).
• Move the new point like a bulging muscle. Fixing Bad Transitions
You might discover after creating your bone actions
that the object doesn’t look quite right when it’s bent
in intermediate positions. For example, objects might
bend unpredictably if their point count is too high, or
unoptimized. The following solution can help improve the
appearance of intermediate frames.
Frame 60 of the bone action before adjustment. Frame 60 of the bone action after adjustment
Other Uses for Bone Actions go to the actions window, you can create actions that
match each one of the control levers.
Here are some eyes in which bones have been set up to
For example, if you are working on the Blink action you
make the eyes do a variety of movements such as blink,
rotate the bone to the other extreme, and then adjust
dilation, sideways, and up-down. Tags have been put on
the points in the Lids layer to close the eyelids. When you
the bones to show what the bones are used for, but this
go back to the timeline and move the bone, it closes the
is not necessary. The bones aren’t really being used as
eyelid.
bones, but they are being used as control levers.
The bones were initially created with the bone strength Smart Bones and Binding
set to zero. Each of the bones was assigned a name (the
name isn’t really important but helps you keep track of the The original type of binding used in Moho 1.0 was a direct
actions that the bones are intended to control). When you binding method. With direct binding, each point can
Chapter 5: Bone Tools
100 Anime Studio Pro 10
Users Manual
be bound directly to one particular bone. When that need to delete and recreate the smart bone actions, or at
bone moves, the point tracks that bone exactly, without least review them carefully and tweak them to make sure
influence from any other bones. they still look good with the new point binding. As a general
rule of thumb, we recommend that you get the rig to work
Flexible binding was introduced in later releases of Anime
as well as you can first. Adjust bone position, strength and
Studio, and is now the default behavior. The benefit of this
point binding first, and commit to them before you set up
type of point binding is that it’s relatively easy to make
any smart bone actions.
points bend smoothly around joints in a bone structure.
With this method, every bone has some kind of influence
on every point. Points that are closer to a given bone are
more influenced by that bone; but bones that are far away
from certain points can also move those points a small
amount. Bone strength also plays a part in how much each
bone controls each point.
Here’s where the type of binding matters: When bones
move points, that movement is going to be different
depending on the type of binding. When you set up a
bone rig with smart bones, the smart bone actions get set
up as movement relative to the bone rotation.
If you set up smart bones, but then later change the type
of binding on the points, the smart bone actions will no
longer be meaningful. Because the basic point motion
changes when you change binding, you’ll get unexpected
results when you apply an action that was designed for a
different point motion on top of that.
If you need to change the type of point binding for vector
layers when working with smart bones, you will generally
Chapter 5: Bone Tools
101 Anime Studio Pro 10
Users Manual
Chapter 6: Layer Types Of course, most standard image and movie formats
are not vector-based, so when you’re done working on
a Anime Studio project, it must be rendered to create
Drawings in Anime Studio are vector-based. Vector a traditional pixel-based image. During the rendering
drawings are different from pixel-based images (like a process, Anime Studio can apply various effects to the
photograph) in that they use lines and curves to represent objects, such as shading and blurring.
a picture, rather than a grid of colored pixels. This Anime Studio is designed in such a way that projects
difference makes a lot of things easy in Anime Studio that are split into layers. You can have many, many layers in
would be difficult or impossible to do with a pixel-based a Anime Studio project, each representing a different
image. element in a scene or animation, such as background
First of all, since an Anime Studio drawing is represented scenery, a character, or a title. Some layers can even
as a bunch of curves, you can reshape the curves at any contain other layers, so a more complex object, such as
time, without ever losing precision. Also, Anime Studio a character, might contain separate layers for each arm
projects are relatively small, even for complex animations and leg.
- this means Anime Studio doesn’t require much memory
even when working on a long movie. Vectors also have
benefits when it comes to animation. By moving just a few Layer Types
points, you can totally change the shape of an object
Anime Studio currently supports the following types of
over time.
layers:
You’re not restricted to vector artwork, though - Anime
Studio also has Image Layers. Using this type of layer, you • Vector Layers are used to hold vector-based artwork.
can work with regular images within an Anime Studio These are the main type of layer you will use to create
project. So, Anime Studio is not strictly vector-based, but drawings. See “Vector Layers” on page 104 for more
you will probably still use mostly vector layers, as image information.
layers are not as flexible when it comes to animation.
You can use the Scripts > Draw > Simplify Bone Layers contain skeletons that are used to
Curve menu command to reduce the control the artwork in your vector and image layers.
number of points in a complex Vector layer. You manipulate skeletons as if they were “puppets”
by bending arms and legs to make a character
move. See “Bone Layers” on page 107 for more
Image Layers can be used to bring in images
information.
from other applications. Image files created in 3D
programs or photo editing applications can be used
in Anime Studio with Image Layers. See “Image Right-click a Bone layer in the Layers window
Layers” on page 105 for more information. to quickly convert it into a Switch layer.
• Group Layers (Anime Studio Pro only) are used to Switch Layers are just like Bone layers, except they
group together multiple layers. If you created 20 will only display one of their sub-layers at a time.
layers with trees for example, you could put them all Switch layers are an excellent way to perform lip-
in a Group Layer and call it a forest. Group layers are sync animation. Which sub-layer gets displayed is
a useful tool for organizing a complex project. See controlled by a switch data file. You can create this
“Group Layers” on page 106 for more information. data file by hand, or better yet, use a lip-syncing
program like Papagayo. See “Switch Layers” on
Right-click a Group Layer in the Layers page 109 for more information.
window to quickly convert the Group layer
into a Bone or Switch layer.
• Particle Layers (Anime Studio Pro only) are used as a
way to simulate water, sparks, smoke, crowds, or any
number of effects that can be made up of many small
objects. A Particle layer behaves somewhat like a
Group layer, but instead of displaying each of its sub-
layers, it can display many, many copies of each sub-
layer arranged in sort of a “spray” formation. The sub-
Chapter 6: Layer Types
103 Anime Studio Pro 10
Users Manual
layers appear to be moving outward from the origin of etc. created with Anime Studio’s vector layers. See
the Particle layer. For more information, see “Particle “3D Layers” on page 117 for more information.
Layers” on page 113
• Note Layers (Anime Studio Pro only) are like sticky Enhanced Layer Alignment
notes in Anime Studio. You might use a note layer
when you want to leave a note for yourself or another
Features
animator. For example, you might create a note layer The Layer Alignment features in Anime Studio assist in
at a particular frame that needs some work, or to alignment when using 2D to 3D conversions. New layers
describe why a character is set up in a particular way. align to face with the current camera view. This allows you
See “Note Layers” on page 116 for more information. to create more complex 3D objects in your Anime Studio
scenes.
• Audio Layers allow you to add a sound file to your
project. When adding an audio layer you will be To demonstrate, try this:
prompted to select an audio file.
1. Create a new Anime Studio scene.
• Patch Layers allow you to arrange layers so that part of
2. Use the Draw Shape tool to draw a box in the scene.
a layer can appear behind a layer, and another part
of the same layer can appear in front of a layer. They 3. Use the 2D to 3D conversion features to extrude the
are used in conjunction with the Character Wizard, but 2D box into a 3D box. To convert a 2D vector layer to
can also be used in other ways. 3D, double click on the layer in the Layers Window and
click on the 3D Options tab. Then select ‘Extrude’ from
• 3D Layers (Anime Studio Pro only) can be used to
the 3D Conversion drop down menu.
import 3D objects that were created in a 3D modeling
program. Use the File > Import > 3D command to 4. Use the Orbit Workspace tool to rotate the camera
create a 3D Layer. 3D models can be a good source so that you are looking at the 2D box from a different
of background scenery. Or, use a 3D model for a angle.
character’s head, and decorate it with eyes, mouth,
Vector Layers
movie file, Anime Studio will use the movie’s alpha channel
(if present) to composite the movie with other elements in
the scene.
Group Layers
Group layers are used to group together multiple sub-layers
so that they can be manipulated as one. They’re also very
useful for organizing complex projects. You can think of a
group layer as a folder that can contain files (layers) and
other folders (more group layers). When you move a group
layer, turn it invisible, or apply an effect (such as a layer
shadow), these are all applied to every layer contained
within the group.
Image Layers
Group Layers
Bone Layers
Switch Layers
A bone and vector setup
Switch layers are used to group together multiple layers,
much like Group layers. However, switch layers have
an interesting twist: only one of their sub-layers can be
displayed at a time.
Anime Studio includes several sample mouth sets for doing • You no longer need to select a switch layer’s
lip-sync with Papagayo - take a look at those files to see active child in the Layers palette. You can now
how a switch layer should be set up. Also, check out the lip- simply ALT+COMMAND/CTRL+Right-click on it in the
sync tutorials included in this manual. workspace.
Switch layers have a feature that allows for smooth
• When a layer is added to an empty switch group, it
switching. To use this feature, all the sub-layers need to be
becomes the active child at frame 0.
Vector layers, and they need to have the same number
of control points. Then, when switching, Anime Studio • When a new layer is created inside a switch group,
can smoothly transition between sub-layers. To enable Anime Studio will assign a unique name (which is
this feature, turn on Interpolate sub-layers in the Switch necessary for proper switch group functionality).
layer’s properties dialog. An example of using this feature is
included in one of the mouth sets mentioned above. • When a layer inside a switch group is renamed, the
switch animation channel is updated to use the new
Switch layers can be set up with skeletons, just like bone
name to preserve existing switch animation.
layers. More accurately, a switch layer is a bone layer, just
a specialized one. If you add bones to a switch layer, you • When a new layer is created inside a switch group at
can use them (for example) to change the shape of a a frame other than zero, that new layer is not marked
mouth as it speaks, bending it into a smile or a frown. invisible prior to that time. (The switch layer takes care
Don’t feel restricted to lip-sync animation with switch layers. of its visibility, so setting it separately is redundant and
They have a lot of potential uses (controlling eyes, syncing makes it difficult to re-time the frame-by-frame effect.)
to music & sound effects, switching between different
hand gestures, etc.). • When a new shape is drawn in a vector layer inside a
switch group at a frame other than zero, that shape will
Improvements to switch layers now include behaviors that not be set invisible prior to that time. (Same reasoning
will make them work better for frame-by-frame animation. as for new layers.)
These improvements include the following changes and
enhancements:
Particle Layers
Particle layers are a way to simulate such effects as flowing
water, fire, bubbles, or other effects that you can imagine
Particle Layers
are made up of many small objects. A particle layer is like
a group layer in that it can contain sub-layers. However,
instead of just displaying its sub-layers as they are, a The direction that a particle layer sprays its particles is
particle layer will automatically animate its sub-layers so illustrated below.
that they appear to be flowing outward from the particle
layer’s origin.
• Particle Count: The total number of particles visible at • On at start: Whether the particle layer should be on at
any one time the start of the animation
• Preview particles: The number of particles displayed in • Full speed start: If the layer is on, this checkbox
the working view (a smaller number than Particle count indicates if it should be running at full speed, or just
keeps the working view from slowing down too much) starting
• Lifetime (frames): The number of frames before a • Orient particles: If checked, then the particles will
particle is recycled and sent back to the source. If set rotate to face the direction they’re moving in
to zero, the particles will keep going for the duration of
the animation. • Free-floating: If unchecked, then the particles will be
tied to the particle layer if it is moved
• Source width: The width of the spray source
• Evenly spaced: if checked, then the particles will be
• Source height: The height of the spray source released in even time increments
• Source depth: The depth of the spray source. If set to • Randomize playback: Normally, particles will start
a number greater than zero, then some particles will their animation from the beginning when they are
appear closer to the camera than others. first created. If this box is checked, then particles will
start playback at a random time. This is useful when
• Velocity: The speed that particles start at (a value of 2 simulating things like crowds of people when you use
will cause a particle to cross the entire screen vertically effects (see “Effects” on page 149 in your Anime
in one second) Studio Tutorial Manual).
• Velocity spread: The amount of random variation in • Use Base Layer as Source: Check this option if you
the particles’ velocity want to use the bottommost layer as a shape that
generates your particles. For more information on
• Damping: This acts kind of like air resistance, or
this feature, see “Tutorial 6.4.2: Custom Particle
backwards acceleration
Note Layers
By default, Note layers do not appear in final rendered
Anime Studio’s Note layers work kind of like sticky notes. output, so your audience doesn’t need to see your
You can add a note layer to remind yourself of something comments to yourself. However, if for some reason you
you need to work on, or to explain to other animators some do want a note to appear in the final product, you can
important aspect of your project file. If you add a note do that by unchecking Don’t render this layer in the Layer
layer at a frame other than zero, the note will only appear Settings dialog.
starting at that frame. That way, you can add notes that
refer to specific parts of your animation (ex. “Use more
exaggeration here!”). 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 When importing OBJ files, Anime Studio will also load any
appears in the timeline 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
Audio Layers use 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 For further information on importing 3D objects within
camera moves around it), you actually see that backside Anime Studio Pro please see the Anime Studio Tutorials
of the model. Anime Studio supports importing OBJ files section at http://my.smithmicro.com/tutorials/.
into 3D layers - OBJ is a common 3D file format that most
3D programs can read and write.
When preparing a 3D model for use with Patch layers are intended for use when you are
Anime Studio, it’s usually a good idea to constructing a character such as a humanoid figure. For
triangulate the model before exporting it as an OBJ example, let’s say you are drawing different body parts on
file. This will eliminate any problems with concave or different layers in a bone group. The head is on one layer,
complex faces. the torso on another, upper left and right arms on their own
layers, and so on. Each layer has its own outline and fill.
However, when one joint meets another joint, there are
Patch Layers outlines that overlap with other body parts. This is where
patch layers come in, because you can blend the two
Patch layers are used in the Character Wizard to create layers together and “hide” the line where they connect.
objects that appear both in front of and behind objects on
Look at the following example, which shows a number of
another layer. You can also create patch layers manually.
body parts that are placed inside a Bone layer named
Skeleton.
Patch Layers
Let’s say you want to blend the area between the torso
and the right upper arm (Upper Arm R), which appears
directly above the torso in the Layers window. To do this,
you would follow these steps:
1. Select the Upper Arm R layer, so that the new Patch
layer will appear above it.
• To rotate a layer: Click in the area between the inner When you are working with a 3D camera, the
and outer rectangles, and drag up, down, left, or right original plane of the object might not be the
to rotate the layer around its origin point. best place to move the object. You can use the
Pan and Tilt camera tools to position the camera
• Hold the Shift key while rotating to snap the rotation to along the plane in which you want to move the
45 degree angles. object, and then use the Transform Layer tool to
move the object along the plane of the camera’s
• To scale a layer: Click one of the corner handles to
current view.
scale the layer uniformly. Drag a handle on the top,
bottom, right, or left edge of the rectangle to scale the
If the Show Path box in the tool options area is checked,
object horizontally or vertically.
then the motion path for the current layer will be displayed
• Press the Alt key while scaling to maintain the volume in the working area when this tool is active. This makes it
of the object while you scale ... in other words, if easier to visualize and plan out the motion of a layer.
you increase the height of an object, the width will Direct Path Editing: To edit the motion path directly, hold
decrease; or if you increase the width of an object, the down the Ctrl key (Windows) or Cmd key (Mac) , then
height will decrease. click and drag anywhere on the motion path to adjust the
curve that the layer will follow through space.
Nudging: When this tool is active, you can nudge a
layer by small increments by holding down the Ctrl key
(Windows) or Cmd key (Mac) and pressing the arrow keys.
Hold down Shift in addition to Ctrl/Cmd to nudge the layer
by a greater increment.
Transformation
Tool Options (for Translating) • Scale Y: Allows you to enter a numeric value for scaling
along the Y axis.
• Flip Layer Vertically: Click this button to flip vertically. If a layer follows a path, an extra squiggly line
will appear on top of their icon in the Layers
palette.
Follow Path
This tool allows you to assign any layer to follow a path in
your scene. You will need two layers, one with the path,
and the other with the object that will follow the path.
You can click and drag left or right with the Follow Path
tool to position the object along the curve at any point.
You can then move to a later frame in your animation and
set the object to a new position. This allows you to animate
the object travelling along the path.
You can set the object to rotate so that it follows the path. You can also combine path following with
Double-click the object’s layer in the Layers window, which the Stroke Exposure tool, and expose the
opens to the General tab. Check the Rotate to follow path stroke of the curve while the object moves along the
option in the Options section of the Layer Settings dialog path.
and click OK. This causes the object to automatically orient
itself to follow the path to which it is assigned.
If you hold down the Alt key while clicking on
a curve, the object will now bend along the
curve. This allows for text bending, characters that
warp along a path (like a snake), and so on. You
can animate this effect. For example if you go to
another point in the timeline, you can Alt-click
somewhere else on the curve.
Rotate Layer XY
Click and drag up and down to rotate the layer around
the X (horizontal) axis. This is a true 3D rotation, so that one
half of the layer rotates into the screen and the other half
out of the screen.
Click and drag side-to-side to rotate the layer around
Press the Alt key while using the Follow Path tool to bend the
the Y (vertical) axis. This is a true 3D rotation, so that one
object along the path
half of the layer rotates into the screen and the other half
out of the screen. You can verify this by using the Orbit
Workspace tool to change your view of the scene.
Tool Options
Tool Options
Layer Selector
The Layer Selector helps you quickly find and edit the Layer Selector
vector, image, and 3D content in your layers. It is very
helpful, especially when you have dozens or hundreds of
layers in your project and can’t remember which layer a
specific shape appears on.
Inserting Text and Word Balloons
Anime Studio allows you to enter text in your projects. While
This tool can be also be used by Alt+Right-
doing so, you have the option to automatically create a
clicking on the object that you want to
word balloon that encloses the text.
select.
The following example explains how you can add text and
You can Alt+Right click any layer type that has visible a word balloon inside a project:
contents. If you click a shape that appears in a Bone 1. Choose one of the following to open the Insert Text
group, for example, it will select the vector layer that dialog:
appears within that Bone group.
There are no options for this tool. Simply click on the object Click the Insert Text Tool, located in the Layer Tools
you want to select, and its layer is automatically selected section.
for editing. If there are multiple objects in the layer, the
object that you click on is the selected object.
Insert Text
3. Enter the text in the Text field. The project window will
update as you type.
If your text is added as a vector object, you Create Text Layer: With this option checked. a
can use the Freehand tool and Delete Edge new text layer will be created, and you can easily
tool to create uniquely colored text. First, create edit the text afterward. To do so, open the Layer
your text as normal, making sure that there is a Settings dialog and click the Text tab to make your
stroke on the text. Then use the Freehand tool (with changes.
its Auto Weld option on) to slice the text or letter up
Scale: Use the Scale slider to increase or decrease
into shapes that you can color differently. Finally, use
the text size, or enter a scale value in the Scale
the Delete Edge tool to remove the lines that hang
field.
out from the edges of the text. See “Freehand” on
page 35 and “Delete Edge” on page 41 for Leading: Use the Leading slider to adjust the
more information on how to use those tools. spacing that appears between multiple lines of
text. Move toward the left to decrease space,
and toward the right to increase space. Negative
values are also valid.
Create colorful text using the Freehand and Delete Edge tools 6. Additional word balloon options (custom for each
with the Insert Text tool. word balloon type) appear beneath the selection.
These options allow you to change the appearance
of the word balloon. For example, you might find
Chapter 7: Layer Tools
136 Anime Studio Pro 10
Users Manual
options that affect the appearance and placement 7. Use the following settings to determine the color and
of the balloon tail, or whether the outer edges of the size of the word balloon:
balloon are smooth or cloud-like. Each of these balloon
morphs are set to zero, initially. You can move the dials
in any combination to change the appearance of the
balloon. The preview window updates as you make
your changes. The text will appear in your document,
pre-filled with the current fill color and style, and it can
be resized and positioned just like any other object.
Choose a word balloon type, if desired, and use the balloon Custom Stroke: Check this option if you want to
morphs to customize its appearance. select a stroke (outline) color for the balloon. Click
• If you want to add morph targets to your word balloon, gradient shape will be copied to the clipboard in a
you will need to use the Window > Actions command Web color format. You will then be able to paste that
to open the Actions window. Use the New Action property into the Color Picker to assign that color to a
button in the Actions toolbar to design single-frame fill, stroke, or project background color.
animations that you can use for your morph targets.
For further information on this process, see “Creating
Morphs” on page 303.
Eyedropper
To use the Eyedropper, click on a shape to copy its
parameters.
Hold the ALT key to push the current color.
Chapter 8: Special
Tools
Anime Studio includes a number of special tools that are
available in specific circumstances. These tools appear in
the Special section of the tool palette when the conditions Reset tool options.
are met. The sections that follow describe how these
special tools are uses.
Poser
extension, depending on whether you use compressed files After the Poser scene has been imported, the Poser tool
or not. In Anime Studio, choose the File > Import > Poser is enabled in the Special section of the tool box. You can
Scene command, and select the scene that you saved click one of the body parts to rotate it with the Poser tool,
from Poser. or you can use the Poser Parameters dialog (Window >
Poser Parameters) to rotate or scale the selected body part
Poser scenes that use dynamic hair are very through the use of sliders.
resource intensive. If your Poser scene uses
dynamic hair or other resource-intensive features, be
careful not to use extreme settings.
Particle Layer
Switch Layer
Tool Options
Click with the Image Masking tool to mask out areas of the
Import an image into your Anime Studio scene
image that you want to hide
points follow the items you want to track. When you see a
problem, don’t worry ... there are ways to fix them!
Markers after they are adjusted (SWF file) The tracking point loses focus after reaching the paper on the
wall (SWF file)
Re-syncing Tracking Points To fix this type of problem, you scrub through the timeline
until you find the point where it loses track. In the next figure
You may also find instances where the tracking points go you see the spot where the thumb appears to blend in with
out of sync with the tracked object. The most likely cause the paper. This is the area that causes the tracking point to
for this is when the tracked area touches or passes over lose sync with the thumb.
another area in the video that is very close in color. For
example, when the tip of the thumb goes in front of the
paper on the wall, there are similar 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.
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 frames until you reach a point where there is Sometimes color similarities occur for a period that is longer
more contrast. Then drag the tracking point to position it than a couple of frames. For example, in our video there is
where it should be. When you press Play, the tracking point a segment where the thumb passes across the face. This is
will continue tracking from there. a much larger area where there is very little color contrast
between the tracked object and the area it passes over.
The solution here is slightly different. You can use
interpolation to calculate the path between two good
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.
Here we move to the point just before the thumb passes over
the face ..
... and we delete the keyframes that occur until the thumb
reaches the other side of the face
an exclamation point to a new layer. Now we want the want the origin of the exclamation point to track the Wrist
exclamation point to follow the hand in the video. point. So, we select Wrist here and choose OK. When
we play the result, the origin of the exclamation point
To assign the layer that will track the points, choose
(represented by the crosshairs) tracks the wrist.
Animation > Track Layer to Video. The Motion Tracking
dialog lists the videos in your scene (in this case, there is
only one).
The exclamation point now follows the wrist, and points in the
same direction as the thumb (SWF file)
The secondary tracking point can control the angle or scale of Offsetting the Origin
the tracked layer. We want the thumb to control the angle of
the exclamation point You can use the Transform Points tool in the Draw panel to
move the tracked object away from the origin. The origin
The following movie shows the results of our selections. Now still tracks to the two tracking points, but the object that
when you play the movie, the origin of the exclamation you are tracking can be offset.
point follows the wrist, and the angle of the exclamation
point is follows the angle line from the wrist (primary
tracking point) to the thumb (secondary tracking point).
You can offset the object from its origin with the Transform
Points tool
Chapter 9: Camera
and Workspace Tools
Workspace Tools
Change your view of the workspace Zoom Workspace
The last group of tools in the toolbar is always available, The Zoom Workspace tool is similar to the Pan Workspace
regardless of the current layer type or the current selected tool: it moves your view of the project, without modifying
object. These are the Workspace tools, and are used to the objects themselves. With this tool, dragging the mouse
control your view of the project, but don’t actually modify left or right zooms your view of the project in and out.
the project itself.
A shortcut for the zoom tool is to click and drag left or
right in the working area using the right mouse button
Pan Workspace while holding down the shift key - it’s a quick way to zoom,
regardless of what tool is selected in the toolbar.
When the Pan Workspace tool is selected, you can click
and drag in the working area to move the project side
to side and up and down. Note that this isn’t the same as
moving the objects in your project - only your view of them
is changing, not where they appear in the final image. A
shortcut for the Pan Workspace tool is to click and drag Zoom Workspace Tool
in the working area using the right mouse button - it’s a
Chapter 9: Camera and Workspace Tools
157 Anime Studio Pro 10
Users Manual
Anime Studio
Windows
Overview
The Anime Studio interface has various windows that are
used for controlling different aspects of a Anime Studio
project. In this chapter we’ll briefly describe some general
components of the Anime Studio project window.
The more complex parts of the Anime Studio interface, Anime Studio Pro interface
such as the Layers window, have their own chapters that
follow this one. Although this chapter will describe how the
main window works, it won’t go into detail about creating
a drawing or animation. Working Area
Most of the Anime Studio project window is taken up by
the working area. This is the region where you will create
and view your drawings and animations. In every project,
even an empty one, two items will be displayed in this
area. The first is a cross marking the center of the currently
active layer. The second is a blue rectangle that indicates
the visible region of the project. Only objects that are
within this rectangle will appear in your final animation.
Working Area
Toolbar
Although every project has a fixed image size (for example The toolbar to the left of the main Anime Studio window
640x480 pixels), the working area is basically an endless is where you select which tool you want to work with. The
flat space on which you can draw and animate. The blue available tools will change depending on whether you’re
visibility rectangle mentioned above indicates the actual currently animating, which objects are selected, and what
image area for the project. While working, you may want type of layer is currently active. The purpose and use of
to zoom in or out to see more or less detail in your project. A each tool is described in the following chapters:
quick way to do this is by using your right mouse button. By
dragging the right mouse button in the working area, you • Draw Tools: See “Chapter 3: The Draw Tools” on page
can move around from side to side. If you hold down the 24
shift key while right-clicking and then drag left or right, you
can zoom in and out. If you want to restore a reasonable • Fill Tools: See “Chapter 4: Fill Tools” on page 52
overall view in the working area, press the Escape or Home
• Bone Tools: See “Chapter 5: Bone Tools” on page 73
Chapter 10: Anime Studio’s Main Window
161 Anime Studio Pro 10
Users Manual
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
so on up to the top. When two layers contain objects that At the left side of a layer’s entry in the list is a visibility
overlap, this ordering determines which object is in front control, which controls whether a layer is visible or not. If
and which is behind. a pair of eyes is visible in this box, any objects drawn in
the layer will appear in the main Anime Studio window,
Each layer is represented in the list with an entry that looks
as well as in any rendering of the project. If you click this
something like 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.
A single layer in Anime Studio To the right of the visibility control is an icon that indicates
what type of layer each entry in the layer list is. The
Only one layer can be edited at a time in the Anime Studio different types of layers include vector, image, group,
working area. The layer currently selected for editing (the bone, switch, particle, 3D, and note layers.
active layer) is displayed in a highlighted color. To select a Certain types of layers act as groups, and can contain
different active layer, just click on its entry in the layer list. A other layers within them. (You can think of them like folders
layer’s entry provides you with three pieces of information: on your hard drive.) These layers have a triangle on their
what type of layer it is, its name, and whether the layer is left side. Clicking this triangle opens and closes these group
visible.
Chapter 11: Layers Window
168 Anime Studio Pro 10
Users Manual
The following rules apply when you are making changes to • Where settings are grouped, any change to one of
multiple selected layers: those grouped settings will cause all settings within
that group to change on all of the selected layers.
• If different layer types are selected, the Layer Settings For example, the Outline section of the General tab
window will only display the tabs that apply to the groups three settings together: Outline On, Width, and
primary layer. For example, if your primary layer is a Color. If you change the outline color, Anime Studio
vector layer but you have image layers as secondary will also update the outline state (on or off) and outline
layers, the Image tab will not be displayed. However, width to all of the layers when you click Apply or OK.
you will be able to edit settings that are common to Settings are grouped as follows:
image and vector layers in the Vectors tab.
Outline (“General Tab” on page 174): Outline
On, Width, and Color.
Colorizing (“General Tab” on page 174): Colorize If you make any settings in the Image tab that
Layer, and Color. apply to videos, they will only be modified in
secondary image layers that have video files as their
Layer Shadow (“Shadows Tab” on page 184):
sources.
Shadow On, Offset, Blur, Shadow color, Shadow
threshold, Expansion, and Shadow direction.
All Settings in the 3D Options tab (“3D Options”
Layer Shading (“Shadows Tab” on page 184): on page 204): Any changes that you make in
Shading On, Offset, Blur, Shading threshold, the 3D Options tab will be applied only to other
Shading color, Contraction, Inverted, and Shading layers if they are the same type as the primary
direction. layer. For example, if the primary layer is a 2D
3D Shadow (“Shadows Tab” on page 184): vector layer, the changes that you make in the 3D
Perspective shadow on, Blur, Shadow threshold, options tab will only be applied to 2D vector layers.
Scale, Shear, and Color. If the primary layer is a true 3D layer (such as an
imported Poser scene), the changes will only be
Motion Blur (“Motion Blur Tab” on page 188): applied to other true 3D layers.
Motion blur on, Frame count, Frame skip, Start
opacity, End opacity, and Blur radius. Physics Settings (“Physics Tab” on page 206):
Enable physics, Gravity direction, Gravity
Depth Sorting (“Depth Sort Tab” on page 197): magnitude, Use baked physics.
Sort layers by depth, Sort by true distance, Enable
animated layer order.
here, and the name will appear in the layer list after
you click the OK button. Good names make working
with large projects much easier. Examples of layer
names might be Background, Body, or Head.
• Don’t render this layer: If this box is turned on, then the
layer will not appear in any rendered/exported movies.
This option is usually used for some kind of helper layer.
For example, you might draw a layer with some guide
lines to help you draw and animate a scene, but you
don’t want those guides to appear in the final output.
Note layers have this option turned on by default.
General Layer Settings • Allow animated layer effects: When checked allows
you to animate layer effects by varying settings
• Name: This field allows you to change the name of the through the timeline. When unchecked, layer effects
layer. You can type in any name for the layer you want do not animate.
Compositing Effects
This group of controls allow you to change certain layer
properties over time. When you modify any of these at
a frame greater than 0, you will add a keyframe to the
corresponding layer effects channel. For example, if you Compositing Effects
go to frame 1 and uncheck Visible, then go to frame 20
and re-check Visible, that layer will not appear in the final
animation until frame 20. • Visible: Controls whether a layer is visible in the final
output. It is important to note that this checkbox is
totally independent of the visibility box displayed in the
layer list: these are two separate notions of visibility,
and don’t affect each other at all. The visibility control
in the layer list is meant for your editing convenience:
you can turn one layer off while you work on another.
The visibility checkbox in this dialog is meant to allow
certain effects during an animation. For example, if you
had a layer with a drawing of a glowing lightbulb, you
could uncheck the visibility of this layer at frame 1, then
Outline
With Auto Shading
The General Tab of the Layer Settings dialog displays the
following options for outlines:
• Threshold: Works in conjunction with blur, and can be
used to produce smoother transitions in corners. The
more an object is blurred, the more the threshold will
have an effect. The blur is computed first, and then
the threshold is added on top of it to smooth out the
overall shape.
Outline Options
Colorizing Options
blurring of objects with different distances from the Face Image Plane X Axis: Rotates the layer on its
camera. This option allows you to turn off this effect for X (horizontal) axis as best it can to keep the layer
any particular layer. parallel to the camera plane.
• Rotate to face camera: In previous versions of Anime Face Image Plane Y Axis: Rotates the layer on its
Studio, a layer would pivot only on the Y axis and face Y (vertical) axis as best it can to keep the layer
the center of the camera. In Anime Studio 9.5.2 or later, parallel to the camera plane.
you can choose different pivot axes, and the layer Face Image Plane Free Rotate: Rotates the layer
can face the camera center or the image plane. This on both its X (horizontal) and Y (vertical) axis as
can be useful when using Anime Studio’s 3D camera - best it can to keep the layer parallel to the camera
especially for scenery-type objects. Trees, for example, plane.
that always face the camera can save you a lot of
work. Choose a rotation option from the popup menu: In the diagrams that appear below, the X
and Z Axes are shown in red and blue. The Y
No: Turns off the Rotate to Face Camera feature.
axis points straight up, so being that we are looking
Pivot X Axis: Rotates the layer on its X (horizontal) at the scene from the top, the Y axis points at you.
axis as best it can to make the layer’s Z axis point at The black pyramid represents the camera view, with
the camera. the point of the pyramid representing the eye. An
image plane appears in front of the camera. This
Pivot Y Axis: Rotates the layer on its Y (vertical) axis
image plane is like film, and represents where the
as best it can to make the layer’s Z axis point at the
rendered image gets focused.
camera.
In the first image, the camera is in its default position When the camera is moved to the left of the scene,
and rotation. Layer A, which has the Rotate to Face and rotated to face the center, the image plane
Camera feature off, will not move when the camera also rotates to the same angle. Notice now that
is moved. Layer B, which is set to rotate on the Y axis, Layer A remains in the same position because
turns to face the camera. Layer C, which is set to Rotate to Face Camera is off. Layer B, which is set to
rotate with the image plane, is rotated the same as rotate with the Y axis of the camera, rotates to face
the image plane. the new position of the camera eye. And Layer C,
which is set to rotate with the Y axis of the image
plane, rotates in parallel with the image plane.
An Anime Studio scene viewed from the top, with the camera
moved to the left side
Shadows Tab
The controls in this tab allow you to apply automatic
shadows and shading to an entire layer.
Layer Shadow • Blur: Determines how hard or soft the edges of the
shadow appear.
This section lets you apply a drop-shadow effect to a layer.
The options are: • Shadow Threshold: Works in conjunction with blur,
and can be used to produce smoother transitions in
corners. The more an object is blurred, the more the
threshold will have an effect. The blur is computed first,
and then the threshold is added on top of it to smooth
out the overall shape.
• Offset: Controls how far the shadow appears from the Layer Shading
actual objects. A larger offset makes objects appear
higher up above the layers below them. This section is similar to the “Layer Shadow” section above.
However, instead of producing a shadow effect behind
the layer, these controls let you apply a shading effect on • Shading Threshold: Works in conjunction with blur,
top of the layer. and can be used to produce smoother transitions in
corners. The more an object is blurred, the more the
threshold will have an effect. The blur is computed first,
and then the threshold is added on top of it to smooth
out the overall shape.
• Shading On: Checking the “Shading on” checkbox will • Shading Direction: Controls the direction the shading
make all objects in the layer appear shaded, giving appears. Just drag the knob in circles to change the
them a rounded edges effect. direction of the shading.
shadow area. You can animate this feature by applying The settings for perspective shadows are as follows:
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 in the air.
3D Shadow options.
• Mask this layer: Clip this layer against the current mask.
• + Clear the mask, then add this layer invisibly to it: • Use additive masks only (use Hide All, instead of Reveal
All)
• Exclude Strokes: Check this option to exclude outlines
from the mask. • Don’t use any of the following modes for child layers in
the group:
• Expand mask by a pixel: Adds an additional pixel
around a layer mask. Subtract from mask
• Noisy Outlines and Noisy Fills: The first two checkboxes • Interval (Frames): When vector noise is set to be
turn on noise for outlines and/or fills. If you turn on animated, you can set an interval so that the noise
both of these, all the shapes in the layer will become changes every nth frame, with n being the number
distorted. However, if you check only one, the effect that you enter in this field. Increase the number to
will look like someone was coloring but didn’t stay in reduce the amount of noise.
the lines. The circle displayed on the right side shows a
preview of what your noise effect settings will do to the • Line Count: Tells Anime Studio to draw a number of
final drawing. (The best way to understand this feature lines, distorting each in a different way.
is to just start clicking the checkboxes and watch the
• Gap Filling: Sometimes two shapes are drawn that line
circle.)
up exactly side-by-side with no overlap whatsoever. In
• Animated noise: Controls whether the noise factor will some situations, a small crack can appear between
vary over time in your animation. This can lead to either them. Turn this option on to enable Anime Studio to fill
a very distracting look, or a very sketchy, free-form in these cracks.
one, depending on your tastes. Again, experiment with
• Legacy Curves: Switches a layer back to the curve
this and watch the circle.
drawing method used in Anime Studio 7 and earlier.
• Extra Sketchy: (Associated with noise settings). Creates Documents created in Anime Studio 7 and earlier
gaps in the outlines. If you have a curve being drawing should open in the application with this option turned
you might actually have little gaps in it. on so that the existing artwork does not suddenly
change.
• Offset: Determines how far in pixels (on average) your
drawing will be distorted from its original shape.
Depth Sort Tab
• Scale: Determines the “jaggedness” of the distortion.
Larger scale numbers will result in smoother, lumpier This tab is only available for group and bone layers. Depth
distortion, while smaller numbers will give you a more Sort has two controls that can be used with Anime Studio’s
scribbled look. 3D features.
Image Tab
Depth Sort Layer Settings
This tab is only available for image layers. There are five
options in this tab.
• Sort Layers by Depth: Allows sub-layers to move in
front of and behind each other during an animation.
Chapter 12: Layer Settings
199 Anime Studio Pro 10
Users Manual
reaches the last frame of the movie in the timeline. Toon Settings
When unchecked, the movie will no longer appear in
the project after the playhead moves beyond the last The Toon Effect filter is used with images and movies. Load
frame in the movie. an image or movie into a new layer. Open the Layer
Settings dialog to the Image tab and check the Toon Effect
• Premultiplied Alpha: If an imported movie has an alpha option. The image or movie will be processed through the
channel and the edges look bad after importing, it Toon Effect filter.
may be because the movie has premultiplied alpha.
Check this option to improve appearance.
Switch Tab
• Select Audio Sync Source: Lets you select a data
This tab is only available for switch layers. file used to control the switch layer. A data file is not
required (you can control a Switch layer manually by
right-clicking its entry in the Layers window), but if you
do want to use a data file you have two choices:
Note Tab
This tab is only available for note layers, and lets you
change the text label in the note.
Physics Settings
Bones Tab
Chapter 12: Layer Settings
208 Anime Studio Pro 10
Users Manual
Bones Settings
Bones Settings
Shapes
• <None>: This option deselects all saved styles. • STYLE: In this mode the style you define will either
create a new style or edit an existing one, depending
• List of style names: If you have created any saved on the option you select from the style management
styles there will be a list of their names. Selecting one of drop-down menu.
these will open that style for editing.
• Name Field (4)
Window Mode Indication (3) The name field allows you to name or rename any
selected shape or style and displays any existing name. It is
This indicates the current mode of the Style Window. There only active in SHAPE or STYLE mode.
are three modes:
Name Field
Window Mode Indication
Color Picker
The color picker allows you to select the color and
transparency of the fill or stroke of your style. The large field
to the left is where you can chose the color saturation and
Chapter 13: Style Window
216 Anime Studio Pro 10
Users Manual
Fill Color Override Checkbox (7) • When a style is applied any overrides checked in that
saved style will override those properties in the shape
If checked, the color displayed in the fill color selector will or default.
override any other fill color in the style.
• STYLE: In this mode the override determines what This is followed by a list of fill effects. Some fill and line
properties are included in the saved style. There is an effects can be animated, with keyframes being added to
override for fill, stroke (see 12), and line width (see 14). the timeline when you change colors, blur radius, angles,
You can create styles with any combination of these offsets, blurs, and more.
properties.
Expanded Menu
• Threshold: Works in conjunction with blur, and can be Halo Effect Options
used to produce smoother transitions in corners. The
more an object is blurred, the more the threshold will • Inset Radius: Adjusts the radius of the inner area
have an effect. The blur is computed first, and then
the threshold is added on top of it to smooth out the • Blur Radius: Adjusts the softness around the halo
overall shape.
• Halo Color: Click the Color chip to select a color for
the halo.
• Halo Only: Check this option to only add the halo • Type: Allows you to choose one of four types of
effect without the fill. gradient effects:: Linear, Radial, Reflected, or Angle.
The preview shows an example of each type.
Gradient Fill Effects
• Allow transparency: Check this option if you want the
Gradient fill effects can be animated and can also gradient to appear partially or completely transparent
respond to bone warping. You can animate the location in some areas.
and color of all of the color markers in the gradient. All
changes in color will show up in the timeline when added. • Color: Allows you to select a color and transparency
for the selected gradient marker (below).
This is the dialog used to control the gradient effect. The
following options appear:
• Gradient bar: This bar shows the current gradient.
Image Texture Fill Effects • Don’t Repeat: Choose this option if you do not want
to repeat image used for the fill. The image will be
When you choose Image Texture Fill effects, a dialog rescaled proportionally as needed to fit the width or
displays the following options: height of the area that will be filled.
When the Through Transparency option is checked, you will When you choose a Drop Shadow, a dialog displays the
see a change after you render a preview. The transparent following options:
areas in the texture will now be transparent through the
entire shape. This causes the transparencies in the image to
function similar to a mask.
Drop Shadow
Drop Shadow Effect Options
The Drop Shadow feature allows you to quickly and easily
create a drop shadow for your objects. The feature allows
• Light Angle: Provides a dial that allows you to change
you to set the angle from which the light shines, how much
the direction that the light is coming from. You can also
the shadow is offset from the object, and the blur radius (or
enter a numerical value. Zero degrees is located at the
softness) of the shadow. In addition, you can set the color
bottom of the dial.
of the shadow through a color swatch.
Chapter 13: Style Window
223 Anime Studio Pro 10
Users Manual
The Crayon feature allows you to simulate the effect of • Erase to Background: Check this option to erase
something that is drawn with a crayon. The feature allows underlying strokes with the crayon.
you to adjust the width and density of the crayon stroke.
You can also use the crayon as an eraser. • Minimize frame-to-frame randomness: Check this
When you choose the Crayon effect, a dialog displays the option to keep the crayon effect from jittering during
following options: the animation.
Legacy Effects
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
Spots Options
Stroke Override Checkbox (12) When a style is applied any overrides checked in that
saved style will override those properties in the shape or
If checked, the color displayed in the stroke color selector default.
will override any other stroke color in the style.
This displays the current brush used for the stroke of the
default style, selected shape, or selected style.
• Random Order: When checked, randomizes the order When you select a Multi-brush, the preview window at
of the Multi-Brush shapes while the stroke is painted. the bottom of the Brush palette displays a preview of the
selected brush. You will notice that there are multiple
• Brush preview: This displays a preview of the chosen images mixed into a single brush stroke.
brush settings.
Using Multi-Brushes
Creating Multi-Brushes
Subtle Multi-Brush differences will be more clear after rendering • Fourth number: Minimize Frame to Frame Randomness
(as seen in the bottom) off (0) or on (1).
The next time you start Anime Studio, you will find the Stroke Line Width Field
new Multi-Brush added to the Brush palette. It will appear
last in the list. You can further adjust the brush settings as
indicated previously in “Stroke Brush Selector (13)” on
page 227.
Stroke Line Width Field (14) This works slightly different, depending on which mode the
window is in:
This field allows you to set the stroke line width of the default
style, selected shape, or selected style. The minimum line • DEFAULTS and SHAPE: In these modes the override is
width is .25. After clicking in this field you can either type in only available if a saved style has been applied (see
or use the mouse wheel to adjust the value. 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.
Swatches menu
These swatches appear in the Color Swatch (22) below.
Color Swatch
• Press Paste (24) to apply a previously copied set of Checker Selection (27)
properties to another shape or style.
When the Checker Selection option is enabled, a
• Press Reset (25) to switch back to editing the default bounding box will be shown around the selected shape
fill and line properties - if a shape or style is currently rather than displaying the object with a checkerboard
selected, it will be de-selected. pattern. This allows you to see the colors and outlines of the
selected shape more clearly.
Chapter 14: The Library • 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.
The Anime Studio Library window provides access to
• Click or select an item in the list to expand the display
all of the content that ships with Anime Studio such as
and view a larger preview of the content item.
characters, props, images, audio, etc. It has three tabs: the
Library tab that provides access to the content categories,
the Search tab which allows you to search your content
folders for specific files, and the Favorites tab where you
can gain easy access to your frequently used or favorite
content items.
The version of Anime Studio Debut that is sold
through the Mac App store offers most of the
functionality described in this section. Differences will be
noted in this chapter where appropriate.
The Library tab contains eight categories, discussed below.
Each category is further divided into subcategories. You
can create and remove categories and subcategories,
and can add and remove content, including your existing
content libraries, to/from the Library palette.
The following figure shows the various controls and options
that are contained in the library palette. Navigate through
the Library list as follows: The Anime Studio Library window
1. Library Tabs: Allows you to switch between three views 7. Double Checkmark (Add button): Click the double-
in the Library Palette: Library, Search, and Favorites. checkmark icon to add the currently selected item to
your scene.
2. Category Icons: Allows you to select one of the eight
library categories. From left to right, they are Figures, 8. Create New Folder (+}: Click this button to create a
Props, Images, Audio, Video, Effects, Scenes, and 3D. new folder or subfolder beneath the currently selected
library folder. This button appears only when a “My”
3. Collapsed folder: Click the right arrow to expand content folder is selected (My Characters, My Props,
the contents of the folder. The number that appears etc.). You cannot add folders to the default library
in brackets at the beginning of the folder name categories that are furnished with Anime Studio.
designates the number of items that are contained
within that folder. 9. Save to Library (+): Click this button to save the scene
item that is currently selected into the Library.
4. Expanded folder: Click the down arrow to collapse
the contents of the folder. The number that appears 10. Add to Favorites: Adds the item that is currently
in brackets at the beginning of the folder name highlighted in the library to the library’s Favorites tab.
designates the number of items that are contained
within that folder.
• Drag the top or bottom edge to resize the height of • Double checkmark: The Add to Scene (double check)
the Library. button adds the selected item to your scene. After you
choose a content category and locate the item you
• Drag any corner of the Library palette across your want to use in your scene, click the Add to scene icon
screen to the desired height and/or width. to add the item to your project.
• Loading and Managing Items using the Library Icons • Create New Folder: Click the Add a Folder (+) button
The Library icons appear as shown in the following figure. to create a folder beneath the currently selected
These icons appear at the bottom of the palette. Library folder.
From left to right, these icons are: • Save to Library: Clicking the Save to Library (+) button
adds the selected item to the Library palette.
Category Icons
Maintaining Your Content Folders 2. Highlight the folder beneath which you want the new
folder to appear (such as the Anime Characters folder
When you first start Anime Studio, you are prompted shown in the following figure.
to create a content folder. The steps are discussed in
“Creating a Content Folder” on page 8. You can use 3. Click the Create New Folder icon located at the
the subfolders in this directory to store your own custom bottom of the Library palette. You are prompted to
Anime Studio-compatible content. enter a name for the new folder.
In addition, the Library window allows you to add content 4. Enter a new folder name and choose OK. The folder
to your own folders so that you can access this content appears in the Library window.
more easily. When you select one of the category icons at
the top of the Library window (such as Characters, Props,
Cameras, and so on), you’ll see a “My” folder at the top
of the content pane. For example, you will see a folder
named My Characters in the Character category.
You can maintain your Library palette by adding and
removing items to and from the Library palette, as
described below.
Creating Subfolders
You can create new subfolders in the library to store your Creating a Subfolder
content. Follow these steps:
1. Click the category icon that applies to the subfolder
you want to create. For example, if you will use the
new folder to store your own characters, select the
Characters category.
Chapter 14: The Library Window
244 Anime Studio Pro 10
Users Manual
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.
Presets
The Presets drop-Down allows you to choose from a
number of different character types: Boy Spiky, Creature,
and Mannequin. Each of these different humanoid
character types has a different appearance to start with,
varying in proportion, body shape, head shape, and so
on. Some presets are more “human” while other are more Presets available in the Character Wizard
fantasy-like. You can use the other tabs to customize the
appearance of the Preset even further.
Use the + button beside the Preset drop-Down to create Changing the Character Views
your own preset, or the - button to delete a preset that you
have previously saved yourself. Built-in presets cannot be On the right side of the Character Wizard, you will see a
deleted. preview of the current character. Beneath the preview is
a slider, that allows you to view your character in one of
The preset will be saved at its current state. If eight angles. Move the slider to the right or left to change
you go back and later change the the perspective view of the character. The first bar displays
character’s appearance (such as changing the character in its front view. As you move the slider
features or colors), the saved preset does not toward the right, the view changes to reflect 1/8 of a circle
automatically update to reflect those changes. You (as if the character has turned 45 degrees).
can resave the character under its original name to
overwrite the old one, or save a new preset under a
different name.
Exporting Views
After you complete your character in wizard, either with a
preset or by customizing in the other tabs (described in the
Proportions
Legs
• Leg width: Move the slider toward the left to make the
legs and hip thinner, and toward the right to make the
legs and hip wider.
Leg options
• Leg muscles: Move the slider toward the left to make
the legs appear less muscular (and more bony). Move
the slider toward the right to add more muscle to the
legs. Arms
• Foot length: Move the slider toward the left to • Arm length: Move the slider toward the left to shorten
decrease the size of the feet, or toward the right to the arms from the shoulder, and toward the right to
increase the size of the feet. lengthen them.
• Feet: Use the Feet drop-Down menu to select the • Shoulder width: Move the slider toward the left to
appearance of the feet. Choose Generic to create decrease the width of the shoulder (bringing the
a simple representation of a bare foot with no toes. arms closer toward the body), or toward the right to
Other choices include Anime Boy Sneakers, Bare (with increase the width of the shoulder (moving the arms
toes), Bowling Shoes, Female Sandals, Male Sandals, away from the body).
Reference, and Simple.
• Arm width: Move the slider toward the left to decrease
the size of the arms (making them thinner), or toward
Arm options
Head
Eyes Mouth
• Eye selector: Use the Eyes drop-Down list to select one • Mouth selector: Use the Mouth drop-Down list to select
of several different eye shapes. one of several different mouth shapes.
• Size: Move the slider toward the left to decrease the • Size: Move the slider toward the left to decrease the
size of the eyes, or toward the right to increase the size size of the mouth, or toward the right to increase the
of the eyes. The size will increase or decrease from the size of the mouth.
center point of each eye.
• Height: Move the slider toward the left to lower the
• Height: Move the slider toward the left to lower the mouth, or toward the right to raise the mouth.
eyes, or toward the right to raise the eyes.
Mouth options
Nose
Eyes options
• Nose selector: Use the Nose drop-Down list to select
one of several different nose shapes.
• Size: Move the slider toward the left to decrease the • Size: Move the slider toward the left to decrease the
size of the nose, or toward the right to increase the size size of the head prop, or toward the right to increase
of the nose. its size.
• Height: Move the slider toward the left to lower the • Height: Move the slider toward the left to lower the
nose, or toward the right to raise the nose. head prop, or toward the right to raise it.
Actions options
Shirt
Pants
Style Tab
The Style tab allows you to change the skin color, hair
color, and stroke color and width for your character.
• Hair color: Click the color chip to open the color decrease its size, and changes to stroke width will need
palette, and select a new color for the hair. to be made manually.
3. Click the Character Wizard to open the Character 7. Click OK to exit the Character Wizard. Your character
Wizard. now appears in the scene. Press the Play button and
you will see the character walking in the center of
4. From the Presets menu at the top of the screen, select the scene. Press the Stop button after you view the
the My First Character preset that you created in the animation.
previous exercise. Your custom character appears in
the preview area. 8. Click the Rewind button to move the timeline back to
Frame 0. Then use the Transform Layer tool to move
your character off the screen to the left.
Transformation
2. Click the Character Wizard to open the Character As a general rule, you will want to select the
Wizard. Switch Layer (the top layer) when you
translate, scale, or rotate your character. This applies
3. From the Presets menu at the top of the screen, select the changes to all views of your character. If you
the My First Character preset that you created in the want your character to face a different direction at
previous exercise. Your custom character appears in a specific point in the timeline, you simply move to a
the preview area. later frame, and make the appropriate switch layer
active. This will be demonstrated in the next few
4. Select the Front view before you export the character.
steps. For more information about switch layers, see
This is the view that will be visible when you initially
“Switch Layer” on page 141.
import the character into your scene.
5. Make sure that the Export All Views option beneath 8. If you are not already at Frame 0 in the timeline, use
the preview window is checked. This step will be the Rewind button to return there. Your character
necessary, because you will be working with all of the should be facing toward the front.
exported views in this project.
9. Now, advance the timeline to Frame 6. Expand the
6. Click OK to exit the Character Wizard. The character character’s switch layer so that you see the various
appears in your project. views, as shown in the following figure. The view that
has the filled-in bone is the layer that is currently in
7. The top layer of the character is a Switch layer, and view.
the various character views appear as bone groups
beneath it. With the character’s switch layer selected
(the topmost layer), use the Transform Layer tool to
resize your character as needed.
14. Now select the Transform Layer tool. You won’t actually
use this tool, but you will use the Flip Horizontal button
later in this tutorial.
At Frame 30, select the Back 3/4 view and then flip it
horizontally.
Frame 42: Right-click the switch layer to choose the 3. Open one of these projects, and save it into the
Front ¾ view. Character Wizard folder that resides in your custom
Anime Studio Content folder (see “Creating a Content
Frame 48: Right-click the switch layer to choose the
Folder” on page 8). Name the file according to the
Front view.
action that you want to create (twist, dance, Jumping
18. Save the project if you like, and then play back the Jack, etc). This step is important ... if you save the file
animation. You should see your character spin around under its original name and location you will overwrite
in a circle. the original action that is furnished with Anime Studio.
8. After all five views of your character have been “Designing Your Own Actions” on page 270. In addition
animated, save the modified file. You should now see to the Actions folder previously discussed, the Resources >
your new action appear in the Actions menu in the Support > Character Wizard folder contains other subfolders
Character Wizard Movement tab. that store the ANME files for the Character Wizard content
that you select in the Body and Face tabs.
Eyes, Feet, and Hands come in pairs ... you Heads, Head Props, Mouths, and Noses don’t
have a right eye and a left eye, a right foot come in pairs, so you won’t need to add the
and a left foot, and a right hand and a left hand. Right or Left prefix as you do with paired body parts.
When you create content for paired body parts, When you create switch layers for a “single” body
precede the topmost layer (switch layer, bone part, name the switch layer according to the view
group, or image) with a name that starts with Right that you are creating. For example, if you create a
or Left, where Right corresponds to the right part, head for the Front 3/4 view, place the head in a
and Left corresponds to the left part. For example, if switch layer named Front 3/4. Names are case-
you create a set of animated eyes for the front view, sensitive and should be initial-capped.
place the character’s right eye in a switch layer
named Right Front, and the character’s left eye in a Here are some additional notes and tips about creating
switch layer named Left Front. Names are case- content for use in the Character Wizard. Again, we
sensitive and should be initial-capped. Open one of recommend that you study the various ANME files in the
the files in the Eyes, Feet, or Hands folders and Character Wizard subfolders to learn more about how
examine the layers within them to view the naming these features work.
conventions used.
Pay attention to the point of origin for the layer that you
are working on. The point of origin is important for the main
• Head Props: Contains the Prop content that you select folder (the topmost layer for the part - whether it be a
from the Head Prop section of the Face tab. switch group, a bone layer, or an image). For example, if
there are multiple eyes contained in a switch layer to make
• Heads: Contains the Head content that you select an animated eye, you only need to set the point of origin
from the Head section of the Face tab. on the switch layer, instead of on each individual eye layer
within that switch layer. If you only have one layer for a
• Mouths: Contains the Mouth content that you select
body part, set the point of origin on that one layer.
from the Mouth section of the Face tab.
• The points of origin for eyes, mouth, and nose should
• Noses: Contains the Nose content that you select from
generally be set at the center. On the other hand,
the Nose section of the Face tab.
Chapter 15: The Character Wizard
274 Anime Studio Pro 10
Users Manual
if you are creating something like a broken nose, • Skin color is also controlled within the Style tab of the
the point of origin might look better being a little bit Character Wizard. When designing your character,
off center. For moving parts (like hands, feet, and assign the color R 255, G 255, B 0 to any parts that you
head) you should set the point of origin at the point of want to replace with the Skin color selected in the Style
rotation. tab.
• Parts can be resized, but only to a limited degree. In • Stroke color is also controlled within the Style tab of the
order to work well within the “normal range”, parts Character Wizard. Any strokes in your Character Wizard
should be designed to the size of the blue output content file that are pure black (R 0, G 0, B 0) will be
rectangle. This rule can be broken ... for example, if you replaced with the Stroke color that is specified in the
intentionally want small, beady eyes you can make Style tab.
them much smaller.
Chapter 16: The Changes are not displayed in the timeline until you actually
create a keyframe change in a channel. For example, you
Timeline Window won’t see a change in the Bone channel until you actually
move a bone.
If you then rotate the layer, you’ll see the Rotation channel
added to the timeline, along with its keyframe.
There is a Preferences option that allows you to consolidate what the layer looks like if the Consolidate Timeline
timeline channels. This option is off by default in Anime Channels option is active (bottom).
Studio Pro, and on by default in Anime Studio Debut.
The consolidated timeline view displays a main window, not in the Timeline window itself.) From left to
keyframe when there is a change in any of right these buttons are: rewind, step back, stop, play, step
the consolidated layers. If you delete a keyframe, forward, and jump to end.
you may not be sure which type of keyframe you
are deleting , or whether or not there are multiple
keyframes being deleted at that point. Be sure to
uncheck the Consolidate Timeline Channels option
in the Preferences dialog before you remove any
keyframes from your timeline.
Controlling Time
The top of the Timeline window has controls for setting the
current time. Whenever you modify an object in Anime
Studio, the modification is recorded at the current time. The
process of modifying an object, changing the time, and Playback controls
modifying it again is how an animation is created in Anime
Studio. Rewind sets the current frame to 0, while jump to end sets
the current frame to the last one in the animation (the
Time in Anime Studio is expressed in terms of “frames”,
length of the animation is defined by the shaded area
where there are x number of frames in a second. By
in the time ruler). The step forward and back buttons
default, a new Anime Studio project has 24 frames per
advance and back up by one frame. The play button
second, although this value can be adjusted in the Project
plays back the animation in the main editing area,
Settings dialog.
repeating playback in a loop. Finally, the stop button stops
The first set of controls for adjusting time is a set of VCR-like playback.
playback buttons. (These are actually at the bottom of the
Select one of the available interpolation methods from • To change the interpolation method for keyframes that
the menu. you will add to the timeline: Immediately to the right of
the Motion Graph tab you will see a popup menu that
allows you to choose a default interpolation method.
The method that you choose here will be applied to
any new keyframes that you create.
• Linear: Moves an object in a straight line, with no • Ease In: Creates a smooth transition at the beginning.
acceleration or deceleration from one keyframe to the
next.
Ease In interpolation
Linear interpolation
• Ease Out: Creates a smooth transition at the end.
• Bezier: Allows you to use Bezier handles to shape an • Noisy: Can be used to simulate a handheld camera,
animation curve. but it can be used to interpolate any value. It adds
jitter to the interpolation process so that the object
appears wobbly from one keyframe to the next.
Bezier interpolation
Noisy interpolation
• Step: Holds an object, unmoving, at the previous
keyframe’s position until the next keyframe is reached.
Then it suddenly jumps (or steps) to the new position. • Bounce: Creates a bounce between the start and end
points. Settings include the number of bounces, and
the height scale. A setting of 4 for a bounce count and
a scale of .75 would result in an object that bounces
four times, and each bounce would reach 75 percent • Stagger: Creates a stairstepping effect between
of its previous height. keyframes, and gives the illusion of an object that is
staggering against weight.
Bounce interpolation
Stagger interpolation
Cycle interpolation
Elastic interpolation
Onion Skins
The Onionskin options are as follows:
Next, just below the time ruler, is the onionskin controller.
Expand the Onionskins menu to enable this feature and set • Enable onion skins: Turns on the display of onion skins
additional options. and allows you to set onion skin markers in the timeline.
You will be unable to add onion skin markers unless
this option is checked. You’ll notice has marks that line
up with the frames in the time ruler. By clicking one of
these tick marks, you can turn on an “onionskin” frame.
Anime Studio can display up to 8 onionskin frames.
To remove an onionskin marker, click the marker will be less transparent. With this option checked.
that you want to remove. the onion skin frames will be displayed only in outline
form. Onionskins before the current frame will be
colored red in varying transparencies. Onionskins after
the current frame will be displayed green in varying
transparencies.
the timeline if you have keyframes associated with that Layer Motion Channels
particular animation channel.
Different types of layers have different animation channels Layer Translation
Layer Blur
Camera Channels
Line Color
Camera Tracking
Selected Line Color
Camera Zoom
Vector-Only Channels
Bone Translation
Point Motion
Selected Bone Translation
Bone Scale
the layer, a keyframe will appear in the layer scale channel
at frame 24.
Selected Bone Scale Keyframes appear as small markers on the channels. At
points in time that lie in between keyframes, Anime Studio
Bone Lock automatically calculates how to move an object from one
keyframe position to the next.
Selected Bone Lock
Keyframes are not just static elements displayed in the
animation channels. They can be moved, deleted, and
copied. Anime Studio remembers what key frames are
Switch-Only Channels selected when you change layers, delete keys, move keys,
and so on.
Switch Layer
Adding Keyframes
Particle-Only Channels Keyframes are added automatically when you make a
change (such as position, rotation, scale, etc) on any
Particles On/Off
object in your project.
Use the Animation > Add Keyframe command to add
a new keyframe to any animation that already has
keyframes.
Working with Keyframes
You can also add a keyframe to the current frame at
Keyframes are displayed along the length of an animation any time by double-clicking the timeline in any animation
channel. A keyframe represents a point in time at which channel. This also works in graph mode.
you, the animator, made a modification to an object. For
example, if you set the current time to frame 24, then scale
Copying and Pasting Keyframes middle of a long animation, because you won’t have to
scroll through to the end of the animation while selecting
Another way of creating keyframes is to copy an object’s keyframes manually.
position from another point in time. To do this, first select
the keyframes you want to copy. Next, press CMD/CTRL+C.
Now, set the current frame to when you want the copied
keyframe to appear (using the time ruler or the step
forward/back buttons). Finally, press CMD/CTRL+V to place
a copy of the keyframes at the current time. When you
paste keyframes, they become the new selection so that
you can move, scale, or finetune them.
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
Keyframe context menu
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 Deleting Keyframes
Keys to Right command in the context menu to select all
keyframes that appear in time after the currently selected To delete selected keyframe(s), press the Delete key.
keyframe. This helps when you need to add space in the 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 that are meaningful to you. For example, you
can assign one color to keyframes that pertain to a
particular character in your scene, and another color for
another character. This helps you visually keep track of the
movements associated with a particular object or group of
objects.
Assigning a color label to keyframes
To add color to keyframes, select the keyframes that you
want to assign color to. Then right-click to display the
Keyframe context menu, and choose Label > followed
by your color choice (Gray, Purple, Blue, Green, Yellow, Editing Multiple Keyframes
Orange, or Red).
If you have a number of keyframes that you want to edit.
you can now select multiple keyframes and edit them
at the same time. For example, if you want to move an
object to a different part of the screen but want to keep appear in the frames where the keyframe is held in its set
the animation of that object the same, you can select all position.
the keyframes and translate them all at the same time.
You can also right-click the keyframe in the timeline to
Select all the keyframes for that object and use the mouse
display the keyframe context menu, and then enter a hold
to move the object to the new location. Then release the
duration (in frames) in the Hold Duration dialog.
mouse button to complete the movement.
This works for both layer movement and point movement.
For example, let’s say that you have a circle that squashes
and stretches, but you want to turn it into a petal shape.
You can select all of the keyframes and then reshape the
object on the first keyframe as needed. Then the reshaping
will be applied to all of the keyframes that follow.
Hold Durations
Hold durations shown in the timeline.
There are times when you need to hold an object in the
same position for a while, before the animation starts. In
cases like this, you can add a hold duration that keeps
the object in place for a set number of frames. Place a
Keyframe Transitions
keyframe in the first frame where you want the object to
As mentioned before, Anime Studio automatically
stay still, and then add a hold duration for the number of
calculates what happens in between keyframes. However,
additional frames where you want the object to pause.
you do have some control over this. By default, Anime
To directly modify the hold duration for a selected Studio will compute a smooth transition from one keyframe
keyframe, hold down the ALT/OPTION key while dragging to the next - most of the time, this is probably what you
the keyframe in the timeline. A red-colored rectangle will want. However, you can change the transition type by
right-clicking a keyframe and choosing a new method
from the popup menu that appears. The transition methods The Sequencer allows you to easily move a layer forward
are: smooth (the default), ease in/out (also a smooth or backward in time. Move the clip toward the left to have
motion, but the object starts off moving kind of slowly and it start sooner, or toward the right to have it start later.
slows down again as it approaches the next keyframe), The green arrow in the time ruler, located at the top of
linear (motion is straight from one keyframe to the next, the Sequencer timeline, indicates the frame at which the
leading to a somewhat mechanical look to the motion), currently selected clip will start.
step (there is no transition at all - the object just jumps
from one keyframe to the next), noisy (the object moves You can also reposition your clips in the
in a slightly wobbly motion), and cycle (the value from Channels timeline view. Select the channel
this keyframe to the next will be taken from some earlier you want to move, then right-click in the Time Ruler
section of the timeline). to drag the green arrow to the right or left. You’ll
notice the keyframes and arrow relocate with the
mouse.
Sequencer
For example, you can reposition a layer from frame 1 to
The sequencer provides another view of the timeline. It frame 38, causing the animation in that layer to start at
displays each layer as a block of time. Keyframe changes a later time. To move a layer and its sublayers, click the
are not displayed in the sequencer, but you can create topmost layer and move all of them at the same time. To
keyframe changes in this view. move a sublayer, click the desired sublayer to move it on
its own.
The Sequencer
To make the layer reappear later in the timeline, repeat character disappears from the scene. You can place the
the process. Select the layer you want to unhide, open pop in the right place.
the Layer Settings dialog, and check the Visible checkbox.
It works the same way if you import a video layer. For
After you close the Layer Settings dialog the layer will
example, if you want an explosion to happen just before
reappear in the sequencer.
the pop, you can import a video layer and place it just
before the sound effect.
Motion Graph
The sequencer shows a break where the layer is hidden
In the Motion Graph in the Timeline window, you can
If you import an audio file, it has a fixed duration in the enable Anime Studio’s graph mode. In graph mode, the
sequencer. You can see where the sound effect will animation channels of the current layer are displayed
happen. Say you want a pop to happen when your graphically, rather than just as points along a line. In the
example below you can see what graph mode looks like:
Chapter 16: The Timeline Window
296 Anime Studio Pro 10
Users Manual
when you play back the audio). This lets you record in
sync with the visuals if you choose to do so.
Actions Window
In Anime Studio, “actions” are short clips of animation that
can be inserted into the timeline and re-used over and
over again. You might use actions to create little bits of
animation that you don’t want to have to re-create each
and every time you use them - for example, eye blinks,
head turns, walk cycles, etc. The Actions window (as you Across the top of the window are four buttons: New Action,
may have guessed) is where you create and use actions. Insert Reference, Insert Copy, Delete Action.
“Tutorial 5.6: Actions” on page 212 in your Anime Studio
Below the buttons is the actions list, which contains a list of
Tutorial Manual shows you step-by-step how to use actions
all actions available for the current layer. You can display
in Anime Studio.
the Actions list in one of four views:
When you start up Anime Studio, the Actions window is
hidden. To bring it up, select “Actions” from the Window • All: Displays all actions in your project.
menu. The Actions window looks like this:
• Regular: Displays actions of a general nature, and
which are not configured as morphs or smart bones.
Using Actions
When you simply create actions, they won’t appear in the
final animation - they need to be used in the main timeline.
To use an action, you just need to insert it into the main
timeline, which is a simple process.
Make sure the “Mainline” action is active (double-click it so
that it has a red arrow next to it).
1. Set the current time to the frame at which you wish to
use the action.
Inserting an action.
2. Click once on the action you wish to use to highlight it.
If you insert an action by reference, Anime Studio will
3. Click either the “Insert Reference” or “Insert Copy”
insert a special keyframe in the Mainline that refers back
buttons in the Actions window. This is what the Actions
to the action you used. Later, if you make changes to the
window would look like just before inserting the “Step”
action, these changes will automatically be reflected in
action:
the mainline. On the other hand, if you insert an action by
copy, Anime Studio will simply copy all of the keyframes
in the action to the mainline, and they will act just like
other normal keyframes. If you later modify the action, any Deleting Actions
changes you make will not appear in the mainline.
To delete an action, click once to make sure it is
If you create actions for objects in your scene you can
highlighted, then click the Delete Action button. When you
assign shortcuts to those actions. You can assign the
delete an action, if that action was inserted by reference
shortcut when you create an action, or you can right-click
into the mainline at any point, those inserted references will
on an existing action and assign a shortcut.
also disappear. If you inserted the action as a copy, those
The shortcuts make it easy to reuse the actions in an copies will remain unchanged.
animation. You can press the shortcut keys while an
animation is playing back to insert the action into the
timeline. 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 392.
To create morph that you can use with the Window > Blend
Morphs command, choose Window > Actions to open the
Actions window. This window allows you to create little
reusable clips of single-frame animations.
To create a new morph, click the New Action button (the Then, move some points around in your scene to represent
first button in the Actions toolbar). Enter a name for your the morph that you are creating. The following shows
morph in the Action Name dialog. an example of the scene before and after the Happy
changes are made:
You can morph any type of value. The Angry morph will
change the color of the face in addition to changing the facial
features.
Anime Studio
Menus
File Menu
Open Recent
Click the X in the tab to close the current document.
Displays a list of recent files that you can reopen. Files
that have been moved or deleted since saving them will
automatically be removed from the list.
To clear the list of recent files, choose File > Open Recent,
Save
and click the Clear Menu command at the bottom of the Saves the current project to disk.
list.
Your Anime Studio project is automatically
saved every 30 seconds while you work, to a
Close temporary location on your hard drive. If the
application crashes, you will be asked if you want to
Closes the current project. You can also close a document
reopen the previous project the next time you start
by clicking the X that appears in the left side of the
Anime Studio.
document tab when you hover over the tab.
Save As... if you need to send your project to someone else for
collaboration or for technical support.
Prompts you for a name and location, then saves the
project to disk.
Revert
Revert the current document to its last saved state.
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).
If your project contains many external files, we recommend Gather Media command
that you place them in a common folder. When you do
that, you have a self-contained folder that you can copy, After choosing the command, you are prompted to select
archive, or move the project and the project will still work. or create a folder in which to store the project-related files.
If you haven’t kept your files in a single folder, the File > You then enter a name for the gathered project and click
Gather Media command allows you to create a single Save to save it to the selected folder. When you look in
location for all related project files. This is very useful the folder, you will see the Anime Studio project file, along
with Audio, Images, and/or Movies folders that store the frame rate). Also in this dialog, you can set the start and
collected media associated with it. end frames of your animation, defining how long the
overall animation will be.
Poser scenes will not get gathered, due to the
complex structure of the Poser library folder
hierarchy.
Project Settings...
Brings up the project settings dialog. As seen below, the Dimensions
project settings dialog lets you control the pixel width and
height of the project, as well as the number of frames per • Dimensions menu: Allows you to set Custom
second. You’re free to change these values at any time, dimensions, or choose from a wide variety of presets.
although it’s easiest if you set up the values you want Presets include the following:
before you start creating your animation (particularly the
Custom: Allows you to enter or edit your own YouTube HD: 1280 x 720 pixels, 24 frames per
settings. second
NTSC D1: 720 x 534 pixels, 24 frames per second iPhone: 480 x 320 pixels, 24 frames per second
NTSC D1 Widescreen: 872 x 486 pixels, 24 frames iPhone 4: 960 x 640 pixels, 24 frames per second
per second
iPhone 5: 1136 x 640 pixels, 24 frames per second
PAL D1/DV: 788 x 576 pixels, 24 frames per second
iPad: 1024 x 768 pixels, 24 frames per second
PAL D1/DV Widescreen: 1050 x 576 pixels, 24 frames
iPad HD: 1280 x 1024 pixels, 24 frames per second
per second
Android: 480 x 360 pixels, 24 frames per second
480p Widescreen: 852 x 480, 24 frames per second
Android HD: 1280 x 1024 pixels, 24 frames per
720p (HDV/HDTV): 1280 x 720 pixels, 24 frames per
second
second
Droid: 854 x 480 pixels, 24 frames per second
1080p (HDV): 1440 x 1080 pixels, 24 frames per
second • Constrain Proportions: This option allows you to
1080p (HDTV): 1920 x 1080 pixels, 24 frames per maintain the aspect ratio of your animation project.
second When the option is checked, you can enter a
new width or height, and the other dimension will
VGA: 640 x 480 pixels, 24 frames per second automatically change to maintain the same width-to-
Web: 320 x 240 pixels, 24 frames per second height aspect ratio. If you choose one of the preset
configurations from the Dimensions drop-down list, it
Web Widescreen: 426 x 240 pixels, 24 frames per will ignore the Constrain Proportions option and resize
second your project to the dimensions specified in the selected
YouTube: 480 x 320 pixels, 24 frames per second preset.
• When you select a preset, the following settings Focus Distance: The focus distance value is the
appear below. distance from the camera to the plane of perfect
focus.
Width: The width, in pixels
Focus Range: Objects that are within the “focus
Height: The height, in pixels
range” distance of this plane will also appear in
Frame Rate: The number of frames per second in focus. For this feature to work correctly, you need
the animation. to set up multiple layers with different depth values
so that some can be in focus, and others out of
Start Frame: The starting frame of the animation.
focus. If you move the layers (or the camera)
End Frame: The ending frame of the animation. in your animation, the focus will automatically
change based on distance from the camera.
Background Color Max Blur Radius: Sets a maximum value for the
blurriness of your scene.
• Background Color: Sets a background color for the
Enhancements in Anime Studio 10 make it easier to
project - just click on the color swatch.
define sharp and blurry areas when Depth of Field
is used. “Tutorial 6:5.2: Crowds, Particles, and Depth
Depth of Field of Field” on page 261 in your Anime Studio Tutorial
Manual shows how to use these enhancements.
• Depth of Field: Depth of field simulates a camera,
where a certain range of objects are in focus, while
closer or more distant objects become blurry Render Style
Enabled: Check this option to enable or disable the
The Render Style section allows you to select the type of
Depth of Field feature in your project.
rendering that will be performed when you choose the File
> Preview command, or use the Cmd +R (Mac) or Ctrl+R
(Windows) shortcuts.
Chapter 18: File Menu
315 Anime Studio Pro 10
Users Manual
• Fill Style: Select the fill style that you want to use each
time you render. Choices are Normal, None (same
as turning the Fill option off in the Style window);
Background; Back Transparent; Crayon; Hatched, and
Pen. The preview window updates as you make your
selections.
• Layer Style: Select the layer style that you want to use
each time you render. Choices are Normal, Heavy Global Layer styles.
Outline, and 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.
Chapter 18: File Menu
318 Anime Studio Pro 10
Users Manual
3D Stereo view
• Restore Defaults: Resets the project to the default Checkboxes appear to the left of each of the items
values. in the scene you want to import. Check one or more
of the layers to add it to your own project (a preview
of the selected layer appears on the right side of the
Import dialog. The Uncheck All or Check All buttons can be
used to deselect or select all of the items in the project.
Anime Studio can import several kinds of other media files
Press OK to copy the selected layers into your open
into an animation project. The commands in this sub-menu
project, including any animation in the layer. This is an
let you import these files.
easy way to share objects between project files and
reuse bits of animation here and there.
• Anime Studio Object: This command will ask you to
choose a Anime Studio project file. Once you’ve Several files are included with Anime Studio that
chosen a file, a list of layers in the project will show up contain scenery, characters, props, etc. You are
in the dialog welcome to include these in your own projects by using
this menu command.
• Movie: Imports a movie file as a new Image layer. • Tracing Image: (Anime Studio Pro only) Loads an
Anime Studio supports importing QuickTime (Windows image file to be used for tracing purposes. The image
and Mac OS) and AVI (Windows only) movie files. A formats supported by Anime Studio are listed in
movie that you import into Anime Studio will play back “Appendix A: Product Comparison” on page 402.
along with the Anime Studio animation, allowing you The Tracing Image command is the same thing as
to combine 2D and 3D elements, or to composite an “Select Tracing Image” in the View menu.
Anime Studio animation on top of a pre-recorded
video sequence. On Windows, if you have problems • Audio File: Loads a sound file to be used as a
importing QuickTime movies, then you probably need soundtrack for the current animation. The audio
to download and install QuickTime (http://www.apple. formats supported by Anime Studio are listed in
com/quicktime/). Anime Studio will also import native “Appendix A: Product Comparison” on page 402.
Moho files (files ending with .moho). This command is the same thing as “Select Soundtrack”
in the Animation menu. Anime Studio has limited
• Vector File: (Anime Studio Pro only) Asks you to select support for audio, but you can import a single sound
an Adobe Illustrator (.ai) file (http://www.adobe.com), file as a soundtrack for your animation. Anime Studio
SVG file, or EPS file. Anime Studio will import the bezier uses libsndfile to handle sound files (see http://www.
curve shapes in this file into a new Anime Studio vector mega-nerd.com/libsndfile/), so any format that
layer. These objects can then be further edited and libsndfile supports is fair game. Generally, it’s best to
animated in Anime Studio. Anime Studio can import stick with uncompressed WAV or AIFF files.
vector artwork created in other vector illustration
programs. These files can be in Adobe Illustrator, EPS, • OBJ 3D Model (Anime Studio Pro only) Imports a
or SVG format. If your files are in Illustrator format, 3D model as a new Anime Studio 3D layer. Anime
make sure that you save them as Illustrator 8 (or earlier) Studio can import 3D files that are in OBJ format.
format. More information about 3D layers can be found in
“3D Layers” on page 117. Finally, Anime Studio can
You can open multiple Illustrator files at once. import 3D files created by 3D modeling programs. At
Simply drag and drop multiple Illustrator files this time Anime Studio can only import OBJ files, but it’s
into the Anime Studio window. a quite common format, and most 3D programs can
Chapter 18: File Menu
322 Anime Studio Pro 10
Users Manual
export to OBJ. OBJ files can include texture maps, and They are also editable in the Style window. You can
if your model uses one, Anime Studio will import and turn the stroke on or off, and adjust the width of the
use it as well. If you’re new to 3D, and you’re looking stroke.
for a program to create 3D models for use with Anime
Studio, we recommend Poser (http://store.smithmicro. Many OBJ files and Poser objects have multiple
com/ProductDetails.aspx?pid=10430). materials. The multiple materials will show up as
Shapes in the Style window. Select a material from the
• Poser Scene: If you already own Poser, you can import Shapes drop-Down (discussed in “Tutorial 3.1: Bone
Poser scenes directly as discussed in “Import Notes and Binding” on page 83 in your Anime Studio Tutorial
Tips” on page 326. Manual) and change material settings if desired. If you
select None from the Shapes drop-Down it controls the
default material and stroke.
The Library content files (characters, props, how you want to handle the layer import within Anime
etc.) are installed in a shared documents Studio.
location on both Windows and Macintosh. This
allows multiple users on the same computer to share
library resources, and to install additional content
that they might download (from Content Paradise,
for example). On Windows systems in particular, it
can be difficult to add new files to the Program Files
directory when running newer versions of the
Windows operating system, which is why the shared
documents location is used.
Please note that loading 3D OBJ files may take some time. • Individually: Choose this option if you want to retain
Loading times depend on the complexity of the OBJ file. the Photoshop layers when you import your Photoshop
file. Each Photoshop layer will appear in the Layers
window and will be named exactly as they are named
Photoshop Tips in the original Photoshop file. You will be able to show
and hide the layers individually within Anime Studio
in the same way that you can in Photoshop, and you
Importing Photoshop Files will be able to use the Anime Studio tools to modify or
animate the layers.
When you use the File > Import > Image command to
import a Photoshop file into Anime Studio, a dialog will ask
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 RGB files with regular pixel layers are the best way to go for
baked in Anime Studio when imported. In compatibility.
other words, if the opacity of a layer was set to 50%
Anime Studio has been tested with several Photoshop
in Photoshop, Anime Studio will see that as the 100%
examples, and the following Photoshop features are known
value. You will not be able to increase to 100% in
to work within Anime Studio:
Anime Studio.
• Blending modes are supported
• Composite: Choose this option if you want the
• Layer opacity is supported
Photoshop file to be combined into a single image
layer in Anime Studio. • Groups are supported. Groups where only one child of
the group is visible come in as switch layers.
About Photoshop Layer Support: • Smart objects and smart filters do work internally to the
When importing a PSD file, you have the option to load PSD. They store a flat representation of themselves.
layers individually or load the composite as a single layer. The following Photoshop features are not supported in
Anime Studio:
The live linking feature between Photoshop
and Anime Studio may work unexpectedly in • Layer effects are not imported.
certain situations. The live link works as expected
when layers are edited and left visible in Photoshop. • Any layer that has a mask in Photoshop gets skipped.
However, the live link may work unexpectedly after
• 3D layers, text layers, and other kinds of non-basic or
importing into Anime Studio if you later move,
non-pixel layers cannot be imported.
delete, or hide layers in Photoshop and then return
to Anime Studio.
• Layers that have visibility turned off in Photoshop will
have their names grayed out in the Anime Studio
Photoshop has many features, and not all of them are Layers palette.
supported within Anime Studio. In general, standard 8-bit
Chapter 18: File Menu
331 Anime Studio Pro 10
Users Manual
Exporting from Photoshop The script exports the following 2 things: Firstly, it converts
the PSD file into a .ANME file. Secondly, all the individual
Anime Studio is equipped with a Photoshop export script layers of the PSD file are converted into individual PNG files
that will give you the ability to take your PSD files and and are placed in a folder of the same name as the .ANME
export them into .ANME format. The .ANME format is the file. The folder with the PNG’s and the newly converted
native Anime Studio format. This process helps users from .ANME file will be located side by side. It is important
having to re-draw or export individual layers as images into to note that whenever you open the .ANME file, it will
Anime Studio. reference the PNG folder. So please keep them side by
side. If the PNG folder and the newly converted .ANME are
The PSD to ANME script is named Export Layers To Anime
not located in the same folder, the layers within your newly
Studio.jsx. To access this script, please make sure you’ve
opened .ANME will not work properly in Anime Studio.
configured a content location as described in “Creating
a Content Folder” on page 8. The script will be copied
into that folder.
Refresh Media
To use the script within Adobe Photoshop, copy the Export
Layers To Anime Studio.jsx file to your .../Photoshop/ The File > Refresh Media command (or the keyboard
Presets/Scripts folder. You should then be able to open up shortcut Command/Ctrl+M) causes Anime Studio to
a Photoshop document, run this script from File > Scripts > check the modification dates of all of the media that is
Export Layers to Anime Studio, and it will generate a new referenced in the project, and will reload the media that
Anime Studio file complete with an image layer for each has changed.
original Photoshop layer. Basically, the script converts PSD
formatted files to .ANME files. It exports every layer that
was created originally in Adobe Photoshop and makes it
Preview
completely readable when imported into Anime Studio. All
Generates a preview image of what your project will look
versions of Adobe Photoshop since version 7 should support
like. If you’re in the process of animating your project,
this script.
the image will be of the current frame in your animation.
A preview image does not contain all the fill styles, and
is of lower quality, but is quicker to generate than a fully preview images in your render cache, which has to be
rendered image. located in a User Content folder. If you did not set up a
User Content folder during installation, you can choose
When the Preview window opens up to display your work,
the Help > Set Custom Content Folder to configure one.
you can save the preview as a still image, using the popup
See “Set Custom Content Folder” on page 400 for
menu in the Preview window. By default, the file will be
more information.
named with the name of your project, followed by the
frame number.
The Options tab in the General Preferences
The following options are available in the Preview window: dialog allows you to specify the number of
images stored in your Render Cache. See “Options
Tab” on page 349 for more information.
Preview Animation
The File > Preview Animation command performs a screen
capture of the items on the canvas during playback and
saves it as a movie file. You can also generate a preview
animation by holding down the Option key (Mac) or Alt key
(Windows) while clicking the Play button.
Export Animation...
This command brings up a dialog that lets you export an
animated sequence and save it to disk. The Anime Studio
project file is where your work is saved, but to view the
animation as a movie, to put it on the web, or to work with
it in other programs, you have to export the animation.
The options in this dialog are: • Render at half dimensions: Check this box to render
a smaller version of your movie. This makes rendering
• Start Frame: Enter the start frame for your exported faster if you just want a quick preview, and is useful for
movie here. making smaller movies for the web.
• End Frame: Enter the end frame for your exported • Render at half frame rate: Check this box to skip every
movie here. other frame in the animation. This makes rendering
faster, and results in smaller movie files.
• Entire Animation: Press this button to reset the start and
end frames to include all frames in the movie • Reduced particles (Anime Studio Pro only): Some
particle effects require hundreds of particles to
• Output Format: The options in the Export Animation
achieve their effect. Check this box to render fewer
dialog are described in “Saving Movies in Windows”
particles. The effect may not look as good, but will
on page 335 and “Saving Movies in Mac OS X” on
render much faster if all you need is a preview.
page 337:
• Extra-smooth images: Renders image layers with a
• Antialiased edges (Anime Studio Pro only): Normally,
higher quality level. Exporting takes longer with this
Anime Studio renders your shapes with smoothed
option on.
edges. Uncheck this box to turn this feature off.
• Use NTSC-safe colors: Automatically limits colors to be
• Apply shape effects (Anime Studio Pro only): If this box
NTSC safe. This is only an approximation - you should
is unchecked, Anime Studio will skip shape effects like
still do some testing to make sure your animation looks
shading, texture fills, and gradients.
good on a TV monitor.
• Apply layer effects: If this box is unchecked, Anime
• Do not premultiply alpha channel: Useful if you plan
Studio will skip layer effects like layer shadows and layer
to composite your Anime Studio animation with other
transparency.
elements in a video editing program.
• Variable line widths (SWF) (Anime Studio Pro only): Anime Studio can only export to a maximum size
Exports variable line widths to SWF. See “What to of 900 pixels x 900 pixels and 3000 frames. (Anime
Avoid” on page 342 for more information about Studio Pro does not have this limitation.)
variable width lines and Flash.
• Movie formats include the following: Flash (SWF): Exports your animation to a Flash SWF
file, using the dimensions of your project.
Apple M4V: Available in two formats. H.264-AAC
and JPEG-AAC. Quality choices allow you to choose a range of movie
qualities between Maximum and Minimum, with the
MP4: Available in two formats. H.264-AAC and
default selection being High quality. The higher the quality,
JPEG-AAC.
the larger the file size will be, and the longer it will take for
QuickTime: Available in seven formats. H.264-AAC, others to download.
H.264-PCM, JPEG-AAC, ProRes 422-AAC, ProRes After you select your format and quality, choose Save to
4444-AAC, ProRes 4444-ALAC, and PNG-AAC. render the QuickTime Movie.
iPhone Movie: Available in 480x320, iPhone 4
(960x640) and iPhone 5 (1136x640)
Exporting Flash
iPad Movie: Available in 1024 x 768 and iPad HD
(1280x1024) Anime Studio can also export Flash files in SWF format.
Flash is a common vector animation format on the Web.
QuickTIme: Saves the movie in QuickTime (mov) When exporting Flash, Anime Studio will also include the
format. In the next dialog, you will be prompted soundtrack (if any), if the soundtrack is in MP3 format. If you
for the video codec and quality of the export. plan on exporting Flash files, it is important to read “How to
Create Efficient Flash Files” on page 340.
When choosing a compression format or
codec for export, keep in mind that viewers If you plan to export your animations to Flash
must also have the same codec available to view (SWF) format, you will need to use MP3 audio
the file. We recommend that you select a basic files instead of WAV audio files. In addition, if you
compression format/codec that is installed with Mac plan to render to SWF format, you can only use a
OS X. single audio file in the project.
Advice for working with Anime Studio and Flash Most common objects in Anime Studio can be exported to
Flash. These include:
Among the other export formats that Anime Studio offers,
you also have the option to output Flash SWF files. SWF is a
• Vector layers
format created by Adobe as a way to deliver animated
vector artwork and interactive applications. Flash • Fills/Outlines/Colors
animations are very common on the web, and most users
already have the Flash player installed on their computers. • Transparency
Because Anime Studio is also vector-based, there are
enough similarities to make it possible for Anime Studio to • Gradients
export SWF files.
• Variable-width lines (try to use these sparingly - see
However, Anime Studio and Flash are not completely below)
compatible. Therefore, not all the features of Anime Studio
can be exported successfully to Flash. In addition, because • Bone warping of vector layers
Flash is a web format, small file size is important - there are
• Image layers (PNG and JPEG only, and only if they are
certain issues to keep in mind when working with Anime
not warped by a bone layer)
Studio if Flash is your intended output format.
When exporting SWF files, you may want to use • Particle layers (careful - a complex particle effect can
Macromedia’s Flash authoring tool to combine multiple easily overwhelm Flash)
SWF files, add extra elements, sound, etc. Be aware that
Anime Studio’s SWF files are compatible with Flash MX and • A soundtrack can be exported if it’s in MP3 format, and
later - Flash 5 and earlier are not able to load Anime Studio- at either 44100 Hz, 22050 Hz, or 11025 Hz sample rate.
created SWF files. If you want your SWF file to contain audio, make sure
that your project contains only one audio track, and
that the audio track is in MP3 format. In order for Anime
Studio to play MP3 format audio files, you must have How to Create Efficient Flash Files
QuickTime installed
When you’re creating an animation with the intent to
What Can’t be Exported produce an SWF file as output, there are several things
to keep in mind. An important concern with SWF files is
On the other hand, some things in Anime Studio are just not keeping the file size down. The key way to do this in Anime
compatible with Flash, and cannot be exported to a SWF Studio is to keep as many layers “optimized” as possible. An
file. The following list covers the most important of these optimized layer when exported to SWF will take up much
objects and effects. less space than a non-optimized one. (For other formats,
like QuickTime or AVI, it doesn’t matter.) You can tell which
• Brushes
layers are optimized by looking for a little red dot next to
• Fill and line effects (except gradients) the layer’s icon in the Layers window:
• Layer masking
• 3D layers
• Layer shear
• Point animation
• Consider using a lower frame rate (12 fps, for example) resulting SWF file will be smaller, and will load quicker over
for your animation. Fewer frames means a smaller file. the web.
• If some of your layers can do without any animation • 3D camera moves - no Flash optimization is possible
at all, or just layer translation/scaling/rotation when you’re moving the camera around in 3D. Simple
(background scenery, props, background characters, side-to-side pans and zooms are OK, but when you
etc.), that can save a lot of space. start using camera pan/tilt, Flash efficiency goes down
the drain.
• If most of a layer is stationary, except for one small
object, move that object into its own layer if possible. • Try to use as few control points as possible in your
Example: a character who is waving his arms, but vector artwork.
is otherwise still - move the arms into a separate
layer from the rest of the body. The body will remain • The freehand tool and the insert text dialog can
optimized and take up much less space. generate a lot of points, resulting in a big SWF file.
• If an object sits still for a time with no animation, • Limit the use of variable-width lines. It’s easy to
consider replacing it with a non-animated object for overwhelm Flash with the complexity of variable-
that time period. width lines, making the resulting SWF file play back
unpredictably. Read “Flash Movie Size Limit” at http://
What to Avoid kb2.adobe.com/cps/144/tn_14437.html for more
information. If possible, only use variable-width lines in
If your goal is to create a SWF animation, there are some SWF-optimized layers.
things you should try to avoid. Besides the effects that
just are not possible to export, you should try to avoid the • Avoid compound shapes (two adjacent circles filled as
following effects if possible. These are all things that can be one, shapes with holes, or figure 8’s).
exported - it’s just that they make for a less efficient SWF file.
Of course, you won’t want to avoid all of these things all
of the time. However, if you plan your animation carefully,
and use as few of the following effects as possible, the
Chapter 18: File Menu
343 Anime Studio Pro 10
Users Manual
Anime Studio’s batch export window lets you line up The batch export window has many of the same controls
several Anime Studio project files to be exported one at as the Export Animation dialog The options are as follows:
a time. This is very convenient when you’re working on a
large project with separate project files for different scenes, • Add Files: To queue up files for batch export, click the
and you want to render them all at once (like during lunch Add Files button to select files on your system, or drag
maybe): the Anime Studio files into the window. They will appear
in the list view at the bottom.
You can remove a file from the queue by • Apply shape effects (Anime Studio Pro only): If this box
selecting it and pressing the Backspace or is unchecked, Anime Studio will skip shape effects like
Delete keys (this will not delete the file from your shading, texture fills, and gradients.
system, just remove it from batch export).
• Apply layer effects: If this box is unchecked, Anime
Studio will skip layer effects like layer shadows and layer
You can change rendering options by transparency.
selecting a file and then changing the
options at the top of the window. The options that • Render at half dimensions: Check this box to render
are set before you queue up any files will apply to all a smaller version of your movie. This makes rendering
the files as you add them. The output file format you faster if you just want a quick preview, and is useful for
select will be the same for all files in the batch. making smaller movies for the web.
• Extra-smooth images: Renders image layers with a • Export files into the same folder as the project file:
higher quality level. Exporting takes longer with this Allows you to specify whether or not to export all files to
option on. a single folder.
• Use NTSC-safe colors: Automatically limits colors to be • Export all files to a selected folder: Allows you to select
NTSC safe. This is only an approximation - you should or create a folder in which to export all of the files.
still do some testing to make sure your animation looks
good on a TV monitor. • Start: When all your files have been added and the
options set, press the Start button to begin batch
• Do not premultiply alpha: Useful if you plan to export. The window will display the progress of each file
composite your Anime Studio animation with other as it is exported. When a file is finished and disappears
elements in a video editing program. from the list, you can find the rendered result in the
same folder as the Anime Studio file itself.
• Variable line widths (SWF) (Anime Studio Pro only):
Exports variable line widths to SWF. See “What to
Avoid” on page 342 for more information about Relaunch in (x)-bit Mode
variable width lines and Flash.
The Universal installer allows you to install Anime Studio Pro
• Overwrite existing files: You can also check an option in both 32-bit and 64-bit versions. The File > Relaunch in
to overwrite existing files if desired. If you choose not to 32-bit Mode and File > Relaunch in 64-bit Mode commands
overwrite existing files, a number will be appended to allow you to switch between modes.
name of the new file to prevent overwriting the existing
version.
Quit
• Start Frame/End Frame: Enter the start and end frames
of the range that you want to render. Quits Anime Studio. Anime Studio will prompt you to save
any unsaved projects before closing.
• Format: Select one of the supported movie formats
from the Format chooser.
Chapter 18: File Menu
347 Anime Studio Pro 10
Users Manual
Redo
This command will redo the last operation that you “un-
did” with the Undo command.
Clear choose this command: if all the points on the head are
somehow connected together, the whole head will now
This command is the same as pressing the backspace or be selected.
delete key: the currently selected object in the working
area will be deleted from the project.
Preferences...
Select All Mac users will find the Preferences command
in the Anime Studio menu category.
Selects all the points in the active vector layer.
Brings up a dialog that lets you customize some aspects of
Select None Anime Studio, such as the display colors used in the working
area of the Anime Studio window. Some of these features
De-selects all the points in the active vector layer. including Edit Colors and GUI Colors are only available in
Anime Studio Pro.
Select Inverse
Selects the opposite points in the active vector layer.
Selected points will become de-selected, and de-selected
points will become selected.
Select Connected
Selects all points that are connected to any other currently
selected points. For example, if you have a complex shape
like a character’s head, just select a few points on it, then
Chapter 19: Edit Menu
349 Anime Studio Pro 10
Users Manual
Options Tab option. You can also control this on a per-layer basis in
the Layer Settings dialog. This option controls it for any
new layers you create.
• Zoom with drag box: When this option is on, allows you
to draw a box around the area that you want to zoom
Options
into, rather than using a continuous zoom.
• Auto-assist with bone locking keyframes: Adds an • Consolidate timeline channels: Instead of showing
extra keyframe when bones are locked or unlocked to separate channels (point animation, bone animation,
prevent them from “drifting”. layer translation, layer rotation, etc.), this option groups
all channels into one in the timeline palette. This is on
• Scale compensation for new layers: When a layer is by default in Debut, and off in Pro.
scaled up (or down), its lines get thicker (or thinner)
to match. If you don’t want this behavior, turn off this
Chapter 19: Edit Menu
350 Anime Studio Pro 10
Users Manual
• Status bar at top of window: Shows the status bar at the • Enable drawing tools only on frame 0: Creation tools
top of the window, rather than the bottom. The status (Add Point, Freehand, Draw Shape, Add Bone) are
bar is where tools show their descriptions, like what only available on frame 0 if this option is on. Otherwise,
modifiers keys do what, etc. they can be used at any time.
• Inline Layer Naming: Allows you to name the layer in In Anime Studio, there are certain tasks that
the Layers panel when you create a new layer. can only be performed on Frame 0, many of
which pertain to rigging. Beginning with Anime
• Auto-scale imported vectors: Makes it easier to import Studio 10, when you move to Frame 0 in your
multiple Illustrator files (for example, multiple body parts project, each layer will go to its own “Frame 0,”
in a character). The imported files will all be in scale regardless of where it starts in the project timeline. If
with each other when this option is checked. When this a layer starts before Frame 0, you will now be able to
option is turned off, you may need to press the Esc key make edits to that layer without moving it back into
to automatically zoom in to the selected points after the project timeline.
you import the files.
• Automatically check for updates: When this option is • Use SMPTE timecode: Shows time in the timeline using
checked, Anime Studio will automatically check for SMPTE timecode instead of frame numbers. SMPTE
updates upon startup. Uncheck this option if you prefer timecode looks like this: 00:02:34:07 That would be 0
to manually check for updates. hours, 2 minutes, 34 seconds, and 7 frames.
• Disable GPU: Check this option to disable GPU • Show angles in degrees in timeline: Angle values
acceleration if it is not supported by your hardware. (like layer rotation or bone rotation) are shown in
radians in the timeline’s Motion Graph. This is because
• Highlight frame 0: If on, a red box is drawn on the angle values in radians are smaller numerically and
canvas if the current time is set to 0. This can be helpful fit in better with other values in the graph. But if the
to remind you when you’re working on frame 0 (the user chooses to, they can display these curves using
setup frame) vs. some other frame. degrees with this option.
• Disable custom tool cursors: A long time ago there was large files and your workflow is slowed down by saving
a bug on some Windows systems where tool cursors every thirty seconds, you can turn this option off to
didn’t display correctly. Turning on this option will improve performance.
just use the standard system arrow cursor, regardless
of what tool is active on the canvas. It may not be • Auto Center New Layers: If the camera is in its default
needed anymore (I’m not sure if that bug happens for position (such as it would be in a new document) this
anyone these days). option won’t do anything. The option will become
noticeable if you have moved the camera (for
• Disable audio feedback: When welding points, you example, if you are looking 90 degrees to the left). If
hear a “clicking” sound in Anime Studio. Turning this this option is unchecked in such a case, new layers
option on will disable the click. will be centered at 0,0,0 and will be off-camera. If
this option is checked in such a case, the new layers
• Legacy curves for new layers: When checked, uses the will appear centered in front of the current camera
old style curves, rather than the smoother curves found position.
in Anime Studio 8 and later.
• Confirm before reverting document: When checked,
• Nearest neighbor sampling for new image layers: Anime Studio will ask for verification before a
When an image is scaled up larger than its original document is reverted to the last saved version.
size, Anime Studio will try to smooth out the areas in
between pixels to create a smoother image. Turn this • Default Startup File: Allows you to start Anime Studio
option off if you want the enlarged image to appear with a default startup file, an empty document, or a
blocky. specified project file.
• Auto save for crash recovery: When turned on, Anime • Document Preview Thumbnail Size: Anime Studio can
Studio will automatically save your work every thirty automatically generate thumbnails when you save
seconds to a temporary file. If the application crashes, your documents. The default maximum size for the
you can recover your work the next time you start the thumbnails is 128x128 pixels. Other options are None
application. In the event that you are working on very
(will not automatically generate a thumbnail), 256x256, • Password: Enter your YouTube password.
512x512, and 1024x1024.
• Private uploads: Check this option if you want your
• Max Render Cache Size: Enter the number of renders Anime Studio uploads to be private uploads rather
that you want to store your Anime Studio render than public uploads.
cache. The default setting is 100 images. In order to
store these images, you must create a user content
folder. If you did not do this during setup, see “Set
Custom Content Folder” on page 400.
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 Web Uploads
person.
Enter the following information:
Editor Colors:
Allows you to change the color scheme for the editor
window, including various options for background and
object colors. Press the Reset button to return to default
application colors. The Default Stroke Width option allows
you to specify the default Stroke Width setting that appears
in the Style window.
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.
Editor Colors • Click the Color Theme button at the top of the GUI
Colors tab to choose from one of several different
GUI Colors
Draw Menu
Insert Text... You can use the Randomize button to randomize the
transitions between minimum and maximum percentages.
Choose Draw > Insert Text or use the keyboard shortcut
Command/Ctrl+T to open the Insert Text dialog, which is
described in “Inserting Text and Word Balloons” on page
131.
Snap to Grid
If the grid is turned on in the working area, then this
command can be used to snap all selected points to the
nearest grid intersection.
Lower to Back
Works like Lower Shape, but lowers the shape below all
others in its layer.
• Detail reduction: Move the slider toward the left to add Maximum detail (left); reduced detail (right).
more detail to the vector layer. This will increase the
number of points in the object and make it harder to • Fatten Lines: When Black and White is selected as an
edit, but it will look more like the original image. image type, this option controls the width of the lines in
the black and white drawing. Move the slider toward
the left to decrease the width, and toward the right to
increase the width.
After you click OK, Anime Studio traces the image and
adds a new vector layer to the Layers palette. The image
layer that contains the original bitmap image is turned off.
Tracing Color
When you choose a Color conversion, the following settings
are available:
Maximum detail (left); reduced detail (right). After you click OK, Anime Studio traces the image and
adds a new vector layer to the Layers palette. The image
• Outlines: When converting to a Color vector layer, you layer that contains the original bitmap image is turned off.
can check this option to also convert outlines in the
drawing, or uncheck the option to omit the outlines. Tracing Photo Edges
To create a vector image that only contains the outlines in
your original bitmap, check the Photo Edges option at the
top of the Trace Image dialog. You are presented with the
following settings:
Bone Menu
Bone Menu
Release Points influenced by all the bones in the parent bone layer,
depending on the strength and region of influence of each
This command detaches the selected points from any bone. This results in more of a “squishy” type of motion
bones they may be bound to. when the skeleton is animated.
You can offset the bone from the artwork to amplify the bend
effect.
Minimum Angle: Enter the value that represents 4. Click OK. A bone appears on the screen, labeled
the minimum setting of the bone. You can use with the name that you assigned in the Create Smart
negative values to create the opposite state (for Dial dialog. The Actions window opens to display the
associated action.
Chapter 21: Bone Menu
370 Anime Studio Pro 10
Users Manual
Modify the scene for the minimum and maximum dial settings.
Freezing a pose
Reset Bone
Moves the selected bone back to its original position,
adding a new keyframe for it at the current time.
Animation Menu
• New End Frame: Enter the new target frame for the
end of the scaling.
• Rescale entire document: Check this option to rescale • You can shift a section of your animation by changing
all frames in the document. the start time. For example, to shift the range of
keyframes between 30 and 60, you could set the start
frame to 30, the end frame to 60, the new start frame
to 90, and the new end frame to 120. The duration will
be the same (120 - 90 = 60 - 30), but the animation will
take place between frames 90 and 120, instead of 30
and You can rescale a portion of the entire document
by clicking the “Rescale entire document” checkbox.
Nudge Physics Object causes the ball to fly off again to the left. Smaller nudge
values cause objects to wobble.
A nudge is an instantaneous force that affects a physics
object in small or large amounts, depending on the setting
in the Physics Nudge dialog. It can be a large force, but Mute Audio
after the nudge keyframe, the object will start falling, or
Mutes the soundtrack when playing back your project
bouncing, or whatever the situation requires. It won’t keep
in Anime Studio, but the soundtrack is still a part of the
going in the nudge direction forever.
project. Just un-mute it to hear it again.
Audio Level
Opens a dialog that allows you to enter a numerical value
The Physics Nudge dialog. for the audio level.
Chapter 23: Scripts The Scripts menu contains commands that are provided by
script files or plug-ins. Anime Studio includes several scripts
Menu for a variety of different tasks, and you can also download
more scripts written by other Anime Studio users. These
scripts are all written in the Lua programming language - if
you’re interested in creating your own scripts, feel free to
examine the scripts in the scripts/menu sub-folder in the
Anime Studio program folder.
The scripts in this menu are divided into several sub-menus,
according to their function:
3D
The scripts in this menu are used to create or manipulate
3D models.
Auto-Scale
When you import a 3D OBJ file into your scene, it may
be way out of scale with the Anime Studio scene. For
example, a building may be so large that the Anime Studio
camera is inside it, or off to one side, and you don’t really
see anything on import. This script centers the object and
Scripts Menu scales it to an appropriate size for the default Anime Studio
camera.
Cube Torus
Creates a new 3D layer that contains a simple cube. The Creates a new 3D layer that contains a simple torus
color of the cube is determined by the current fill and line (donut). The color of the torus is determined by the current
colors. fill and line colors.
Rotate X Camera
Rotates the current 3D layer 90 degrees around the X These scripts are used to move the camera around and to
axis. This can be useful when importing a 3D model if the create camera-related effects.
model’s “up” direction is not the same as Anime Studio’s -
just use this command (and the other rotate commands) to
align the model properly. Handheld Camera
Adds noisy interpolation to the camera animation channels
Rotate Y to simulate a handheld camera.
Finds vector points that are near each other and welds
them together. Only operates on selected points. This can Star...
be useful if you have accidental gaps in a drawing, or
sometimes when working with imported Adobe Illustrator Draws a star shape in either the current vector layer, or a
files. new layer. Uses the current fill and line colors to color the
star.
Polygon...
Toggle Legacy Curves
Draws a polygon shape in either the current vector layer, or
a new layer. Uses the current fill and line colors to color the Turns on old style curves, which are less smooth than the
polygon. new curve style. However, this is beneficial for use with files
created in older versions of Anime Studio.
Layer Effects
Image
These scripts can be used to generate special layer effects.
These scripts can be used to process image layers.
Layer Trail...
Fisheye
Creates an animated trail effect that follows the origin
Turns a fisheye image into a curved, wide-angle surface point of the current layer.
that can be panned around with the camera tools.
Magic Lines
Import Image Sequence...
Allows you to create a number of curves and apply this
Imports a numbered sequence of images. Each image is script to create an effect. For example, you can use the
imported as its own layer, and the entire group is enclosed Freehand tool to draw several curves that represent smoke
in a switch group. The image files should be named using a or swirly magic lines, and then run the script to create a
numerical sequence. For example, “file0001.jpg”, “file0002. smoky or magical effect.
jpg”, “file0003.jpg”, etc.
Perspective Shadow...
Automatically creates a pseudo-3D shadow effect for the
current layer.
Chapter 23: Scripts Menu
382 Anime Studio Pro 10
Users Manual
Smoke...
Particle Effects
Inserts a plume or cloud of smoke.
These scripts can be used to create particle effects like
smoke, fire, or rain. Many of these effects can be time-
consuming to render, so be aware of that if you plan to use Snow
several of them in a single animation. Also, even though
Creates a falling snow effect.
they can be exported to Flash, these effects can be too
complex for the Flash player to play at full speed. Plus,
without the blur effects these scripts use, they won’t look Sparkles...
very good in Flash. These effects are really useful only if you
plan to export to a movie or still image format, not Flash. Inserts a cluster of spiraling sparkles. This effect is very
effective if you bind it to another moving object - for
example, the end of a magic wand.
Energy Cloud...
Creates a blobby glowing cloud effect.
Automation Test
Print Anime Studio API
Shows how you can write a script that will open or save
a document, create a new document, and render a Prints out all functions, constants, and global variables that
document. The script opens all documents in a given Anime Studio provides through its scripting interface. This
directory and renders a frame for each one. is not meant to be the documentation for Anime Studio’s
scripting interface, but some script writers may find it useful.
Error Test The Resources > Support > Extra Files folder in your
Anime Studio Pro installation folder contains Lua scripting
This script intentionally creates a runtime error. The purpose documentation that you might find useful.
is to show how the Lua Console appears to display the
error. When you write your own scripts, the console window
will be very helpful when tracking down errors.
Anime Studio merges user scripts and factory If the version is missing or lesser than the factory
scripts internally at runtime. If you name a user default, the factory default will be used and a copy
script in the same corresponding folder (tools, utility, of the factory default will be saved to the user folder
etc) with the same name as a factory script in the with the name _reference_tool_list.txt.
corresponding location, the user script will be
preferred over the factory script. User scripts that do
The _reference_tool_list.txt file is not for
not replace factory scripts are loaded after factory
editing. It is a reference to use when updating
scripts, as previously supported, unless a different
your custom _tool_list.txt for the current version. This
order is specified in the active _tool_list.txt file for tool
allows new tools and other changes to be
scripts.
accounted for when you make your customizations.
When the factory defaults version changes, a new
The _tool_list.txt factory default file now begins with a copy of this file will be saved for you to reference.
line that is similar to this:
Tiling
Layer Audio Wiggle...
These two scripts allow you to create a repeating texture
Use this script to make a layer move in sync with a sound. pattern to fill the workspace. These tiled surfaces can be
animated.
Text
Visibility
Allows you to add credits or spinning text to your projects.
These scripts affect the visibility of a layer - for example,
causing it to fade in and out.
Credits
Allows you to select a text file that contains your credits.
You can specify font, duration for each screen, delay
between screens, and number of frames for fade.
Fade... Wavy...
Causes the current layer to fade in or out over a specified Causes the selected points in a vector layer to move in a
number of frames. If you want a layer to appear or wavy or underwater style.
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 appear or disappear more Other Popular Scripts
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.
Warp com, where you can view the latest scripting
documentation.
This set of scripts is used to distort the contents of a vector
layer, applying various animated warping effects.
Black Hole...
Causes the selected points in a vector layer to swirl around
in an inward spiral motion towards the origin point of the
layer.
View Menu
Reset Direction
Resets the view of the working area to the starting pan and This sub-menu lets you select a direction to view your scene
zoom values. Use this command when you want to jump from. The default view is through the camera - however,
back to the original view of the project. sometimes when you’re working on a scene with a 3D
layout, you may want to view the scene from a different
point of view. Options are Camera, Front, Top, Right, Back,
Zoom In Bottom, and Left.
snapping - that way you can use the grid as just a visual your final output - it’s just used as a tracing guide to help
guide, without it interfering in your drawing. you draw your artwork in Anime Studio.
This command will hide all artwork that lies outside the final
output rectangle. This makes it easy to visualize the final Auto Hide Curves
staging for your shot. Of course, it’s hard to edit what you
When checked, Anime Studio will automatically hide
can’t see, so be sure to turn this option off when you need
curves when you use drawing tools that do not affect
to edit an object that lies outside the visible area of the
curves. This helps reduce onscreen clutter while you draw.
project.
Uncheck this option if you prefer to display curves at all
times.
Select Tracing Image
Use this command to select a tracing image to display in
Anime Studio’s editing view. This image will not appear in
Stereo
If Enable Stereo (Red/Blue)Rendering is enabled in the
Project Settings dialog (see “Project Settings...” on page
312), this command makes it easier to preview and
reposition your 3D objects for stereo rendering.
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 275.
Style
Shows/hides the Style window. The Style window is shown
by default when you start Anime Studio. See “Chapter 13:
Style Window” on page 210.
Window Menu
Actions
Tools Shows/hides the Actions window. The Actions window
is hidden by default when you start Anime Studio. See
Shows/hides the Tools window. The Tools window is shown
“Actions Window” on page 299.
by default when you start Anime Studio. Tools are discussed
in the section beginning with “Anime Studio Tools” on
page 23.
Chapter 25: Window Menu
392 Anime Studio Pro 10
Users Manual
Blend Morphs
You can use the Window > Blend Morphs command
to blend poses (or morph targets) together to create a
combination pose or morph. This feature in Anime Studio is
very easy to use.
Layer Settings
Opens the Layer Settings dialog, discussed in “Chapter 12:
Layer Settings” on page 172.
Poser Parameters
Opens the Poser Parameters dialog, which allows you to
rotate or scale Poser objects that are imported into your
scene. For more information, see “Chapter 8: Special
Tools” on page 139.
Help
Opens this document, the Anime Studio User’s Manual.
Online Tutorials
Opens a web browser with Anime Studio online tutorials.
Internet connection will be required.
Welcome Screen
Opens the Welcome Screen.
Help Menu
Community Forums is a great place to get inspired and see what others have
created with Anime Studio.
Opens your web browser to the Lost Marble forum, where
you can communicate with your peers and ask for help
on any topic related to Anime Studio and animation. The About Anime Studio Pro
forum is extremely large with over ten thousand registered
Displays some information about Anime Studio, including
members.
which version of Anime Studio you’re running.
Deactivate License
Choose this command to deactivate the license before
you uninstall Anime Studio, or if you want to activate the
license on another computer.
The following options appear in the dialog: appear in the shortcut list. Select the desired category
to jump to that location.
• Current Settings: Displays the name of the shortcut
configuration that is currently in use. • Shortcut Suggestions: Click this button to have Anime
Studio suggest an unused keyboard shortcut.
• New: Allows you to assign a name to a new shortcut
configuration. Anime Studio will notify you if the • Done: Click the Done button when you are finished
filename is too long. After you assign a name choose editing your shortcuts.
OK. Your new custom file will appear in the Current
Settings list, and you can begin to assign your custom
shortcuts.
Adding Shortcuts
To create a custom keyboard shortcut file, follow these
• Delete: Select a custom shortcut configuration from the
steps:
Current Settings list, and then click this button to delete
it. You cannot delete the Default configuration file.
If a user content folder is defined, Anime will
save custom keyboard shortcuts files to a
• Restore Defaults: Restores all keyboard shortcuts to
Keyboard Shortcuts folder in the user content folder.
the default values assigned with the Anime Studio
If names conflict with custom files saved to the
installation.
default location, the user location will supercede the
• Shortcut List: Displays all shortcuts by category: Menu, default location.
Tools, and Windows. You can use the scrollbar at the
right side of the shortcut list to scroll further down the list. 1. Choose Help > Keyboard Shortcut Editor to open the
The left side of the list displays a menu command, tool Keyboard Shortcut window.
name, or window; and the right side of the list displays
the associated shortcut if one is configured. 2. If a custom configuration file has not yet been
created, click the New button to assign a name for a
• Scroll To: Jumps to a specific shortcut category. The new configuration file. Otherwise, select the custom
categories are named in the order in which they
Chapter 26: Help Menu
399 Anime Studio Pro 10
Users Manual
Appendix
Comparison
Patch Layers Read only Read and
create
Animation Length 2 minutes (3000 Unlimited Wacom Multi-Touch Support Yes Yes
frames)
Character Wizard Yes Yes
Motion Tracking 3 points Unlimited
Render Cache Yes Yes
Audio Tracks 2 tracks Unlimited
Separate Batch Export Process No Yes
Video Tracks 1 track Unlimited
Separate Render Process No Yes
Physics No Yes
Preview Animation No Yes
Poser scene import No Yes
Multiple Document Support Yes Yes
3D layer and object support No Yes (Tabs)
Morph targets Read Only Read and Keyboard Shortcut Editor Yes Yes
create
Automatic Update Checking Yes Yes
Automatic image tracing Black and white Black and
Activation, Serialization, and Yes Yes
only white, color,
License Management
and edges
Particles Read only Read and (1) Layered using Anime Studio script
Create
(2) Import directly through File menu.
Import Photoshop Files Yes (1) Yes (2)
Library X X Curvature X X
(1) Character Wizard in Pro lets you use and create Eraser X X
Arrow X X
Shear Points X X
Shear Points Y X
Perspective Points H X
Perspective Points V X
Delete Shape X X
Vector Modifiers Line Width X X
Hide Edge X X
Feature Anime Anime
Stroke Exposure X
Studio Studio Pro
Curve Profile X
Debut
Texture Transparency X
Peak X X
Smooth X X
Raise Shape X X
Particle X
(1) Requires Poser 7 or newer
3D X
(2) Limited to 3 tracking points Physics (Layer property) X
(3) Limited to 2 audio layers Note X
2D to 3D Layer Conversion X
Text Layer X X
Zoom Camera X X
Colored Keyframes X X
Timeline Features
Feature Anime Anime
Action Features
Studio Studio Pro
Feature Anime Anime
Debut
Studio Studio Pro
Keyframes X X
Debut
Playback Controls X X
Store Reusable Animation X
Animation Channels X X
Edit Reusable Animation X
Ruler X X
Delete Reusable Animation X
Onionskins X
Graph Mode X
Smooth Interpolation X
Stereo Rendering X
Noise Grain X
Feature Anime Anime
Up to 120 Frames/Second X X
Studio Studio Pro
Maximum
Debut
Maximum export size (pixels) 900 x 900 9000 x 9000
Options X X
Maximum number of frames 3000 Unlimited
Editor Colors X X
GUI Colors X X
Content Visibility X
Script Writing X
Feature Anime Anime
Studio Studio Pro
Debut View
Built in Content X X
Feature Anime Anime
Third Party Content X X
Studio Studio Pro
3D Object X
Debut
Character Wizard X X
Grid X
Camera X
Draw X Import
Image Sequences X
Feature Anime Anime
Layer Effects X
Studio Studio Pro
Particle Effects X
Debut
Sound X
2D FORMATS
Warp X
JPEG X X
(2) Directly through File menu.
Sequential BMP X
Sequential PSD X
Optimization Features
Sequential PNG X
(2) MOV: If you are using a 64-bit Windows operating Multiple Document Support X X
(Tabs)
system, you will need to use the 32-bit version of Anime
Keyboard Shortcut Editor X X
Studio Pro to export in MOV format.
Automatic Update Checking X X
Appendix C: Acknowledgements
414 Anime Studio Pro 10
Users Manual
• The Pirate, Monster, Monster and Rabbit was Illustrated • Freakish kid http://www.freakishkid.com
by Óscar Chávez: http://www.flickr.com/chavezonico
• Naive: http://www.naive.se
• The Carnivorous Plant was illustrated by Alfredo
• Mike Scott Animation http://www.909pop.com
Cáceres: http://Alfredocaceres.tumblr.com
• Curious Projects: http://www.curiousprojects.com
• The Pirate, Monster, Monster, Rabbit and Carnivorous
Plant rigging and animation was made by Víctor • Dave Cockburn’s Squeaky Pictures: http://www.
Paredes: http://www.youtube.com/tazatriste squeakypics.co.uk/
• The Smith Micro Content Team • Charles Kenway (Studio: Square Brush): http://
Smith Micro would like to thank the following artists for squarebrush.com/
imagery used in collateral and Promos.
• Víctor Paredes (Studio: Taza Triste): http://www.
• DK Toons http://www.contentparadise.com/Search. youtube.com/tazatriste
aspx?searchText=DKToons
Appendix C: Acknowledgements
415 Anime Studio Pro 10
Users Manual
Library > Characters > Version 5> User Samples • Vladimir O. (Studio: StudioSvet): otkritka
• Nate Greenwall: knight Master • Víctor Paredes (Studio: Taza Triste): dragón pulento
Direction, script, animation:
• Burt Abreu: Jeremy
VENT_ErikvanSchaaik, Erik van Schaaik, www.
• Philippe Cizaire: frog, stampel erikvanschaaik.com, [email protected]
• Víctor Paredes (Studio: Taza Triste): african elephant • Il Luster Productions, www.illuster.nl, [email protected]
Library > Characters > Version 5 > User Samples
• Vladimir O. (Studio: StudioSvet): golova, Kati, KISSKI, kot,
Kozel, lef, sc, slon, tigr, volk, zaiac, zebr • Burt Abreu: blurtest, bumpy1, curvetest1, epidea1,
Library >Video > Animated Samples > Version 5 User hair1, hand1, leaf1, man1, mouth, myfish2, myfish3,
Samples oldman1, rasbora_maculata, robohead1, sparkdraw,
weedy1
• Burt Abreu: fishtank1
• Christian -Samb- Wasser (Studio: By Samb): people
• Christian -Samb- Wasser (Studio: By Samb): sunscene
• Erik Svensson: Fire, Tree, Water ripple
• Dave Cockburn (Studio: Squeaky Pics): Squeaky_10sec
• Philippe Cizaire: collection
• Erik Svensson: Ghost
• Vladimir O.: flag, glaz1, glaz2, glaz3, glaz4, glaz5,
• Mike Scott (Studio: Red Pepper): COOL_CATZ_INTRO_1 gudok, noga, palec
Appendix C: Acknowledgements
416 Anime Studio Pro 10
Users Manual
Appendix C: Acknowledgements
417 Anime Studio Pro 10
Users Manual
Studio Shortcuts
Ctrl+Shift+S Shift+Cmd+S File > Save As
Studio Ctrl+Shift+R
Ctrl+E
Shift+Cmd+R
Cmd+E
File > Preview Animation
Once you’ve been using Anime Studio for a while, you’ll Ctrl+Alt+E File > Export OBJ
probably want to find ways to speed up certain operations. Ctrl+B Cmd+B File > Batch Export
Luckily, Anime Studio provides several shortcuts for
Ctrl+Q Cmd+Q File > Quit
common operations, such as activating tools, navigating
the workspace, and entering data.
Edit Menu
Menu Shortcuts
Windows Mac Command
Ctrl+Shift+Y Shift+Cmd+Y Bone > Freeze Pose Shift+Ctrl+2 Shift+Cmd+2 View > Stereo
method of moving the mouse to a toolbar and clicking Alt+Shift+} Alt+Shift+} Rotate View Right
a button, and are worth learning to reduce your drawing
and animation time. However, all these features are
also available through standard user interface elements Style Window
(buttons and menus), so learning these shortcuts isn’t a
requirement to using Anime Studio. Windows Mac Function
Ctrl+9 Cmd+9 Set Interpolation Cycle Anime Studio auto-reverts to the previous tool
Shift+{ Shift+{ Previous Selected Key
selection when a shortcut for a different tool is
selected and held for two or more seconds, or if held
Shift+} Shift+} Next Selected Key
and a mouse click occurs on the canvas before the
Alt+Shift++(plus) Alt+Shift++(plus) Zoom In
shortcut is released.
Alt+Shift+_ Alt+Shift+_ Zoom Out
(underscore) (underscore)
Fill Tools
Tool Tool
Shortcut
Q Select Shape
U Create Shape
P Paint Bucket
Press the T key to activate the Transform Points tool.
W Line Width
H Hide Edge
Draw Tools
Special Tools
Tool Tool
Shortcut Tool Tool
G Select Points Shortcut
T Transform Points A Video Tracking
A Add Point
F Freehand
Bone Tools
J Blob Brush
Tool Tool
S Draw Shape
Shortcut
E Eraser
B Select Bone
R Point Reduction
T Transform Bone
D Delete Edge
A Add Bone
C Curvature
P Reparent Bone
X Magnet
I Bind Points
Right Bracket ] Increases the line width setting in the Style window Working with Bone Tools
Keyboard Function
Working with Vector Layers Shortcut
Delete/ Delete the selected bone (and any child bones)
Keyboard Function Backspace
Shortcut Spacebar Bind points to selected bone
Delete/ Delete the currently selected points Up Arrow Select parent of current bone
Backspace
Down Arrow Select child of current bone (only works if current
Spacebar Weld two points together - usually used with the bone has just one child)
Translate or Add Point tools
Down Arrow Lower selected shape down one level - hold shift Page Up When in graph mode, zoom in on the timeline
to lower to bottom - hold shift to move the graph up
Timeline Scrubbing
Workspace Navigation
To scrub the timeline in small increments, press Alt and roll
The right mouse button can be used to navigate the main the mouse wheel back and forth.
Anime Studio workspace.
To pan the workspace, click and drag with the right mouse Numeric Fields and Angle Knobs
button.
An easy way to make small adjustments in numeric text
• If you hold down the spacebar while you click fields and angle knobs is to hold the mouse over the control
and drag any tool with the mouse, it will let you and spin the mouse wheel back and forth. Of course, you
pan the workspace. This is similar to the panning can still enter values into a text field by typing them, but
this method lets you make small adjustments and view the right-dragging allows you to adjust the value of a text field
changes immediately. without having to switch back to the keyboard.
• Smoothing and zooming support has been enhanced More than two Behaves similarly to two-finger gestures
fingers
to support multi-touch actions, and should also work
Four-finger drag Allows you to rotate an object in 3D
better with the touch ring on Wacom tablets.
The following tables outline the tools that offer this support. Camera Tools
Draw Tools Camera tools that support multi-touch actions are Track
Camera, Roll Camera, Zoom Camera, and Pan Camera.
Draw tools that support multi-touch actions are Transform
Points, Transform Points, Transform Points, Select Points, Multi-touch Function
Freehand, and Draw Shape. action
One finger gesture Tracks or Pan/Tilts camera
Multi-touch Function
Two-finger gesture Rolls or zooms camera
action
More than two Behaves similarly to two-finger gestures
One finger gesture Translates selected points
fingers
Two-finger gesture Scales or rotates selected points
Multi-touch Function
action
One finger gesture Pans the canvas
Other Actions
Multi-touch Function
action
Two-finger Resets whatever property you are currently
double-tap editing.
Index
429 Anime Studio Pro 10
Users Manual
Index
430 Anime Studio Pro 10
Users Manual
Index
431 Anime Studio Pro 10
Users Manual
Index
432 Anime Studio Pro 10
Users Manual
Index
433 Anime Studio Pro 10
Users Manual
Index
434 Anime Studio Pro 10
Users Manual
Index