FrameForge Storyboard Studio Quick Start
FrameForge Storyboard Studio Quick Start
STORYBOARD™
STUDIO
QUICK START
FOR macOS® &
Windows®
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1.
SHARED LIBRARY) IS DISTRIBUTED UNDER THE BSD PUBLIC LICENSE
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2.
VERY IMPORTANT INFORMATION
For WINDOWS Users
FrameForge Storyboard Studio is a cutting-edge previsualization program
that will use your graphics card to its utmost capability. This sometimes
has the unfortunate tendency to find flaws in the graphic card’s driver that
hadn’t previously affected your use of your computer.
If, while using FrameForge Storyboard Studio, you experience an access
violation in module atioglxx.dll (ATI Cards) or nvoglnt.dll (nVidia Cards)
or something similar sounding, it is almost certainly an issue with your
graphics card’s driver and you will need to update that driver to resolve it.
To update the graphics driver you will need to either go to your computer
manufacturer’s site or directly to ATI or nVidia’s support sites as
appropriate:
AMD (formerly ATI): http://support.amd.com
nVidia: http://www.nvidia.com/download
More information and instructions can be found on our site at
http://support.FrameForge.com
Finally, you can also go to a site like drivershq.com which sells a special
utility program to find and install the most up to date drivers for all of the
hardware in your computer.
3.
Table of Contents
Installing FrameForge Storyboard Studio-----------------------------------------------------------------------------------------6
Running FrameForge Storyboard Studio for the very first time --------------------------------------------------------7
Registering/Validating FrameForge Storyboard Studio -------------------------------------------------------------------- 7
How many computers can I install the program on? ------------------------------------------------------------------------8
Your (potentially Underpowered) Video Card -----------------------------------------------------------------------------------8
What should you do if your Video Card is reported as being “Underpowered?” -------------------------------9
Your First Previsualization --------------------------------------------------------------------------------------------------------------- 9
Welcome to the Main Interface: The Control Room -----------------------------------------------------------------------10
The Multi-Throttle Controls------------------------------------------------------------------------------------------------------------ 12
The Live View (and how to change what it’s displaying) ---------------------------------------------------------------- 13
Sets (Interior and Exterior Locations) --------------------------------------------------------------------------------------------13
Thinking about your Storyboard (or “This ain’t your Grandpa’s Storyboarding Program”) --------------14
Earth, Wind and Fire (a.k.a. Ground, Sky & Sun)-----------------------------------------------------------------------------15
Changing the Sky (it’s not this easy on location) ---------------------------------------------------------------------------16
Changing the Ground ---------------------------------------------------------------------------------------------------------------------17
Changing a Set’s Geographical Location (Pro/Stereo ONLY) ---------------------------------------------------------17
Finishing with Editing a Set’s Parameters --------------------------------------------------------------------------------------18
Selecting your Camera’s Parameters ---------------------------------------------------------------------------------------------18
Building an Interior with Room Builder™ ----------------------------------------------------------------------------------------20
Dressing your Set (Interior or Exterior) ------------------------------------------------------------------------------------------21
Placing Actors and Other Objects on the Set ---------------------------------------------------------------------------------22
Finding an Actor or Object using a Keyword Search ----------------------------------------------------------------------23
Nearly 4000 Objects but not the ONE I want! ---------------------------------------------------------------------------------23
I’ve dragged in an Object and it’s glowing and has these Spheres Floating Around it...----------------- 24
Posing Actors & Objects (yes, you can Pose Objects) -------------------------------------------------------------------26
Don’t tell me I have to set the pose of every bone in an Actor to get them to do something! --------28
Texturing in the Live View --------------------------------------------------------------------------------------------------------------28
Customize an Object or turn an Actor to a Character ---------------------------------------------------------------------29
Bringing an Actor or Object into the Green Room --------------------------------------------------------------------------30
4.
Saving a modified Actor or Object as a Virtual Object -------------------------------------------------------------------31
What's this “FrameForge Community Site?” -----------------------------------------------------------------------------------33
Moving Objects around on the Set -------------------------------------------------------------------------------------------------34
What happens when an object that you’re moving collides with a stationary one? Magic! ------------35
Relationships (If only they were this easy in real life) --------------------------------------------------------------------37
What do I do when I am dragging an actor and it goes into a relationship I don’t want? (or How to
break up a relationship in three easy steps) ------------------------------------------------------------------------------38
Manually Applying Relationships ---------------------------------------------------------------------------------------------------39
How are Poses and Relationships different? ---------------------------------------------------------------------------------40
I dragged an object into a relationship with my Actor and now I can’t get the Actor to drop it! -----41
Creating your own New Relationships -------------------------------------------------------------------------------------------41
Free Position Mode ------------------------------------------------------------------------------------------------------------------------42
Selecting and Deselecting Objects ------------------------------------------------------------------------------------------------44
Orienting Objects On Set ---------------------------------------------------------------------------------------------------------------46
Control Orbs Revisited -------------------------------------------------------------------------------------------------------------------46
Facial Expressions, Look At... and Reach For... -----------------------------------------------------------------------------47
Available Camera Types -----------------------------------------------------------------------------------------------------------------49
Adding Cameras to your Set ---------------------------------------------------------------------------------------------------------- 50
Controlling Cameras ----------------------------------------------------------------------------------------------------------------------52
The Lighting Mixer -------------------------------------------------------------------------------------------------------------------------53
Ambient Light & Fill Light ---------------------------------------------------------------------------------------------------------------54
Snapping a Shot ----------------------------------------------------------------------------------------------------------------------------55
The Shot Preview Area -------------------------------------------------------------------------------------------------------------------56
What is Stored when you “Snap a Shot” -----------------------------------------------------------------------------------------57
Reloading a Shot for Editing --------------------------------------------------------------------------------------------------------- 58
The Shot Manager -------------------------------------------------------------------------------------------------------------------------58
Printing ------------------------------------------------------------------------------------------------------------------------------------------63
Exporting ---------------------------------------------------------------------------------------------------------------------------------------65
Exporting Storyboard Images, HTML & Shot Lists -------------------------------------------------------------------------66
In Conclusion ---------------------------------------------------------------------------------------------------------------------------------67
5.
Welcome to FrameForge® Storyboard Studio
Jumping Right In
We know that most software users never actually read manuals, so this
Quick Start is designed to help you jump in and get started and as a Quick
Reference Guide to the basic features of what is an extremely powerful
program. Please be aware that this Quick Start is just scratching the
surface of the capabilities of the program so if you find yourself saying
“there must be a faster/other/better way to do something,” there very
often is, and you should refer to the full searchable PDF manual which is
always accessible from within the FrameForge program simply by
selecting the HELP menu then clicking the menu item FULL PROGRAM
MANUAL.
This Quick Start also assumes a basic familiarity with general computer
usage and terms like click, control+click and click and drag. If you are not
comfortable with this kind of terminology, then we recommend that you
instead use the Full Manual as it goes much slower and in a much more
spelled out, step-by-step manner.
6.
you should ALWAYS answer YES to this question, even if you just bought it
today. We are constantly fixing bugs, adding new features and objects,
and if you ever call tech support the VERY FIRST QUESTION they will ask
is “Have you updated to the most current version?”
7.
We never share your email contact information with other companies, and
when you validate, you have the choice to opt out of any emailing or
contact from us.
8.
What should you do if your Video Card is
reported as being “Underpowered?”
Don’t panic. Calmly read the prompt and it will explain what program
features will be disabled or limited by the graphics card limitations. If this
is a desktop computer into which you can put an upgraded card, we
sincerely recommend you do so. You can typically find decent cards in the
$100-200 range, and you want one that says it is an OpenGL Hardware
Accelerated Graphics Card with a minimum of 256MB of Dedicated RAM.
And yes, the more dedicated RAM it has, the better it is.
If this is a laptop, in 99% of all cases, you cannot upgrade the graphics
card and the program may be limited in some of its lighting or shadowing
capabilities. The one semi-exception is when you have a dual switchable
graphics card, as some Sony Vaios do, in which case it must be set to
speed rather than battery life or “stamina.”
NOTE: Even if this computer’s graphics card can’t render High Resolution
Lighting or Shadows, you can still work on a previsualization using it, and
then if you take this file to a more powerful computer that does have
these capabilities, the lighting and shadows can be added automatically
to its images during exporting or printing, so even in the “worst case,” all
is not lost.
9.
For the moment, simply click NO HELP – I WANT TO BUILD IT MANUALLY
because it’s important that you understand the main control room in which
you’ll be spending most of your time in FrameForge Storyboard Studio,
and that you set up your camera’s aspect ratio and medium (35mm, HD,
3/4” Pro Video... whatever) before you get too far in.
10.
These monitors along the top show the overhead blueprint view of your
set on the far left and next to them are monitors showing the views
through each of the cameras on the set. If there are more cameras than
monitors, you can simply scroll through them using the small circular
buttons found on either side.
The list of categories & icons on the right make up your Object Library.
This is the source from which you drag all actors and objects onto the set.
You can add objects and actors in both blueprint and camera views
though it is often easier to do it in blueprint view because you can see
more clearly where the actor/object will be added.
These Multi-Throttle Controls set the active camera’s position, orientation
and height each according to their label, while the controls on the left do
the same thing for the selected objects.
11.
The Multi-Throttle Controls
The circular controls for Cameras and Objects (found along the left and
bottom edges of the Control Room) are called Multi-Throttle Controls
because they allow you to access them as either buttons or throttles,
where buttons give you more fine control and throttles make large
adjustments more quickly.
You will use these controls to adjust your camera’s position, zoom, height,
etc., so it’s important that you know how to use them.
The Dolly Multi-Throttle, for example, is found along the bottom with the
other camera controls. Normally, it’s labeled with the word “dolly” on it and
four small gray arrows as shown in the left image below: Put your cursor
over it and the four arrows turn black and it splits into buttons which you
can click, as shown in the middle image. Finally, you can click and drag or
click and hold and a throttle (slider) will appear as shown on the image to
the right.
12.
can enter numeric values for whatever the throttle affects. In many cases
you can also right-click the central button (also called "secondary click" if
you use a trackpad) to perform a “reset” function. For example, if you
right-click the central button on the camera pan/tilt multi-throttle, then the
camera is reset to an untilted state.
13.
The set is where you are going to place objects (be they walls and
furniture for interiors, or trees, cars and buildings for exteriors) and where
you’ll position and pose your actors, frame your shots and then store
frames for your previsualization.
This brings us to a very important and perhaps surprising note:
14.
• Because you have a complete representation of the actual space in
which you’ll be shooting, you can experiment, explore and
troubleshoot, all before you set foot on set.
15.
At the top left is the Set Name, where you can enter a more descriptive
name for this location. FrameForge Storyboard Studio uses this Set Name
in a number of different places to help group sequences (all the shots in a
given location) for simpler printing, exporting and management of shots
so giving it a good descriptive name is often very helpful.
The rest of the items on the left should be fairly self-explanatory and if
you want more information on them you should see the Full Manual.
In the center is a rendering of the dome of the sky over the ground, and to
change the color/texture of either of them, look to the right panel.
16.
Changing the Ground
Likewise, you can change the ground’s texture from a grassy field to
bricks, carpet, dirt, a solid color or anything else you need. Follow the
same instructions for changing the Sky except make sure that the
GROUND SETTINGS radio button is first selected.
NOTE: Unlike the Sky which is typically a texture applied once to the whole
sky dome–and for more details on the various options for how that works,
see the Full Manual–the ground is generally a small texture which is
repeated (or “tiled”) numerous times to fill up the ground.
To set how many times the floor texture is repeated, simply drag the
REPEAT TEXTURE slider until you’re happy with how the ground looks. You
can also place an INSET FLOOR onto the middle of the set which allows
you to put a single location texture (such as an intersection or lake or
something which is non-repeating) on your set. See the Full Manual for
more details on Inset Floors.
17.
when sunrise, midday, and sunset will be on that day and place. Sorry, no
guarantees about cloudiness and weather though.
More on this when we get to the Lighting Mixer Panel.
18.
whose optical properties are still controlled by the Set Film/Video Frame
Size Dialog and you MUST also follow these instructions to have the
camera accurate mimic the one you’ll be using.
19.
Building an Interior with Room Builder™
If your set/location is an interior then the first thing you’ll want to do is lay
down the walls, and the easiest way to do that is with Room Builder.
When the live view is showing the blueprint view, you’ll see a pair of radio
buttons near the upper right corner of the blueprint, named Standard
Blueprint Mode and Room Builder Mode. Click the Room Builder Mode
button, and the central part of the control room will change to something
like the following, though obviously unless your editing an existing room, it
will be initially empty rather than having the walls, doors & windows
shown below.
The top left button is the SELECT button and the next five are WALL
CREATION buttons that create a rectangular room, horizontal or vertical
“hallways” or a single straight or curvable wall, each as shown on the
appropriate button.
20.
To create your walls, simply click the desired WALL CREATION BUTTON
then click and drag out the walls on the grid. It will automatically show
you the size of the walls as you drag and you can turn on or off snapping
to the grid as desired. Repeat as desired until all walls have been created.
To add a door, doorway or window to a wall, drag one of the window or
door icons from the left and drop it into a wall. You can then reposition or
resize the opening by clicking and dragging the opening. In the case of
doors, you can change its hinge orientation so it opens left/right, in or out
simply by clicking the dot at the end of the door and dragging it until the
hinge is oriented as desired.
21.
Wherever there’s a category split like this, choose thoughtfully based on
the role and importance of the object on the set.
22.
Finding an Actor or Object using a Keyword
Search
At the top of the Object Library Window is a Keyword Search field where
you can type in keywords such as car or bed or whatever you like, and then
the Object Library will display the icons for all objects which either have
that keyword associated with it, or have a keyword that starts with it.
If you want to make it require the whole word so that bed doesn’t show an
alarm clock that has the keyword bedroom in it, then either add a space at
the end or put the keyword in quotes.
23.
You will need to have a free registration to the community site to post
messages and to download and install objects from it, and more details
on that can be found on the site itself or the Full Manual.
Similarly, you can do a search on Google Warehouse for the desired object
in Google SketchUp format (https://3dwarehouse.sketchup.com) which
can be imported directly into FrameForge Storyboard Studio by going to
the OBJECTS Menu, selecting IMPORT 3D OBJECTS then GOOGLE
SKETCHUP FILES. Full details on that process are, as always, in the full
manual.
If one of our Themed Expansion Packs contains the object you want, you
can purchase a copy of that expansion Pack from the same place you
purchased your copy of FrameForge Storyboard Studio. You can also get
more information on the Expansion Packs by going to http://
www.FrameForge.com.
Finally, you can build it either within FrameForge Storyboard Studio itself,
or within any true 3D Modeling program that exports VRML, FBX or SKP.
More details on Object Creation and Importing can be found in the full
manual.
24.
its capabilities and what view you are looking through, either Blueprint or
Camera View.
We’ll go into them in greater detail in the Full Manual, especially those for
physical cameras and lighting fixtures which are only applicable for the
Pro and Stereo Versions of the program. For this User Guide, however,
we’ll focus on the main ones that you’ll see and use most often, shown in
the graphic below labeled All Versions. In this graphic we’ve also added
labels for each Control Orb which actually will only show up in the
program if you move your cursor over an orb.
As you may notice the Control Orbs pretty much mimic the functionality of
the Object Control Multi-Throttles, but the big advantage of using them
over their corresponding Multi-Throttle is that you don’t have to move
either your focus or your mouse away from the object that you want to
manipulate.
The one advantage the Multi-Throttles have over the Control Orbs is that
you can make small incremental changes of spin or tilt, for example with
single clicks, rather than the more free-form control that mouse-dragging
gives you.
25.
So, in general, you’ll do most of your object manipulation with the control
Orbs, but may want to do some final fine-tuning with the Multi-Throttles. In
any case, we’ll get into how to use the very powerful Control Orbs in the
section Orienting Objects On Set, for now, let’s return to the object we just
dragged in.
26.
When you're posing an actor, the control area shows a skeleton diagram
and other controls, but usually the important thing is the set of three
control wheels forming a “cage” around a joint.
If you click and drag one of the wheels, the body part (in this image, the
left arm) rotates around an axis through the center of the wheel. There is
literally no difference between the colored wheels, the only reason they
are colored is to make it easier to see the three dimensionality of the
wheels, and so that the corresponding controls on the left can identify
which axis the buttons will manipulate. You can also click and drag any of
the white balls at the intersections of the wheels, for more free-form
rotation.
When you're done posing an actor or object, you can click again on the
Pose orb, or click the red close button in the corner of the posing control
area, or just click on the floor.
27.
Don’t tell me I have to set the pose of every
bone in an Actor to get them to do something!
Since you asked nicely we won’t. There are literally thousands of preset
Relationships and Poses to do the hard work for you so you can focus on
shots, framing and just relatively minor tweaking of a character’s position
to get them to “act” as desired.
Also, there are quick functions to Look At, Reach For and Match Eyelines,
all of which automatically show up as buttons right under the Live View
when appropriate. We’ll get into how this works later in the various
sections about Relationships and Posing, but rest assured, it’s a snap.
One way to use the texture library is to browse and find a texture you like,
and then drag it and drop it… on an object or even the ground or sky.
However, in many cases, FrameForge knows where to find textures
appropriate for a particular item, and can simplify the process. For
example, if you click on an actor’s hair, the texture library will select one of
the categories of hair textures. Then if you double-click one of the hair
textures, FrameForge applies it to the object part you previously clicked.
28.
Customize an Object or turn an Actor to a
Character
Once you’ve dragged any object onto the set, there is typically a lot of
customization you can give it to make it more specific to the scene. A
couch can be given a floral pattern or made into hot pink leather. Walls
can be “painted” or given wallpaper, Actors can be given haircuts, have
their clothing changed, the shape of their face modified, their body made
fatter or sexier... and in the case of adult men and women, actually aged
from anywhere between 20 and sixty years old.
The key to all this is a little place we call the Green Room.
The Green Room is a kind of “limbo” where you can manipulate your actor
or object off the set. You can rotate and view it from any angle with
impunity, and select among part options (such as having the top on or off
for a convertible, or an actor’s hairstyle), change a part’s color or texture,
and even adjust the object’s pose.
When you exit the green room, the actor or object on set will have the
changes you made to the object–including any pose changes–except their
original tilt and orientation will remain unchanged regardless as their
rotation or tilt in the Green Room.
You can also use the Green Room to save whatever modifications you’ve
made to an object or actor as a User Object or Character so that it will
appear in your Object Library and you can drag it out onto the set with all
the color, texture and part choices already set for you. We’ll explain how to
do that in the section: Saving Characters.
29.
Bringing an Actor or Object into the Green
Room
In order to bring something into the Green Room, it has to have been
dragged on set from the Object Library. Once there, simply double-click it
in the Live View and the Green Room will open with the object visible in it.
The Green Room looks like the dialog below, though of course the object
and available options will vary.
The first tab in the upper right of the Green Room will be labeled Actor
“Look” if it’s an Actor, or Part Options if it’s another kind of Object. On this
tab are optional “parts” like hair, pants and shirt styles for an actor, or
whether an optional tensor lamp should be present or not on the drafting
table.
30.
If you click and drag in the view but not on the object itself then it will
rotate and spin so that you can more clearly see the various sides of the
object. Again, all rotation and spin will not translate back to the Live View
when you exit, though all other object manipulation will.
Use any available items on this tab to change the general look of the actor
or object simply by clicking the appropriate drop-down menu, and
choosing among the available options.
NOTE: Take special notice of the Shape & Size area which will only be
available for Actors (including our animal actors) and which allows you to
change facial and body shape in humans and various other things such as
male vs. female body size and antler size or claw length and so on
depending on the animal’s type.
Under the Colors/Textures/State tab, you'll find some texture and color
options beyond the previous section Texturing in the Live View. For
instance you can tint a texture, or remove the texture and replace it with a
plain color, or make a part translucent.
31.
The process is the same for both Actors and Objects with the one
difference that Actors who are made into Virtual Objects will show up in
the Characters category under the Actors tab of the Object Library while
Objects, such as Melissa’s fire-red convertible, will show up in the User
Objects category under the Props tab.
In either case, to make a virtual object, you bring the actor or object into
the Green Room and make all the modifications to them that make them
the unique object you want to make easily accessible. If you need more
information on how to do that, read the previous sections starting from
Customize an Object or turn an Actor to a Character.
Once you have the actor or object to your liking, use the button controls
along the top left of the Green Room in order to frame them as you would
like its icon to appear in the Object Library. Next click the Color, Texture
and State Tab and towards the bottom right is a button labeled STORE AS
VIRTUAL CHARACTER if it’s an actor or STORE AS VIRTUAL OBJECT if it’s
not an actor.
Click this button and you’ll be taken to a new screen with a field to enter
the name of this virtual character/object, a checkbox which can be used
to turn glued together objects into a single true FrameForge Object (see
Full Manual) and a Keyword field where you can enter Keywords used to
describe this new virtual object and which will be used by the Keyword
Search function to decide when to display it in a search.
There’s also a drop-down menu which should currently be set to SIMPLE
MODE and which you can set to ADVANCED MODE for more control,
details on which are in the Full Manual.
But for now, all we care about is the Virtual Object/Character’s Name and
any keywords you want to enter for it. By default, anything you enter in the
Name will automatically be entered into the Keywords for you.
32.
When everything is filled out and set up to your satisfaction then click the
button which will be labeled either STORE CHARACTER or STORE OBJECT
as appropriate.
If you have several words on a single line in the Keywords field, it will offer
to split them up for you so that it will be found for any of the significant
words. It will then save the virtual object, tell you where you can find it and
then ask if you’d like to share this virtual object on the FrameForge
Community Site.
33.
Moving Objects around on the Set
By now you should know how to add Actors and other objects onto the
set, bring it into the GreenRoom, perform customization on it and build the
walls of your interior in Room Builder.
If not, then you’ve missed a lot and should probably go back and read
some of the previous sections because you’ll need at least some of these
skills from here on out.
We’re going to assume you’ve dragged out at least one object onto the set
and you want to move it around. FrameForge Storyboard Studio makes
this extremely easy because it uses what we call “Chessboard Movement.”
While we live in a three dimensional world, and the FrameForge virtual set
is also a computer generated 3D world, you are controlling it with a 2D
input device: your mouse. Yes, your mouse itself has height but it only has
2 degrees of motion along the plane of your mouse pad.
You move an object simply by clicking and dragging it where you want it to
go. And when you do this, FrameForge translates your 2D movement of
the mouse into motion across the floor of the set, as if you were sliding a
piece along a chessboard.
If the Live View is showing the Blueprint View then you are always looking
down at the scene from a fixed view where North is at the top of the
screen, East to the right and so on around the compass. Anything you drag
simply follows the position of the mouse.
If the Live View is the view as seen through a Camera, however, then the
mouse’s motion get’s “projected” onto the virtual floor as you are currently
seeing it. In this case, if you click and drag an object by pushing the
mouse away from you, the selected object moves will move directly away
from your view deeper into the computerized world.
34.
Pull the mouse towards you and it moves closer to your view. Left and
right also perform equivalent actions making dragging objects extremely
predictable.
35.
never actually want) there is some “resistance” and then it will jump
entirely to the other side of the wall, if you continue dragging, or be left
cleanly butted up against the wall if you stop dragging at this point.
The rule here is that in every room there are typically a lot of furniture
butted up against walls and that is most commonly desired result in this
case so it happens automatically. If you DO want something embedded in
a wall or on top of it, that’s certainly easy enough to do and we’ll cover it in
the next situation below.
3. The two objects pass into and through one another as if they weren’t
sharing the same space. This will happen in only two cases: (1) If you’ve
temporarily turned off collision checking (which you can do from the Tools
Menu) or (2) if one or both of the objects have been elevated.
The rule here is that if you’ve elevated an object, it is effectively floating in
mid-air. Just as it will no longer fall to the ground, neither it nor anything
that collides with it will jump up either. By floating, it is no longer bound by
the standard on-top of rule.
4. The moving object jumps into a pre-defined relationship with the
stationary object. This happens most often with Actors and other objects
in the Object Library. For example, if you drag an actor to a chair, they’ll
automatically sit as shown in the drag progression image below. Note that
the ghostly images of the teenager are the intermediary stages between
his starting position on the left of the screen to where he’s been dragged
onto the chair, at which point he automatically sits, straddling it backward
since the chair was facing that way.
36.
The rule here is that if there is one or more Relationships defined between
the two objects that are set to be automatically applied when the moving
object collides with the stationary one, apply the most appropriate one
based on the two objects’ orientation and relative position instead of
applying the normal on-top rules.
37.
you think there should be one, such as kneeling and weeping in sorrow,
you can easily create one, and this is all covered in the Full Manual.
Similarly, while there are relationships between the actors, there is no
obvious single relationship that should be applied when a man and a
woman meet, for example. Should they hug, shake hands, kiss, waltz or
something else?
In this case, no automatic relationship is applied but you have the option
of manually applying any of the available relationships between them.
More on that soon.
38.
the way to the object, get them close and then use the MOVE Multi-
Throttle Control to get them the final distance near to or onto the object.
When you use the MOVE Control the “on-top-of” rules are in effect but the
automatic relationships will not be applied.
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How are Poses and Relationships different?
In FrameForge Storyboard Studio, a POSE is defined as a stored set of
positions of some or all of an actor’s limbs or an object’s hinged parts.
When applied, it will restore the actor or object’s limbs/hinges to those
positions.
There are two types of poses. A Full Pose sets all of the hinges/bones in
the affected Actor or Object and may also apply a tilt or elevation to them.
These full poses are indicated by the name of the pose being surrounded
with angle brackets such as <base pose>.
A Partial Pose, on the other hand, only sets some of the hinges/bones in
the affected actor or object, leaving the remaining ones unchanged. These
are identified by having an asterisk after their name like the actor’s peace
sign* pose which only affects one arm and hand.
This allows you to “layer” poses by applying full poses first, like
<running>, then a partial pose like peace sign* and you have an actor
flashing a peace sign as they run.
So how do Poses and Relationships really differ, as they both define the
settings of the hinges or bones of objects?
A Pose affects only a single object, while a Relationship can be thought of
as two poses–one for each of the objects in the relationship–that are
applied simultaneously and which ALSO include a spatial positioning of
one object in relationship to another.
In other words, when a relationship is applied, not only are the hinges/
bones of both objects set, but one of them will also move into a pre-
defined position relative to the other object. Examples of this spatial
positioning include a man being moved into the driver’s seat of a car, a
cup jumping into a woman’s hand, or a chair having slid itself under a
desk.
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I dragged an object into a relationship with my
Actor and now I can’t get the Actor to drop it!
One of two things is going on. When objects go into a relationship where
they end up in the actor’s hands they are typically GLUED there so that as
you later pose the actor, the object in their hand will remain in their hand
and move with it.
If this is the case, then when you select the actor the Status Box to the left
of the camera controls will say 1 Object Selected rather than 2 Objects
selected. If so, then, with the actor selected, go to the OBJECTS Menu and
select UNGLUE OBJECTS at which point you can drag it out of their hand
or delete it.
On the other hand, if the issue is that when you click on one object, more
than just that object gets selected then you need to read the section
Selecting and Deselecting Objects for easy instructions on how to deal
with it.
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should be applied automatically when one object collides with another,
and if so, which one has to be moving–or only manually and so on. If you
need help with this dialog see the Full Manual for more specific details.
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The Blueprint View now shows JUST the objects in Free Position Mode.
A set of “Compass” Buttons allow you to instantly view the objects from
different angles using a special lens that minimizes distortions and gives
you a truer picture of the object’s relative positions
Much like the Green Room, if you click in empty space (i.e. not on an
object or control ball) and drag, you can freely rotate the view around the
objects without it affecting any of the cameras or their orientation in the
Live Set.
Note, however, that if you select an object in Free Position Mode and then
directly rotate, tilt or otherwise manipulate it (rather than rotating or tilting
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the View itself) then unlike the Green Room those changes will affect the
object’s orientation on the set when you return to the Control Room.
When you’ve made all the changes you want, simply click the APPLY
Button and you’ll be returned to the Control Room with all changes you’ve
made here applied to the objects on the set.
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There is also a SELECT tab/ button over the object library that, when
pressed, will display a list of all objects on the set, shown by name. You
can select and deselect any of them simply by checking or unchecking the
box by their name. More details on that are in the Full Manual.
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Orienting Objects On Set
So far we’ve selected objects and dragged them around the set, in and out
of relationships. If you don’t know how to do any of this, particularly how
to select and deselect just what you want, please read the previous
sections.
So what do we do if you want to rotate, tilt, spin, elevate or scale an object
rather than simply move it?
First you need to select the object or object’s whose orientation you want
to change. If you have selected a single object or multiple objects that are
touching, they will have one or more Control Orbs appear around them,
and this is the simplest way to manipulate them. Note, if you are in
Blueprint View then fewer Control Orbs will appear as you can’t see the
effects of things like elevation or facial expressions.
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Right+Click (or “secondary click” if you use a track pad) on a Control Orb
and it will reset the controlled function to an unmodified state. In other
words, right+clicking on the Elevate Control Orb will cause the selected
objects to drop down to the floor or whatever object is beneath them. Do
the same to the Spin Control Orb and the selected object will revert to the
direction it originally faced when first dragged onto the set.
NOTE: The Right+Click to Reset Spin only functions when there is a
SINGLE OBJECT selected. The reason for this is that when multiple
objects are selected, the spin function spins them around a common
center rather than spinning them individually, so the program has no way
of knowing what to consider as the “original” orientation for this group of
objects, and it thus does nothing in this case.
While Control Orbs offer great power and functionality, they have two
disadvantages compared to the Object Multi-Throttle Controls, found to
the left of the Live View in the Control Room. It is harder to make
extremely small, precise adjustments with the Control Orbs, and when you
have widely separated objects they won’t display at all.
In either of these cases, you’ll want to use the Object Multi-Throttle
Controls which were covered in the section, The Multi-Throttle Controls
earlier in this guide, and in even more detail in the Full Manual.
NOTE: For even more control when clicking a Multi-Throttle’s buttons,
press and hold the CONTROL key and then keep it down as you click,
which will make the button function in even smaller increments than it
normally does.
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Actors also have three special capabilities that other mere objects do not
have, and buttons for them will appear under the Live View labeled SET
EXPRESSION, LOOK AT... and REACH FOR... when a single actor is
selected and the Live View is a Camera View, not the overhead Blueprint
View.
All actors (animals included) have the Set Expression (though exactly
which expressions are available vary by species) and Look At... functions,
though only humans have the Reach For... capability.
The Look At and Reach For functions work fundamentally in the same
way. You click the button for the desired function (and in the case of the
Reach For... button you can specify which hand to reach with from a pop-
down menu on the right of the button), the cursor turns into an EYE for the
Look At... or a HAND for the Reach For... function and you click on the
place you want them to look or reach.
The Set Expression button takes you to the Expression Editor dialog where
the Quick Set expression circle lets you choose from a number of
Expressions to apply. Simply click and drag the cursor on the wedge
labeled with the expression you want. The farther away from the center of
the circle you get, the stronger the expression is applied.
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If you want to blend expressions, use phonemes (mouth position based on
the sound being said) or create new expressions, click one of the other
tabs and drag sliders to apply expressions, mouth, eye and facial
positions as desired. It should be fairly self-explanatory, but for more
details, see the Full Manual.
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They are also a useful supplement to the physical cameras if you just
want to get a different angle on a set without having to deal with adding a
bunch of physical camera equipment.
PHYSICAL CAMERAS (Pro & Stereo Versions ONLY) – This type of
camera is an actual object with an embedded camera inside it. Because it
is a physical object, it is visible to other cameras and it can be attached to
physical camera equipment such as tripods, heads, dollies, cranes and so
on.
Using physical cameras (and all their associated grip equipment) takes
your previsualization to the next level of reality as you can see how much
dolly track you’ll need to lay, discover if you can swing your jib in a tight
areas, or where equipment (especially dolly tracks!) might become visible
during camera moves.
NOTE TO PRO & STEREO USERS:
While the physical cameras were modeled after specific camera models,
they are still “shells” whose optical properties are controlled by the values
in the Set Optical Parameters dialog. Thus if we don’t have your specific
make or model, simply choose something of approximately the same size
as the camera you’ll be using, and set the optical properties to mimic its
specs and for all intents and purposes it will be the same as your camera.
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All newly added Floating Cameras automatically point at the currently
selected object if there is one, otherwise it will start pointing due north.
If any or all of the above did not make sense to you, then read the section
The Live View (and how to change what it's displaying).
To add a Physical Camera (Pro & Stereo Versions ONLY) the Live View
can be either a Blueprint View or a Camera View though it is often easier
to add objects in Blueprint View. Simply click the Props tab/button above
the Object Library, and if the category Camera Equipment is not already
selected, select it and then choose the subcategory Cameras.
NOTE: If you have not yet read the previous section Available Camera
Types and in particular the note at the bottom, please do so now.
Next, select the physical camera you want to add to your set and drag it
out from the Object Library to where you want it to appear. Once you do
so, a new monitor will automatically be created and you’ll see the camera
listed by name.
In addition, if you drag out other grip equipment such as dollies, tracks,
tripods and jibs, and so on, all you need to do is drag them together and
they’ll intelligently snap into place automatically.
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The item that we’ve forgotten, and which will make us all slap our
foreheads and do our very best Homer Simpson “Duh!” when we realize
our error, is the camera head.
Clearly you’d never attach a camera to a dolly or a tripod without a head,
but at one time or another, I can almost guarantee you’ll try it. When you
do, try and remember this word to the wise and you’ll get to the “Duh!” part
(and back to work) much quicker and with much less frustration than you
would otherwise.
Controlling Cameras
With the exception of being on the blueprint view with several cameras
selected and dragging them across the set, you’ll always control just one
camera at a time.
Regardless as to whether it is a Floating Camera or a Physical Camera,
most of the time you’ll use the camera controls at the bottom of the
screen to control the camera view that is currently displayed in the Live
View. If you are in a Blueprint View and have a single camera selected,
then the controls will affect that camera, otherwise they will be disabled.
While there are quite a number of alternative methods to controlling
cameras, from using specialized camera Control Orbs (on Physical
Cameras only) to ALT+MOUSE KEY combinations and even a Game Pad’s
Joysticks, these methods are too “advanced” for this Users Guide and you
should see the Full Manual for details.
All of the camera controls are labeled using standard industry terminology
such as roll, dolly, zoom and so on, and they are the usual Multi-Throttle
Controls.
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AN IMPORTANT NOTE WHEN USING PHYSICAL CAMERA EQUIPMENT
When you put a physical camera on physical grip equipment such as a
tripod or dolly, the camera becomes subject to the capabilities and
limitations of that other equipment. A key example is if you use a 2-axis
head (as is typical for professional camera heads used on tripods) then
the roll control will become disabled completely as this camera head only
supports movement in two axes, pan and tilt. Or if you put it on a dolly,
then the crane range will automatically be limited to that of the actual
dolly.
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automatically, as shown below.
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NOTE: Lighting in FrameForge Storyboard Studio is extremely powerful,
but due to the necessity of doing it real-time, the program does not mimic
real-world lighting with the same exact reality as it does cameras. So, if
you are going to do any serious lighting in FrameForge PLEASE read the
Lighting Chapter in the Full Manual.
Snapping a Shot
You’ve built and dressed a set, positioned actors & cameras, framed your
shot and adjusted the lighting to your liking. Now you want to store it into
your storyboards.
If the Live View is a Camera View then there is a large button labeled
STORE SHOT right in the center under it. Each monitor also has its own
STORE SHOT button and you can click any of them as desired to store this
shot.
At that point a Store Shot
Data dialog will appear for
you to enter any desired
data about this shot.
The top left field is for a
Shot Number, the next field
is Shot Type (and it contains
the standard shot types of
L.S., M.S. and so on) and the final field on the top allows you to type in a
short description of the shot such as Sally Slaps Tom.
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You can then write as much description in the main edit field as you like,
or even have it automatically paste in text from your script (though for that
you’ll need to read the Full Manual). When you’ve finished entering
whatever data you want about this shot click the APPLY button. Note that
clicking DISCARD THIS DATA will discard any data entered into this dialog,
but will not discard the stored shot.
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To switch among the first of these two states, simply click on the frame
you want to be replaced or the center box. To append at the end, simply
click the END button at the bottom right of the Shot Preview Area.
• All the camera information such as focal length, height, roll, angle of
view etc.
• All the Physical Camera Equipment on the Set (Pro & Stereo
Versions ONLY)
Some or all of this information can be printed out or exported to
Shot List as desired. See the appropriate Printing and Exporting
Sections for more details.
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Reloading a Shot for Editing
If you ever decide that you want to go back and change something in a
snapped shot, perhaps to frame it tighter, or change the exact expression
on an actor or for any other reason, you can reload the shot. You do so by
double-clicking on the grayscale image of the shot in the Shot Preview
Area. It will reload the shot with all camera settings, object positions,
actors etc. exactly as they were when the shot was snapped.
NOTE: When you reload a shot, the program automatically sets the Shot
Preview Area so that the next shot you snap will replace the shot that you
just reloaded. The reason for this is that we assume the most likely
reason you had for reloading a shot onto the set was to make some
change to it and thus we set it to be replaced. If this is NOT what you
want, simply click the INSERT or APPEND SHOT box in the center of the
Shot Preview area to change where the next shot will get stored prior to
snapping it. See the section, Shot Preview Area for more details if
needed.
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all the details see the Full Manual, but in the meantime, here is a quick
overview.
The Shot Manager is divided into three general horizontal areas, all of
which can be resized in relationship to each other by clicking and dragging
the resize bars that separate the three areas.
Shot Sequencer
Shot Editor
Shot Data
The top area is the Shot Sequencer which displays the storyboard itself
with every shot that has been stored, in the order that they are to be
presented. You will use this area primarily to:
• Reorder Shots
• Select a shot for the Shot Editor so that you can manipulate it in one
way or
another
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The shot sequencer supports selection of shots by SHIFT+CLICKING on
them or by dragging a selection rectangle around them and then you can
drag’n’drop them from one position to another within the Shot Sequencer.
There are three sets of buttons in the Shot Sequencer, the first three
control what’s displayed in the Shot Hierarchy Tree which automatically
groups shots by scene, which is defined as all the sequential shots in a
given location. You can use this Shot Hierarchy Tree to collapse or hide all
the shots in entire scenes in order to more easily focus in on just the
scene or sequence you’re working on.
Next there is a pop-up menu to control the size of the displayed shots in
the Shot Sequencer, then there is a scroll bar to scroll what is visible in the
sequencer. Finally, there are several more buttons, including Show
Deleted, Print, and Create Tweens.
When you replace a stored shot (as described In the sections The Shot
Preview Area and Reloading a Shot for Editing) it actually isn’t completely
removed from the storyboard but is instead “flagged” as having been
deleted. Pressing the Show Deleted button allows you to restore shots
that you’ve inadvertently replaced or just decided you want to put back in.
Deleted shots (or frames) are shown with a yellowish haze to identify
them, and if you select one or more deleted shots in the Sequencer, in the
Shot Editor you’ll have a button labeled Restore Deleted, which you can
press to do just that.
PRINT is a convenience function which displays the print dialog with all
the shots selected in the Shot Sequencer already selected in the Print
Dialog.
CREATE TWEENS is a very powerful function where the program will
create new, averaged shots “in-between” two or more existing shots, thus
automatically creating animation or animatics for you. Tweens handle
posing, object and camera movement and can be a fast way to generate
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animation, so if this sounds interesting to you, click it and see how it
works, or read up on it in the Full Manual.
The Shot Editor is the middle area of the Shot Manager, and it shows the
active shot. To the left is a column displaying ARROWS or FRAMING
BOXES (depending on which option is selected in the drop-down list at the
top) and you can drag them out onto the shot currently displayed in the
Shot Editor to add motion arrows and other visual notations to the scene.
There are eight additional buttons along the top of the Shot Editor:
EDIT IN PAINT PROGRAM – click this to have the currently visible shot
opened in the paint program of your choice so you can literally draw on
the image. Note that anything you draw will be added to the shot as a
“layered mask” so if you subsequently blow up or export your shots at
extremely high resolution, the painted imagery will get pixilated.
EDIT ON SET – this simply reloads the current shot into the Live View so
you can make further edits to it and re-snap it. You can also simply
double-click on the shot itself in the Shot Editor to do the same thing.
MARK AS CONTINUING – this button will flag this shot as being a
continuation of the previous shot (such as when the two shots show the
beginning and end of a camera crane, but it’s really just one camera move
and one shot that you’ll do on set). When two shots are flagged as
continuing the slide show display and animation exports will do dissolves
between them rather than straight cuts.
SET AS TWEEN/SET AS NORMAL - this “flags” the shot currently displayed
in the Shot Editor as a Tween. This can be useful because tweens are
typically used for generating animatics and animation for presentations
but are often not exported or printed. Since the exporting and printing
functions both have an option to hide all Tweens, it may be that you’ll run
into a circumstance where you’ve manually stored a new shot but want the
program to treat it as if it had been an automatically generated Tween. If
the selected shot is already a tween, the button will say Set as Normal.
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DELETE – this button will delete the frame currently visible in the Shot
Editor. If additional shots are also selected in the Shot Sequencer then it
will ask if it should delete them too.
MOVE – this button is somewhat equivalent to a CUT function as it takes
all the currently selected shots in the Shot Sequencer and then allows you
to scroll to where you would like them to go and click on the Shot in the
Shot Sequencer where they should be moved to. You’d typically use this in
place of the normal drag’n’drop functionality if you wanted to move one or
more shots to a radically different position in the storyboard. Seethe Full
Manual for more details if needed.
DUPLICATE – click this to make an exact duplicate of the shot currently
displayed in the Shot Editor. You may want to do this if you want to
intercut a shot with a different shot.You might duplicate the shot which is
now going to be intercut then insert a new shot, such as a reversal,
between them.
RETURN TO SET – clicking this button is equivalent to clicking the close
button in the title bar of the Shot Manager’s Window. It simply returns you
to the Control Room’s set as it was when you launched the Shot Manager.
At the bottom of the Shot Editor are another nine buttons, the first three
and last three of which are simply movement buttons. The difference
between a triangle and a triangle with a bar is that the single triangle will
move you left or right by one shot, while a triangle with a bar will move you
to the beginning or end of the scene, respectively.
The Middle three should be fairly self-explanatory, but if you need more
information on them, the Full Manual is the place to look.
Finally, the Shot Data area is where you can enter the Shot Number, Shot
Type (L.S., M.S., C.U. etc.), a short description and a duration for the shot
(which will be used by the Slide Show and Movie/Animation/Animatics
exports. Under that is a large area where you can type as much
information as you like about this shot, notes, description, whatever you
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like. With the exception of the Shot Duration, then this is exactly the same
information you could have entered when you stored the shot, in which
case it will already have automatically appeared here.
Printing
Once you’ve got all your shots stored you’ll probably want to print them.
You can do so by clicking the FILE Menu then PRINT from the Control
Room or by clicking PRINT from the Shot Manager. The only difference
between them is that when you click PRINT from the Shot Manager, the
Print Dialog will show up with all the shots then selected in the Shot
Managers’ Shot Sequencer already selected in the Print Dialog.
The Print Dialog will be displayed with all the shots grouped by scenes in a
collapsible tree hierarchy along the left of the dialog.
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You can select and deselect individual shots by clicking on the shot
images themselves, or entire scenes by clicking on the scene/sequence.
When some of the shots in a scene are selected, then the scene’s check
box will have a minus sign in it, otherwise it will have a checkmark if ALL
the shots in that scene are selected, or be unchecked if none of them are.
The Omit Tweened Shots checkbox beneath the Shots allows you to hide
Tweened Shots as you most likely won’t want to print them. If it is
checked, then tweens will neither be displayed in the shot list nor printed.
The following three options allow you to override some of the settings
that were stored with the shots when they were snapped, but you’ll need to
read the Full Manual to get more details if desired.
To the top right of the shot selection area is a group labeled Shot Text to
Print. In this group are a large number of check boxes where you can
specify what additional information about each shot you would like to be
printed. Note that the last check box in this group shown in the graphic
above is only available in the PRO and STEREO versions of the program.
Underneath them is another group, Print Layout. In this group, you can
specify the page layout, how many columns and rows of storyboards you’d
like to be printed on each page, and where (if at all) the Blueprint View
should be printed. A graphic mock-up of your current selections appears
in the right of this group.
Of course, the more shots you fit on a page, the smaller the individual
images will be and the less text will fit in the area along with it.
The last thing in this group is a drop-down list where you can select the
quality of the printing. Draft Quality is extremely fast as it literally is just
the images stored in the Shot Manager, while High Quality requires the
program to re-render each shot at a higher resolution for the printer. Note
that on Windows, this drop-down list will also have options for printing to
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PDF while on the Mac PDF printing is selected after you have clicked
either PRINT ALL SHOTS or PRINT SELECTED SHOTS.
Exporting
There are six basic things you can export from FrameForge Storyboard
Studio:
• Storyboards (and this includes both the images of the storyboard,
the associated blueprint view and all information associated with
them)
• Sets
• Poses
• Relationships
• User Objects
The last five are only covered in the Full Manual, as they are considered
“Advanced” features though in practice they’re all pretty drop-dead simple.
You just need more background information than we’re getting into here.
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Exporting Storyboard Images, HTML & Shot
Lists
To get to the Export dialog where you’ll choose exactly what of this you
want to export simply click the FILE Menu, choose EXPORT... then
STORYBOARDS / SHOT LISTS...
You’ll be taken to an Export Dialog that is identical to the Print Dialog in
the way you select what shots you want to export.
Immediately under the group heading Export Format is a drop- down list
where you select the basic format of what it is you want to export.
On this drop-down you can choose to export HTML Web Pages which can
include all the same information you can get on the printed page (defined
here in the group Shot Text to Export) but also include quick links that
allow you to jump directly to any scene, or move to the previous or next
frame’s page with a simple button click.
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You can also choose to Export Images only, and can further decide
whether to export just the Shot Images or Shots & Blueprints. When you’ve
selected to export images, then all the check boxes in the lower group
Shot Text to Export automatically become disabled because you’re not
exporting any information, images only.
Finally, you can also export Shot Lists in either RTF Tables or Tab
Delimited Format for importing into Microsoft Excel or any database.
When you choose either format of Shot List, then all the Image Options
(size, rendering style etc.) will be removed as you aren’t exporting any
images with Shot Lists.
When you are exporting in any format other than Shot Lists, however, you
can specify the rendering style and size of the exported images, though
any changes you make will require the program to re-render the exported
images. This can be a quite time consuming process if the export size is
particularly large, especially if the images have depth of field or are
rendered in a user style as both of those features require additional
processing passes.
In Conclusion
We hope this Quick Start has helped you jump in and made you feel
confident with FrameForge Storyboard Studio. But please don’t forget that
this guide is really no more than a very fast overview of all the power and
ease of use lying under the hood of FrameForge Storyboard Studio.
As always, the Full Program Manual goes into all this and much more in
far greater detail and we sincerely hope you’ll spend the time to read it, or
at the very least use it as a first reference if you run into any issues or
confusion.
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