Anime Studio Pro 11 Users Manual
Anime Studio Pro 11 Users Manual
Contents Freehand44
Draw Shape 47
Delete Edge 50
Welcome1 Magnet51
Blob Brush 52
Chapter 1: Introduction 2
Eraser54
Demo Limitations 2
Point Reduction 56
New and Enhanced Features in Anime Studio 11 2
Scatter Brush 57
System Requirements 6
Perspective Points 58
Activating Anime Studio 7
Shear Points 59
Deactivating Anime Studio 13
Bend Points 60
Getting Started 16
Noise60
Creating a Content Folder 17
Chapter 4: Fill Tools 62
Automatic Update Checking 18
Select Shape 62
Chapter 2: License 19
Create Shape 65
End User License Agreement and Limited Warranty 19
Paint Bucket 68
Anime Studio Tools 31 Delete Shape 72
Line Width 73
Chapter 3: The Draw Tools 32
Hide Edge 74
Select Points 33 Stroke Exposure 75
Transform Points 36 Curve Profile 77
Add Point 40 Working with Fills 80
Curvature43 Color Points 83
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Chapter 10: Anime Studio’s Main Window 182 Depth Sort Tab 224
Image Tab 225
Overview182
Audio Tab 229
Working Area 182
Switch Tab 230
Toolbar183
Particles Tab 231
Status Bar 185
3D Options 231
Playback Buttons 185
Note Tab 234
Display Quality 185
Physics Tab 234
Docking and Undocking Windows 187
Chapter 13: Style Window 238
Chapter 11: Layers Window 189
Shapes (Advanced View) 240
Overview189
Fills243
The Layer List 189
Stroke254
Layer Toolbar 192
Applied Styles Drop-Down Menus (26) 265
Using Layer Comps 193
Swatches266
Using Layer Colors 194
Copy, Paste, and Reset Buttons 268
Using Layer Referencing 195
Advanced Window Checkbox (14) 268
Chapter 12: Layer Settings 196
Checker Selection (27) 268
Editing Multiple Layers 196
Chapter 14: The Library Window 270
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Random Line Width 421 Use Selected Bones for Flexi-Binding 431
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Appendix473 Import481
Export Formats 482
Appendix A: Product Comparison 474 Upload Features 482
Feature Comparisons 474 Optimization Features 482
Window Menu 475 Appendix B: Technical Support 484
Vector Drawing Features 475
User Manual 484
Vector Modifiers 476
Anime Studio on the Web 484
Fill Features 476
Anime Studio Discussion Forum 484
Fill Modifiers 476
Email Support 484
Bone Features 476
Appendix C: Acknowledgements 485
Layer Features 477
Anime Studio Development Team 485
Layer Modifiers 478
Technology and Content 485
Layer Types 478
Camera Features 478 Appendix D: Anime Studio Shortcuts 488
Workspace Features 478 How to Work Quickly in Anime Studio 488
Timeline Features 479 Menu Shortcuts 488
Action Features 479 Keyboard Shortcuts 489
Style Features 479 Mouse Shortcuts 493
Preferences480 Multi-touch Support 494
Project Settings 480 Appendix E: Media Support 496
Content480 Writing Your Own Presets 497
Scripts480
Appendix F: Command Line Renderer 500
View481
Introduction500
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Usage500
Platform Notes 510
Index511
Contents
1 Anime Studio Pro 11
Users Manual
Welcome
This manual includes embedded video files
that help demonstrate features that are more
easily explained in video format. If you receive a
warning about Acrobat not being able to connect
to a flashserver while trying to play the file, please
refer to “Using the Embedded Media Files” on page
1 in your Anime Studio Tutorial Manual for
instructions on how to disable the warning.
2 Anime Studio Pro 11
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Chapter 1: Introduction
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animation. For a brief description of this feature, see • Animated Bone Parenting: Bone parenting can now be
“Frame by Frame Layers” on page 131. For a hands- animated. See “Tutorial 3.8: Animated Bone Parenting”
on tutorial, see “Tutorial 5.10: Using Frame by Frame on page 157 in your Anime Studio Tutorial Manual for
Layers for Animation” on page 225 in your Anime a hands-on tutorial.
Studio Tutorial Manual.
• Tool enhancements: Several enhancements to existing
• Layer Referencing: Layers can be referenced in the tools, such as:
current document as well as in external documents.
Transform Points: New Auto Stroke option. See
See “Using Layer Referencing” on page 195 for an
“Transform Points” on page 36 for more
overview, and see “Layer Referencing” on page 280
information.
in your Anime Studio Tutorial Manual for some hands-
on tutorials. Add Point: New Auto Stroke option. See “Add
Point” on page 40 for more information.
• Animated Shape Order: A new option in the Vectors
tab of the Layer Settings dialog allows you to enable Curvature tool: Now allows positive and negative
animated shape ordering. See “Vectors Tab” on value curvatures. See “Curvature” on page 43
page 220 for more information. See “Tutorial 5.11: for more information.
Animated Shape Ordering” on page 233 in your Freehand tool: Improved shape simplification,
Anime Studio Tutorial Manual for a hands on tutorial on Trim Start, Trim End, Merge Strokes, and enhanced
how to use animated shape ordering. Smoothing options. See “Freehand” on page 44
for more information.
• Animated Bone Targets: Bone targets can now be
animated. No longer are you stuck using just one Blob brush: Straight lines are preserved as
target bone. This opens up new animation possibilities. accurately as possible and shapes are preserved
See “Tutorial 3.7: Animated Bone Targets” on page when additional strokes are added with the Blob
155 in your Anime Studio Tutorial Manual for a hands- brush. Auto Stroke, Point Reduction, Merge Stroke,
on tutorial. and enhanced Smoothing options. See “Blob
Brush” on page 52 for more information.
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Scatter Brush: Fill Color Jitter and Stroke Color Jitter can also be animated. See “Select Bone” on page
options. Scatters animated sample objects (point 85.
positions, curvatures, and line widths). Animation
is automatically cycled. See “Scatter Brush” on • Smart Bone dials: When Smart Bone dials are created,
page 57 for more information. Anime Studio now creates separate actions for positive
and negative rotation directions, thereby preserving
• Color Points Tool: The new Color Points tool allows the neutral position of the bone.
you to select one or more points and assign a color
to them. The fill color will blend between the colors • Group with Selection Layers (Anime Studio Pro only):
assigned to the points. See “Color Points” on page After selecting two or more groups, choose the
83 for more information. Group with Selection layer type to create a group
that contains the selected layer(s). See “Group with
• New Brush Options: New Drift Angle and Merged Alpha Selection Layers” on page 124 for further information.
options in the style window allow you to create brush
strokes that appear more like natural media. See • Normalize Layer Scale: Normalizes stroke widths on
“Stroke Brush Selector (5)” on page 255 for more layers that have been resized. For more information
information. see “Normalize Layer Scale” on page 404 and “Reset
Layer Scale Normalization” on page 406.
• Improved Photoshop (PSD) file support: Anime Studio
will automatically import new layers added to a PSD file • Hide/Show Timeline Channels: The ability to show and
that has been imported by layer. If layers are reordered hide timeline channels through a Timeline Channels
in the original PSD, Anime Studio will maintain its own dialog has been reintroduced. See “Hiding and
layer order, but will still properly reference the PSD Showing Timeline Channels” on page 326 for more
layers. See “Importing Photoshop Files” on page 373 information.
for more information.
• Style names are now referenced internally by a unique
• Bone flipping: The Select Bone tool now includes ID rather than by name. This allows you to have more
options to flip bones by End or by Side. Bone flipping than one style of the same name, and also prevents
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naming collisions when you import styles of the same • Gear script: The Scripts menu now contains a new
name from another document. Gear script in the Draw menu that automatically
generates gear shapes. See “Gear” on page 448 for
• Batch Export window now contains several new more information.
options that are described in detail in “Batch Export...
(Anime Studio Pro only)” on page 394. You can save • 3D Axes: The View menu now contains a command
and apply saved sets of render option configurations, that will toggle the display of the 3D Axes. See “Show
and save and reload export option profiles. This 3D Axes” on page 458 for more information.
configuration support also applies to Export Animation
commands. • Onion Skins: The View menu and an equivalent
timeline toolbar icon allow you to toggle display of
onion skins in the document window. See “Enable
Other New Features Onion Skins” on page 459 for more information.
• New Camera Defaults: Default properties of the • New Document File Format: Anime Studio 11 now uses
camera have been adjusted to simulate a 35mm a JSON-based file format with the .anime extension,
camera. which is the new default file format in Anime Studio 11.
This new file format is further explained in the File menu
• Reorganized Preferences dialog: The Preferences commands. See “Open...” on page 353 for more
dialog has been reorganized, and a new Tools information.
preference category has been added. See
“Preferences...” on page 406. • Support for Anime Studio 5 and Later: Anime Studio
11 supports files created with Anime Studio 5 and
• The File > Preview No Antialiasing command allows later. Support for Anime Studio version 4 files has been
you to generate quick previews of your work. See removed.
“Preview No Antialiasing” on page 380 for more
information. • MotionArtist File Support: MotionArtist files can be
opened in Anime Studio, but cannot be added to the
Batch Export list.
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• Gather with bill of materials: When documents are • Rename library items: You can now rename items you
gathered, a Bill of Materials.txt file is saved with the have added to the library. Factory default items may
project files. It lists all items required in the project. See not be renamed. See “Loading and Managing Items
“Gather Media” on page 356 for more information. using the Library Icons” on page 275.
• The new File > Save All command allows you to save • Save brush variants: You can now save new brush
all opened documents that have unsaved changes. variants in the Brush Settings dialog. See “Stroke Brush
Selector (5)” on page 255 for more information.
• Layer Comps can be renamed in the Layer Settings
dialog. See “Using Layer Comps” on page 193 for • Keyframes in timeline: The timeline now displays pill-
more information. shaped keyframes for switch keys, layer ordering keys,
and keys with hold durations.
• Library display enhancements: The Library now
features a widget that you can expand or contract • Color-coded bezier handles: Bezier handles in the
to configure several library display options. You can timeline graph mode are now colored Red, Green,and
either display your library items in a hierarchical tree or Blue to match colors for X, Y, and Z keyframes. See See
in a separate pane. Other options allow you to choose “Choosing an Interpolation Method” on page 314 for
how thumbnails are displayed, whether or not to view more information.
other information such as metadata or a breadcrumb
path to the selected item or folder. See “Chapter
14: The Library Window” on page 270 for detailed System Requirements
information.
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• 1.3 GHz Pentium 4 or newer, Athlon 64 or newer • 1024x768 display (1280x800 recommended)
• 1.6 GB (Universal) or 800 MB (32-bit) free hard disk • Internet connection for product activation
space minimum recommended
• OpenGL enabled GPU recommended During installation, the Anime Studio installer
checks to see if a previous installation of the
• 1024x768 display (1280x800 recommended) same installer exists on your system. The installer will
prompt you to uninstall the previous version before
• DVD-ROM drive (physical version only)
continuing (recommended).
• Internet connection for product activation
recommended
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There are two modes of activation: Buy Now: Opens your web browser to the Smith
Micro online store, where you can purchase a
• If you have installed Anime Studio on a computer licensed copy of Anime Studio.
that has an internet connection, see “Automatic
Activation” on page 8. Insert Serial Number: Click this button to open
the Product Activation screen. Note that serial
• If you have installed Anime Studio on a computer numbers do not contain the letter O, but instead
without an internet connection, see “Manual use the number 0.
Activation” on page 9.
Continue Using Demo: If the trial period has not
been exceeded, click this button to continue using
Automatic Activation Anime Studio in demo mode. The button will be
disabled if the trial period has been exceeded.
If your computer has an Internet connection, Anime Studio
Quit: Click this button to exit the Anime Studio
can be activated as follows.
Demo screen and quit the application.
1. Start Anime Studio. If the program is running in demo
mode you will see the Anime Studio demo dialog, If you do not want to activate Anime Studio
which presents the following options. when the Product Activation screen appears,
click Activate Later.
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Manual Activation
1. Start Anime Studio. If the program is running in demo
mode you will see the Anime Studio demo dialog,
which presents the following options.
3. Check or uncheck other options such as receiving Insert Serial Number: Click this button to open
product announcements or allowing analytics the Product Activation screen. Note that serial
information to be sent to Smith Micro. numbers do not contain the letter O, but instead
use the number 0.
4. Click Activate to activate your copy of Anime Studio.
Continue Using Demo: If the trial period has not
been exceeded, click this button to continue using
Anime Studio in demo mode. The button will be
disabled if the trial period has been exceeded.
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Chapter 1: Introduction
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Use the Copy Activation URL button to copy 12. Copy the activation certificate file onto the flash drive,
the activation URL to your clipboard. Then and then copy it back to the computer that doesn’t
create a new text file, and save it to your flash drive have an internet connection.
under a different filename (such as ActivationURL.
txt). You can use this text file to retrieve the URL on 13. In the Manual Activation screen, click the Activate
your other computer. button to select the activation certificate file.
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Deactivating Anime Studio 2. A dialog informs you that you are about to deactivate
the license on your current computer.
Activated licenses of Anime Studio can also be
deactivated automatically (see “Automatic Deactivation” Choose Cancel to return to Anime Studio without
on page 13), or manually (see “Manual Deactivation” deactivating:
on page 14). Typical reasons for deactivation include Choose Deactivate to deactivate your license. A
the following: dialog informs you that deactivation has occurred,
and that Anime Studio will shut down.
• If you are planning on upgrading your operating
system, we recommend that you deactivate Anime
Studio before the upgrade.
Automatic Deactivation
If Anime Studio is installed on a computer that has an
internet connection, proceed as follows:
1. Choose Help > Deactivate License.
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Use the Copy Deactivation URL button to computer’s hard drive and click Open to return to the
copy the deactivation URL to your clipboard. Deactivation web page.
Then create a new text file, and save it to your flash
drive under a different filename (such as 10. A small icon appears next to the Choose File button
DeactivationURL.txt). You can use this text file to when the file is uploaded. Click the Submit button
retrieve the URL on your other computer. on the Deactivation web page. You will receive a
message when deactivation is successful.
It is recommended that you leave the 11. Return to the Manual Product Deactivation dialog on
Manual Product Deactivation dialog open the original computer and click Done. Deactivation is
while you complete the process on a computer that complete.
has an Internet connection.
6. Copy the Anime Studio Pro_DeactivationRequest.txt file Activation and Analytics Logging
onto a flash drive, so you can transfer it to a computer
that does have an internet connection. Transfer the Generally, it is not necessary or beneficial to create a
files from the flash drive to the hard disk of a computer verbose log file. This data is beneficial for developers that
that has an internet connection. are trying to diagnose problems. Verbose logging should
only be done when requested by technical support.
7. Open your web browser and go to the www. To send the file to technical support, first launch Anime
producturlsupport.com/deactivation web page. Studio to reproduce the issue. After you quit Anime Studio,
go to the folder that is applicable for your version of Anime
8. From the Deactivation page, click the icon to
Studio. Zip the .log file and send to technical support.
deactivate Anime Studio.
You can enable verbose activation or analytics error
9. From the Anime Studio Deactivation page, click logging by placing a dummy text file named enable
the Choose File button to open the File Upload activation log.txt in the same folder where your
dialog. Locate the Deactivation Request file on your
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Users Manual
activation license data is saved. Remove or rename the When you start Anime Studio, a splash screen presents the
.txt file to disable verbose logging. following options:
Locations are as follows:
• Introductory Tutorial: Opens the Tutorial Manual, which
For Anime Studio Debut: you can also open using the Help > Tutorial Manual
command from the Anime Studio menu.
• Windows: C:\ProgramData\Smith Micro\Anime Studio
Debut\11 • Bonus Content Pack: Opens your Web browser to the
Content Paradise web site, specifically to the Anime
• Mac: /Users/Shared/Library/Application Support/Smith Studio bonus content page. A Content Paradise
Micro/Anime Studio Debut/11/License account and valid Anime Studio serial number are
For Anime Studio Pro: required to add the free content to your shopping cart.
You can also navigate to this page by choosing the
• Windows: C:\ProgramData\Smith Micro\Anime Studio Help > Download Bonus Content Pack command from
Pro\11 the Anime Studio menu.
• Macintosh: /Users/Shared/Library/Application Support/ • Register Your Product: Opens your Web browser to
Smith Micro/Anime Studio Pro/11/License the Smith Micro registration page, where you are
prompted to enter registration information for your
When Anime Studio launches, it will delete any files that
Smith Micro software products. You can also navigate
have a .log extension at these locations. If the folder
to this page by choosing the Help > Register Your
contains an Enable Activation Log.txt file, Anime Studio will
Product command from the Anime Studio menu.
enable verbose logging for the activation/analytics library.
• ContentParadise.com: Opens your Web browser to
Getting Started the Content Paradise home page, where you can
order content for Anime Studio and other Smith Micro
After you install Anime Studio, you might want to familiarize software products. You can also navigate to this page
yourself with the many features contained in the program.
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are multiple files of the same name in your Shared If you choose to never show the dialog that
Resources folder or subfolder, Anime Studio will match prompts you to create a content folder, you
against the first one it finds. can choose the Help > Set Custom Content Folder
command at any time to specify a content folder
When Anime Studio prompts you to create a custom
location.
content folder, the choices are as follows:
Chapter 1: Introduction
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Chapter 2: License
20 Anime Studio Pro 11
Users Manual
public performance, provided such materials are intended Restricted Content may only be used exclusively on one (1)
to educate users as to use of the Software; (b) creating computer.
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
21 Anime Studio Pro 11
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) 2004-2015 Smith Micro Software, media, and all of the terms of this EULA apply to such
Inc. All Rights Reserved.” 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
22 Anime Studio Pro 11
Users Manual
of the Software that was furnished to you when you paid 4. Restrictions
the licensing fee.
A) You will not, and will not permit any third party to,
D) Portions of the Software include third party software
use, copy, modify, derive, or transfer the Software or
and other copyrighted material (collectively, “TPS”).
Documentation, or any copy, modification, derivation,
Acknowledgements, licensing terms, restrictions and
or merged portion thereof, in whole or in part via any
disclaimers of such TPS are contained in the “About Box” of
means or for any purpose whatsoever except as expressly
the Software and your use of such TPS is governed by such
permitted in this EULA or the Documentation. You will
respective terms. Any terms of this EULA that differs from
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
23 Anime Studio Pro 11
Users Manual
maintain a valid license to such previous version in order to which is intended to compete with the Restricted
use the upgrade. Content.
B) You, your employees, and/or authorized agents must 2) To prepare derivative works based upon the
protect the Software’s confidentiality and act to enforce Restricted Content solely for Legitimate Uses and lawful
your obligations under this EULA. You cannot distribute or uses.
otherwise make the Software or Documentation available
to any third party via any means whatsoever, public 3) To reproduce, prepare derivative works based
or private, for any purpose, commercial or not, unless upon, distribute, publicly display, and publicly perform
explicitly allowed by this EULA. content you create using Restricted Content, provided
that such use of Restricted Content shall be solely for
C) You assume full responsibility for your selection of the
Legitimate Uses and lawful uses.
Software to achieve your intended results and for the
installation, use, and results you obtain from the Software. B) Notwithstanding the foregoing, nothing shall limit SMSI’s
SMSI has no obligation to provide support, maintenance, right to independently create, develop, own, market,
upgrades, modifications or new releases under this EULA. distribute, license, sublicense, import, export, sell, or
otherwise exploit any content or materials similar to any
derivative works based upon the Content.
5. Content License
C) Other Content included with the Software and
A) Subject to the terms and conditions of this EULA and Documentation is subject to third-party rights and
your payment of the license fee, SMSI grants you a limited, is copyrighted and owned by the Other Content’s
personal, nontransferable and non-exclusive license original creator(s). You may use the Other Content in
(without the right to sublicense): accordance with all applicable license terms imposed
by the Other Content’s original creator(s). SMSI makes no
1) To reproduce, prepare derivative works based representations as to the quality, suitability, functionality,
upon, distribute, publicly display and publicly perform or legality of the Other Content and you hereby waive
the Unrestricted Content for any lawful purpose any claim you might have against SMSI with respect to the
other than to create a product which is intended to Other Content.
compete with the Software or to create new content
Chapter 2: License
24 Anime Studio Pro 11
Users Manual
D) You will not, and will not permit any third party to, use, SMSI is pleased to offer site licenses (“Site License”) for
copy, modify, derive, sell, distribute, transfer or sublicense multiple simultaneous users. Please contact SMSI at the
the Restricted Content, the Unrestricted Content, or the address below for details. If you purchased a Site License,
Other Content or any copy, modification, derivation, or you may distribute the Restricted Content between all
portion thereof, in whole or in part via any means or for any computers containing valid copies of the Software, other
purpose whatsoever, except as expressly permitted in this SMSI products, and/or other software able to process
EULA or the Documentation. Restricted Content.
E) You expressly acknowledge that SMSI, Lost Marble,
Inc. and/or their respective licensor(s) have a valuable 6. Collection and Use of Your
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Chapter 2: License
25 Anime Studio Pro 11
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26 Anime Studio Pro 11
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27 Anime Studio Pro 11
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29 Anime Studio Pro 11
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Chapter 2: License
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Chapter 2: License
31 Anime Studio Pro 11
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Anime Studio
Tools
Chapter 2: License
32 Anime Studio Pro 11
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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
Select Points Tool Options • Simplify: Click the Simplify Curve button to reduce the
number of unnecessary points in a curved shape.
• Text Field: Assigns a name to the currently selected Using the Select Points Tool
group of points.
Many of the following tools work only on the currently
• Create: Creates a group from the selected points. selected points. This is the tool you use to select/de-select
points. This tool can be used in a few different ways.
• Delete: Deletes the currently selected group from the
selection list. The most basic way to select points is to drag a rectangle
around them. Also, using this tool you can click on a single
point to select it. The third method of selection is to click
on a curve to select the entire curve. Finally, clicking on
a filled-in area will select an entire object. Each of these
Select Points options selection methods is illustrated below:
Modifier keys:
Selection methods
Transform Points
Shortcut: T
Transform Points
The Transform Points tool is used to move, scale, or
rotate a group of selected points. It operates only on
the currently selected points, unless fewer than two points
are selected - then it operates on the nearest point to General Options
where you clicked.
The following options appear in the left portion of the
It’s important to note that this tool, like most of the Anime options toolbar when the Transform Points tool is selected:
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 some of the points, then you’ll end up distorting the
object (which can be very useful). Transform Tool general options
• Auto Stroke: When checked, automatically creates a • To constrain vertically or horizontally: Hold the Shift key
stroke around the shape that you create. Uncheck this while dragging the selected points left, right, up, or
option to create a shape that has no outline. down.
• Flip Horizontally: Click this button to flip horizontally. • To nudge: You can nudge the selected point(s)
by small increments by holding down the Ctrl key
• Flip Vertically: Click this button to flip vertically. (Windows) or Cmd key (Mac) and pressing the arrow
keys. Hold down Shift in addition to Ctrl/Cmd to nudge
the point(s) by a greater increment.
Chapter 3: The Draw Tools
38 Anime Studio Pro 11
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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. Scaling is proportional by default. To perform
endpoint of a curve can be automatically welded.
non-proportional scaling, press the Shift key while you scale
To automatically weld the endpoint of a curve,
the object. Scaling is relative to the opposite side, verses
just drag it on top of another point and let go of
relative to the center.
the mouse. Below is a movie demonstrating auto-
welding. After dragging each endpoint into place, The following toolbar options are associated with scaling
it becomes welded to the existing point, and the points:
two can be moved around
to change the horizontal scale, or the top or bottom using the Transform Points tool will constrain the rotation to
handle to change the vertical scale. 45 degree increments.
If you hold the Alt key while dragging a side handle,
Anime Studio will resize the selected points in such a way
to maintain the overall volume of the object - this can be
Add Point
useful for squash and stretch. Shortcut: A
The Add Point tool is what you use to draw most curves in
Rotating Points Anime Studio. Just click and drag in the working area of
the main window to create a new curve segment. There
The Transform Points tool can also rotate the currently are four variations to using the Add Point tool - they differ in
selected group of points. Two or more points must be where the original click takes place.
selected to use this tool. The following toolbar options are
associated with rotating the selected points:
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
• Peak: Creates a peaked (or hard) transition between You can also use the Transform Points tool to
the curves at the point that you click. modify the result, delete unnecessary points,
and weld points together.
• Smooth: Smooths the transition between the curves at
the point that you click. If you have a drawing tablet, the Freehand tool can
also use the pen pressure from your tablet to control the
• +/-: Click this button to toggle the value in the
thickness of the lines you draw.
Curvature field between negative and positive values.
Press the Alt key while dragging the Freehand
Shortcut: F The Freehand tool has been enhanced, such that you
don’t have to draw shapes precisely while using the tool.
The Freehand tool lets you draw complex shapes by just
If you cross a line, the new line automatically welds to the
dragging the mouse around. Anime Studio will attempt
line that is crossed if the Auto Weld option is selected. This
to simplify the curves that you draw with the Freehand
allows you to quickly sketch out shapes without worrying
tool. by removing unnecessary points. Straight lines will be
about stopping your stroke at precise locations. When
preserved as accurately as possible.
you’re using the Freehand tool, you are primarily interested
While drawing with the Freehand tool, you can use the in seeing an accurate display of what you are drawing.
Trim Start and Trim End options to automatically delete For this reason, control points are automatically hidden
unwanted dangling edges from the beginning or end of a when Freehand tool is selected so that you can focus on
line that crosses another line. your drawing. You’ll also see a more accurate preview of
the strokes that you draw, especially when drawing wider
After using the Freehand tool, you can also strokes. When you release the mouse, you’ll notice the
go back and use the Delete Edge tool to strokes change slightly due to automatic smoothing.
delete unwanted lines. For more information about
the Delete Edge tool, see “Delete Edge” on page To display the control points, select one of the
50. other tools, such as the Transform Points tool.
Chapter 3: The Draw Tools
45 Anime Studio Pro 11
Users Manual
the point at which they cross will automatically be • Auto-stroke: When checked, automatically creates a
welded together when this option is on. stroke around the shape that you create. Uncheck this
option to create a shape that has no outline.
• Trim Start: When checked, dangling edges that are
drawn before the stroke crosses another stroke will • Merge Strokes: Check this option to merge strokes
automatically be removed when you complete the made with the same brush, color, and stroke width
stroke. into a single shape. All strokes that are made while the
option is checked will be placed in a single object.
• Trim End: When checked, dangling edges that appear Uncheck the option when your sketching is complete.
at the end of a stroke that crosses another stroke will
automatically be removed when you complete the
stroke. Draw Shape
Shortcut: E
The Draw Shape Tool provides a way to quickly draw
commonly used shapes: squares, ovals/circles, triangles,
Freehand Options (part 2) stars, arrows, and spirals. Each of the shape options are
shown later in this section.
• Auto close: When unchecked, closes a shape when
the cursor is released over the beginning of the shape.
When checked, connects the shape from the current
position to the start point when you release the mouse
button.
Rectangle
Rectangle
Arrow
Triangles
Delete Edge then use the Delete Edge tool to remove unwanted
straggling ends, simply by clicking on them with the
Shortcut: D Delete Edge tool.
Delete Edge
Chapter 3: The Draw Tools
51 Anime Studio Pro 11
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Magnet
Shortcut: X
The Magnet tool is similar to the Transform Points tool
- it is used to move points around. However, instead
of moving the selected points, it moves points based on
the strength of the magnet. When you click with this tool,
the region of strength is displayed. Any points within this
region will move with your mouse, but the points closer to
the center of the mouse click will move the most. (The
Magnet
radius of the magnet’s strength region can be adjusted in
the tool options area.)
This tool is most useful for artwork that has lots of points. For
example, the Freehand tool can create curves with many
points - the Magnet tool can then move them around
smoothly. Imported Adobe Illustrator files and text objects Magnet Options
can also be sources of many control points.
Blob Brush If you change fill color, line color, line width, or other
brush settings while you have the Blob brush selected,
The Blob Brush tool allows you to block shapes out very the currently selected shape will get deselected. The
quickly. Straight lines are preserved as accurately as next stroke you add with the Blob brush will use the new
possible, and quality of shapes are preserved as accurately properties.
as possible over multiple strokes.
For example, you can start by blocking in part of the
character as shown below.
• 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.
• Use Pen Pressure: Check this option if you are using the
brush with a pressure-sensitive stylus and tablet.
Chapter 3: The Draw Tools
54 Anime Studio Pro 11
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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 2. Set the Min and Max Width settings appropriately for
of points but not change the shape so much, reduce the scale of the objects.
the tolerance angle. Lowering the tolerance angle will
not remove as many points, but it will keep the shape 3. Set other options in the Scatter Brush Options panel
closer to what you originally drew. if you want to increase or decrease variation in
the angle, spacing, or color of the objects you are
spraying.
Scatter Brush
The Scatter Brush allows you to spray shapes into your
scene. There are a number of preset shapes, or you can
also copy any shape to your clipboard and spray multiple Scatter Brush
copies of that shape into your scene. The Scatter Brush
also scatters animated sample objects with animated
point position, curvature and line widths. The animations in
scattered objects is automatically cycled.
Scatter Brush Tool Options
To use the Scatter Brush tool, try the following:
Copy a vector object into your clipboard, or select one of
the preset options from the Preset menu. Scatter Brush Options
1. Choose the vector layer that you want to paint into.
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
• Stroke: Check this option to change the stroke of the Create Shape Tool
selected shape(s).
Using the Create Shape tool, select all the points that form
• Stroke Color: Click the color square to select a stroke the outer border of the shape you wish to create. If you
color for the selected shape(s). You can also use the select a set of edges that completes an enclosed shape,
Stroke eyedropper to select a color from your scene, a highlighted checkerboard will show you the extent of
or from any other point on your screen. the region you are creating. Otherwise, you will just see a
highlighted outline on the selected edges.
• Width: Allows you to set a numerical value for the width
of the stroke. Fractional values are allowed. When you have the desired region selected, press the
spacebar or press the Create Shape button in the status
bar to actually create a shape from the selected edges.
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
it passes through a particular point. Using this tool, you Line Width Tool
can create lines that taper at the ends, get thinner in the
middle, or change width several times along their length. To use it, just click on the point you want to adjust, and
drag the mouse left and right to adjust line thickness. (Be
Line widths are stored internally in Anime sure you first either set up an outline through the point, or
Studio as percentage values. For example, a a fill shape with a non-zero line width - otherwise this tool
value of 100% represents the original line width, and won’t do you much good.)
a value of 200% represents double line width. The
width of the line smoothly varies from the 100% (no You can adjust more than one point at a time by selecting
custom width) value. multiple points with the Select Points tool from the Draw
tool group.
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
Exposing less of the curve’s end
expose less of the curve’s end, and drag toward the
left to expose more of the curve’s end.
This parameter can be animated so that you can expose
the curve over time, making this feature a good option for
creating things like handwriting or water flowing through
a pipe. Rounded end caps are also supported with the
Stroke Exposure tool.
Tool Options
• Select Group: Used to select a group that was Curve Profile Tool
previously created with the Select Points tool.
• Start Percentage: Allows you to enter a numerical Curve profiles can be of any shape, but the start and end
value for the start of the curve, based on its distance of the profile should be along the same horizontal line.
from the start point While you can create profile curves with or without a stroke
applied to them, it makes sense to draw them with Auto
• End Percentage: Allows you to enter a numerical value Stroke off, since you will be applying a different pattern to
for the end of the curve, based on its distance from the circle based on the style of the curve.
the end point
Curve Profile
Curve profiles provide a way to add interesting detail
to a shape. You use the Curve Profile tool to create
these details on a shape. You select a shape on a layer.
Additional curves that define the profile can appear on
the same layer.
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
Tool Options
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
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.
• Arc IK Solver: Check this option to use an alternative Arc IK off (left) and on (right)
inverse solver for chains that have more than two
bones. When turned off as on the green bone in the
following figure, there are many possible ways for • Target: Allows you to assign another bone as a target.
an IK target to reach the goal, and sometimes the The most common use for this is to set up Inverse
movements cause the bones to fold upon themselves Kinematics for a character so that you can more easily
like an accordion. However, you will have more control animate walk cycles. For more information about using
over the bone this way. On the other hand, when the
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3.4: Character Setup” on page 132 in your Anime Studio • Hold down the Ctrl/Cmd key to disable snapping. The
Tutorial Manual, the upper arm bones are children of the child bone will not automatically snap to the tip of the
spine, even though they are separated from it by a small previous bone when working in this mode.
distance. This will often be the case - arms should rotate
about the shoulders, not the neck, even though they move
when the spine moves.
Tool Options
Bone Snapping
When you add a bone, the next bone that you draw will
automatically be a child of the previous bone. The new Add Bone Options
bone will automatically snap to the tip of the previous
bone.
• Select Bone: Click this menu button to select a bone
To connect a completely separate bone to the tip of by name.
another bone, use the Transform Bone tool to drag the
disconnected bone toward the bone you want to connect • Text Field: Allows you to assign a name to the currently
it to: selected bone, or to edit the name of the bone as
automatically assigned by Anime Studio.
• Dragging the bone to the tip of a bone will connect
the two bones together at the tip of the destination
bone. Transform Bone
• Dragging the bone to the central axis of a bone will The Transform Bone tool allows you to translate, rotate, or
connect the two bones together at the base of the scale a selected bone.
destination bone. When the Transform Bone tool is selected, two dots appear
at the ends of each bone. In addition, the cursor will
• To scale a bone: Click and drag the dot at the end of • If any objects in other layers have been bound to the
the bone. bone, they will not move if the current frame is 0. At
frame 0, you are modifying the bone layout - at later • Reset: If pressed at Frame 0, resets a layer back to its
frames you are animating with this tool, and bound default length. If pressed at any other frame, resets the
objects will move with the bone. layer to the value or values set at frame 0.
Manipulate Bones skeleton in the same way, but the move will introduce a
keyframe for animation.
The Manipulate Bones tool has two purposes. First, To manipulate a skeleton, just click and drag the various
when the current frame is set to 0, it is used to test bones that make it up. If points or other layers have been
whether a skeleton is set up and working properly. bound to the bones, they will move as well. The way
Although it moves bones and points around, the changes the skeleton and the bound points move with this tool is
it makes are only temporary. When you switch to another exactly the same whether at frame 0 or a later frame. If
tool, the skeleton is reverted back to its original shape. some part of the skeleton doesn’t move correctly, you can
find out with this tool and fix it before you start animating.
When working inside a Smart Bone action,
the Manipulate Bones tool can introduce Note: If you only want to rotate a single bone, it’s better to
extra unwanted bone motion in the Smart Bone use the Rotate Bone tool. The Manipulate Bones tool will
action. For this reason, the Manipulate Bones tool will move a whole chain of bones, which is definitely not what
be disabled. you want if you plan to rotate a single bone.
Sketch Bones
The Sketch Bones tool draws a chain of bones in freehand
mode. It allows you create and animate bone chains very
quickly, and is suitable for objects like long necks, tails,
ropes, or other similar items that bend freely.
When you use the Sketch Bones tool on a frame other than
0, you can edit the bone chains that you drew on Frame
0. You’ll notice that the display of bones is different. When
you click on any bone in an existing bone chain and draw
a new curve, you reshape the bone chain from that point
on. A reference line appears to represent the total length Use the Sketch Bone tool on any frame other than 0 to
of the chain while you draw the new shape. Once you reshape a bone chain.
reach the end of this reference line the Sketch Bones tool
will not add additional bones, it will reshape the existing
bones to the new shape that you created.
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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
semi-transparent region appears around each bone - this
Reparent Bone Tool
region indicates the strength of the bone. If you drag side
to side on a bone with the Bone Strength tool, you cause
the region of influence to shrink or grow. Points that are
Tool Options closer to the center of this region move more when the
bone itself is moved.
means that every bone will influence every point. Region • Select Bone: Click this menu button to select a bone
binding, on the other hand, means that a point will only by name.
move under the influence of the bone(s) in whose region of
influence it lies. If that point only lies in one bone’s region, • Bone Strength: Allows you to view or enter a numerical
it will only move with that bone - if the point is overlapped value for bone strength.
by the regions of two bones, it will move with both of those
bones.
Offset Bone
Flexible binding is the default setting for new bone layers
because it works reasonably well almost automatically. The Offset Bone tool lets you add an extra amount of
The downside is that it leads to rubbery movement of the bone movement starting at frame 1 of your animation. The
attached vector artwork. Region binding will give you reason you might want to do this is to simplify the setup of
cleaner movement, but takes a little more work to set up. a complex character. Often, parts of a character such as
”Tutorial 3.4: Character Setup” on page 132 in your Anime arms and legs overlap, making it difficult to set up bones
Studio Tutorial Manual shows you how to use the Bone and attach the proper parts of the character’s body to
Strength tool together with both types of binding to quickly them. The Offset Bone tool lets you draw the parts of a
set up a character’s skeleton. character in disconnected positions, set up bones, and
then move them all back into position.
Tool Options It’s difficult to describe the usefulness of this tool without a
hands-on example, so look in “Tutorial 3.1: Bone Binding”
on page 107 in your Anime Studio Tutorial Manual.
Bind Layer
Other layers can be contained within a bone layer. For
example, you could create a hand layer and place that
Offset Bone Tool
within an arm layer. To bind the hand to the arm, use this
tool. Just click on the bone in the parent layer that you
want to connect to, and the entire layer will move with
Tool Options that bone. In the arm/hand example, you would click on
the bone nearest the wrist to bind the hand to the end of
the arm.
Use this tool to bind an entire layer to a single bone. If you
would rather bind certain points in a vector layer to certain
Offset Bone Options
bones, then you should use the Bind Points tool instead.
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 scene. use this tool to click and drag on individual bones
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
• Stroke exposure: Use Smart Bones to expose more of a
has been nailed to a stationary point.
stroke along a path as you rotate the bone.
• Follow path
At that point you are editing the action. Choose the Rotate
Bone tool in the Tools panel, and rotate the bone as far
as you expect it to move (or, to the limit that is set on the
bone in that direction).
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
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be bound directly to one particular bone. When that need to delete and recreate the smart bone actions, or
bone moves, the point tracks that bone exactly, without at least review them carefully and tweak them to make
influence from any other bones. sure they still look good with the new point binding. As a
general rule of thumb, we recommend that you get the
Flexible binding was introduced in later releases of Anime
rig to work as well as you can first. Adjust bone position,
Studio, and is now the default behavior. The benefit of this
strength and point binding first, and commit to them
type of point binding is that it’s relatively easy to make
before you set up 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
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Chapter 6: Layer Types Of course, most standard image and movie formats
are not vector-based, so when you’re done working on
a Anime Studio project, it must be rendered to create
Drawings in Anime Studio are vector-based. Vector a traditional pixel-based image. During the rendering
drawings are different from pixel-based images (like a process, Anime Studio can apply various effects to the
photograph) in that they use lines and curves to represent objects, such as shading and blurring.
a picture, rather than a grid of colored pixels. This Anime Studio is designed in such a way that projects
difference makes a lot of things easy in Anime Studio that are split into layers. You can have many, many layers in
would be difficult or impossible to do with a pixel-based a Anime Studio project, each representing a different
image. element in a scene or animation, such as background
First of all, since an Anime Studio drawing is represented scenery, a character, or a title. Some layers can even
as a bunch of curves, you can reshape the curves at any contain other layers, so a more complex object, such as
time, without ever losing precision. Also, Anime Studio a character, might contain separate layers for each arm
projects are relatively small, even for complex animations and leg.
- this means Anime Studio doesn’t require much memory
even when working on a long movie. Vectors also have
benefits when it comes to animation. By moving just a few Layer Types
points, you can totally change the shape of an object over
Anime Studio currently supports the following types of
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 121 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 124 for more
• Image Layers can be used to bring in images from
information.
other applications. Image files created in 3D programs
or photo editing applications can be used in Anime Right-click a Bone layer in the Layers window
Studio with Image Layers. See “Image Layers” on to quickly convert it into a Switch layer.
page 122 for more information.
• 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-sync
in a Group Layer and call it a forest. Group layers are animation. Which sub-layer gets displayed is controlled
a useful tool for organizing a complex project. See by a switch data file. You can create this data file
“Group Layers” on page 123 for more information. by hand, or better yet, use a lip-syncing program like
Papagayo. See “Switch Layers” on page 127 for
Right-click a Group Layer in the Layers more information.
window to quickly convert the Group layer
into a Bone or Switch layer. • Frame by Frame Layers: Provide a quicker and
easier way to create frame by frame animation. For
further explanation of the settings, see “Frame by
• Group with Selection Layers (Anime Studio Pro only):
Frame Layers” on page 131. For a hands-on tutorial,
After selecting two or more groups, choose the
see “Tutorial 5.10: Using Frame by Frame Layers for
Group with Selection layer type to create a group
Animation” on page 225 in your Anime Studio Tutorial
that contains the selected layer(s). See “Group with
Manual.
Selection Layers” on page 124 for further information.
• Particle Layers (Anime Studio Pro only) are used as a • 3D Layers (Anime Studio Pro only) can be used to
way to simulate water, sparks, smoke, crowds, or any import 3D objects that were created in a 3D modeling
number of effects that can be made up of many small program. Use the File > Import > 3D command to
objects. A Particle layer behaves somewhat like a create a 3D Layer. 3D models can be a good source
Group layer, but instead of displaying each of its sub- of background scenery. Or, use a 3D model for a
layers, it can display many, many copies of each sub- character’s head, and decorate it with eyes, mouth,
layer arranged in sort of a “spray” formation. The sub- etc. created with Anime Studio’s vector layers. See “3D
layers appear to be moving outward from the origin of Layers” on page 136 for more information.
the Particle layer. For more information, see “Particle
Layers” on page 132
Enhanced Layer Alignment
Note Layers (Anime Studio Pro only) are like sticky notes
•
in Anime Studio. You might use a note layer when you
Features
want to leave a note for yourself or another animator. The Layer Alignment features in Anime Studio assist in
For example, you might create a note layer at a alignment when using 2D to 3D conversions. New layers
particular frame that needs some work, or to describe align to face with the current camera view. This allows you
why a character is set up in a particular way. See to create more complex 3D objects in your Anime Studio
“Note Layers” on page 135 for more information. scenes.
• Audio Layers allow you to add a sound file to your To demonstrate, try this:
project. When adding an audio layer you will be
1. Create a new Anime Studio scene.
prompted to select an audio file.
2. Use the Draw Shape tool to draw a box in the scene.
• Patch Layers allow you to arrange layers so that part of
a layer can appear behind a layer, and another part 3. Use the 2D to 3D conversion features to extrude the
of the same layer can appear in front of a layer. They 2D box into a 3D box. To convert a 2D vector layer to
are used in conjunction with the Character Wizard, but 3D, double click on the layer in the Layers Window and
can also be used in other ways.
6. Rotate the camera so that you can see how the two
boxes relate to each other.
Vector Layers
Vector layers are the most common layer in Anime Studio
projects. Artwork that you create in Anime Studio is always
contained in a vector layer. Tools are available for drawing
and editing curves, setting up fills and outlines, and
connecting your drawings to bones.
Anime Studio this way. For example, a painting program, The best image format to use with Anime Studio is PNG.
photo editor, or 3D modeling program can produce PNG files have high quality, good compression, and
images that can be used in an Anime Studio image layer. support full alpha channels for transparency effects.
You can’t edit the pixels of one of these images in Anime Although PNG is the preferred format for use with Anime
Studio, but you can move, resize and rotate image layers, Studio, you can also use JPEG, BMP, Targa, or GIF images.
and attach them to skeletons for more complex animation.
Image layers can also be used to bring external movies
into Anime Studio. Instead of selecting a still image, select
When an image layer is first selected, the
a movie file when creating a new image layer. Anime
default tool is set to the Transform Layer tool.
Studio can import QuickTime (Windows and Mac OS)
or AVI (Windows only) movies as image layers. When
importing a movie file, Anime Studio will use the movie’s
alpha channel (if present) to composite the movie with
other elements in the scene.
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
Image Layers think of a group layer as a folder that can contain files
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(layers) and other folders (more group layers). When you The group layer will be created as the parent of the last
move a group layer, turn it invisible, or apply an effect layer that you selected, unless its parent is also selected. In
(such as a layer shadow), these are all applied to every that case, the new group will become the grandparent of
layer contained within the group. the last selected layer.
manipulated as a single object. However, bone layers will help you animate later on. The purpose of setting up
have an additional feature: In a bone layer, you can bones is exactly what you might think: creating a rigid
set up a skeleton that can be used to manipulate your skeleton inside your drawing. Later on, during animation,
artwork. A skeleton is exactly what it sounds like - an when you want to move an object, bones make the job
internal structure that can move the outer, visible portion of easy. By moving a single bone in the arm of a character,
your artwork. for example, the whole arm will move with it. Around the
elbow, the drawing of the arm will bend and stay smooth
(as long as the bones were set up well with the Bone
editing tools).
Bones by themselves don’t really do much of anything:
you can move them around, but they’re invisible in the
final Anime Studio output. To really make use of bones,
they need to be attached to objects in other layers. This
process is covered in “Bones” on page 107 in your Anime
Studio Tutorial Manual, and also “Chapter 5: Bone Tools”
on page 85.
When you create a skeleton out of a group of bones, the
bones have a hierarchical relationship. Each bone has a
single parent (or maybe no parent at all, in which case it’s
called a root bone), and each bone may have multiple
children. The relationship between parent and children is
that when a parent bone is moved, all of its children move
with it. When a child bone is moved however, it’s parent
Bone Layers
remains unchanged.
Setting up bones is sort of a pre-animation phase. You Below is a picture of a skeleton created in Anime Studio.
don’t draw shapes in Bone layers, you set up controls that Red arrows have been added that point from each bone
to its parent (the spine has no parent and is referred to as you can adjust). Points move mostly with the bone whose
the root of the skeleton). Note that the currently selected region of influence they fall within, although other bones
bone is highlighted in red, and its parent (if it has one) is can still have an effect on them. Below is a picture of some
highlighted in blue, as shown below. points and bones. Notice the region of influence around
each bone. The second picture shows the same object
after the bones have been moved. Notice how the points
follow the bones according to regions of influence (and
how the curves pass smoothly through the points, wherever
they move to).
A skeleton hierarchy
Switch Layers
Moving bones moves the curve control points
One reason you might want to do this is for lip-sync
animation. In this case, each of the sub-layers would
Switch Layers correspond to a mouth shape for a particular sound.
Many of the characters in the Library provide switch layers
Switch layers are used to group together multiple layers,
for the visemes that Anime Studio supports. For example,
much like Group layers. However, switch layers have
if you load Jace from the Version 6 character library
an interesting twist: only one of their sub-layers can be
and expand the Mouth layer, you’ll see support for the
displayed at a time.
following visemes and mouth positions: Rest, Etc, FV, L, MBP, To set up a mouth that can lip sync, you will
O, E, AI, U, and WQ. need to create a switch layer that contains at
least ten sub-layers with different mouth shapes.
Anime Studio includes powerful automatic lip-syncing
Shapes should be created for the appearance of
which is a big time saver .
the mouth when at rest, and when speaking each of
• Anime Studio Debut uses the volume of the audio the 9 before-mentioned phonemes. The Preston Blair
track to determine which mouth shape to use. When mouth shapes are discussed in more detail at http://
the audio is quiet, the mouth is more closed. When the minyos.its.rmit.edu.au/aim/a_notes/mouth_
audio is louder, the mouth is more open. shapes_01.html.
Initially, the lineup on the timeline in Papagayo is rough If you make changes to the switch data file outside
and the phonemes are spaced evenly. You then shift of Anime Studio, and you want to incorporate those
words and phonemes along the timeline so that they line changes, you will need to re-load the data file. To do this,
up better with the actual sounds you hear. The final result is double-click the Switch layer in the Layers window, and
saved out as a “switch data file” that can be imported into in the dialog that opens up, go to the Switch tab, press
Anime Studio. Source Data and re-select the data file.
You can also create a switch data file by hand. To do this, You don’t have to use a data file to work with Switch layers
the data file should look like this: - you can also control them manually from within Anime
MohoSwitch1 Studio. To control which sub-layer is displayed at any frame
1 A in your animation, just right-click on the Switch layer in the
2 A Layers window. A pop-up menu will appear that lets you
10 B choose which sub-layer to display.
22 A Anime Studio includes several sample mouth sets for doing
37 C lip-sync with Papagayo - take a look at those files to see
40 C how a switch layer should be set up. Also, check out the
lip-sync tutorials included in this manual.
• The first line is a header that just tells Anime Studio that
the file is a switch data file. Switch layers have a feature that allows for smooth
switching. To use this feature, all the sub-layers need to be
• The following lines contain two items each: Vector layers, and they need to have the same number
of control points. Then, when switching, Anime Studio
• The first item is a keyframe. can smoothly transition between sub-layers. To enable
The second item is the name of one of the switch this feature, turn on Interpolate sub-layers in the Switch
group’s sub-layers. (In this example, the switch layer’s properties dialog. An example of using this feature is
layer should have three sub-layers, named “A”, included in one of the mouth sets mentioned above.
“B”, and “C”.) Switch layers can be set up with skeletons, just like bone
layers. More accurately, a switch layer is a bone layer, just
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a specialized one. If you add bones to a switch layer, you • When moving switch layer keys in the timeline:
can use them (for example) to change the shape of a
Drag the left side of the switch layer key to move it
mouth as it speaks, bending it into a smile or a frown.
forward or backward in time.
Don’t feel restricted to lip-sync animation with switch layers.
Drag the right side of the switch layer key to move
They have a lot of potential uses (controlling eyes, syncing
it forward or backward in time.
to music & sound effects, switching between different
hand gestures, etc.). For shorter keys, you can use shortcut keys as
follows: hold the Cmd/Ctrl key down to move the
right side, or the Shift key to move the left side.
Using Switch Layers
Hold the Alt key down to revert to the old behavior
Improvements to switch layers now include behaviors that of simply moving keyframes around.
will make them work better for frame-by-frame animation.
These improvements include the following changes and Drag the center of the switch layer key to move
enhancements: the entire switch layer as a whole. You can also
drag it before or after a neighboring switch layer to
• You no longer need to select a switch layer’s active swap positions.
child in the Layers palette. You can now simply Alt
COMMAND/Ctrl Right-click on it in the workspace. • When a layer is added to an empty switch group, it
becomes the active child at frame 0.
• You can Alt-click the child of a switch layer in the
Layers palette to activate it. • When a new layer is created inside a switch group,
Anime Studio will assign a unique name (which is
• You can activate the previous switch layer child using necessary for proper switch group functionality).
the Alt+D shortcut.
• When a layer inside a switch group is renamed, the
• To activate the next switch layer child, use the Alt+C switch animation channel is updated to use the new
shortcut. name to preserve existing switch animation.
Particle Layers
Particle Layers
The direction that a particle layer sprays its particles is
Particle layers are a way to simulate such effects as flowing
illustrated below.
water, fire, bubbles, or other effects that you can imagine
are made up of many small objects. A particle layer is like
a group layer in that it can contain sub-layers. However,
instead of just displaying its sub-layers as they are, a particle
• 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 236 in your Anime
in one second) Studio Tutorial Manual).
• Velocity spread: The amount of random variation in the • Use Base Layer as Source: Check this option if you want
particles’ velocity to use the bottommost layer as a shape that generates
your particles. For more information on this feature, see
• Damping: This acts kind of like air resistance, or
“Tutorial 6.4.2: Custom Particle Generators” on page
backwards acceleration
250 in your Anime Studio Tutorial Manual.
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Anime Studio’s Note layers work kind of like sticky notes. By default, Note layers do not appear in final rendered
You can add a note layer to remind yourself of something output, so your audience doesn’t need to see your
you need to work on, or to explain to other animators comments to yourself. However, if for some reason you
some important aspect of your project file. If you add a do want a note to appear in the final product, you can
note layer at a frame other than zero, the note will only do that by unchecking Don’t render this layer in the Layer
appear starting at that frame. That way, you can add Settings dialog.
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
appears in the timeline after the file is selected.
Audio Layers
3D Layers
3D layers are a way for you to import true 3D models into
Anime Studio. When a 3D layer is rotated in space (or the
camera moves around it), you actually see that backside
of the model. Anime Studio supports importing OBJ files into
3D layers - OBJ is a common 3D file format that most 3D
programs can read and write.
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When importing OBJ files, Anime Studio will also load any When preparing a 3D model for use with
associated material file, importing the objects’ colors and Anime Studio, it’s usually a good idea to
texture maps. triangulate the model before exporting it as an OBJ
file. This will eliminate any problems with concave or
3D layers can also be used with skeletons. Using a bone
complex faces.
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. Patch Layers
Because Anime Studio is not a true 3D program, not all
Patch layers are used in the Character Wizard to create
3D features are supported. In particular, lighting. Any 3D
objects that appear both in front of and behind objects on
model you import will be flat shaded. However, because
another layer. You can also create patch layers manually.
Anime Studio does support texture maps, you can simulate
lighting if a texture map has lighting effects baked into it.
There are lots of quality 3D programs we recommend for
use with Anime Studio Pro. The following are products that
will work well with Anime Studio Pro:
• Poser
• Amapi
For further information on importing 3D objects within
Anime Studio Pro please see the Anime Studio Tutorials
section at http://my.smithmicro.com/tutorials/.
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.
5. Use the Transform Layer tool to position and scale 6. Use the Manipulate Bones tool to test the positioning of
the patch so that the lines are covered. It should be your patch.
positioned at the point where the shoulder will rotate.
If you need to change the target at any time,
you can double-click the Patch layer and
choose a new target from the Patch tab in the
Layer Settings dialog.
Text Layers
The Text Layer option adds a text layer to your document,
and works the same as the Text tool, the Draw > Insert
Text command or by using the keyboard shortcut Ctrl/ Text Layers
Command+T. For a description of the Insert Text dialog, see
“Inserting Text and Word Balloons” on page 152.
When you release the mouse after • Drag a handle on the top, bottom, right, or left edge
transforming the layer with the Shift ALT keys, of the rectangle to scale the object horizontally or
it will appear as though the layer pops back to its vertically.
original size. If you rotate the camera you’ll see that
Press the Alt key while scaling to maintain the
the object has become larger. This helps you
volume of the object while you scale ... in other
maintain the same composition from the view of the
words, if you increase the height of an object, the
camera, allowing you to compose your scene in 2D
width will decrease; or if you increase the width of
but then add depth to it in Anime Studio. As you
an object, the height will decrease.
move the object forward or backward the change
in scale reflects the amount that the object is
moved. After you release the mouse, the object
changes scale to retain the original composition of
the scene.
If the Show Path box in the tool options area is checked, • Position Y: Allows you to numerically enter a value for
then the motion path for the current layer will be displayed the Y coordinate.
in the working area when this tool is active. This makes it
easier to visualize and plan out the motion of a layer. • Position Z: Allows you to numerically enter a value for
the Z coordinate.’
Direct Path Editing: To edit the motion path directly, hold
down the Ctrl key (Windows) or Cmd key (Mac) , then click • Reset: If pressed at Frame 0, resets a layer back to its
and drag anywhere on the motion path to adjust the curve default value. If pressed at any other frame, resets the
that the layer will follow through space. layer to the value or values set at frame 0.
Nudging: When this tool is active, you can nudge a
layer by small increments by holding down the Ctrl key Tool Options (for Scaling)
(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.
• Reset: If pressed at Frame 0, resets a layer back to its • Show Path: Check this option to display the motion
default value. If pressed at any other frame, resets the path on the layer. Uncheck the option to turn the
layer to the value or values set at frame 0. motion path display off.
Follow Path
Two layers, one with a path, and another with a character or
object
If a layer follows a path, an extra squiggly line
will appear on top of their icon in the Layers
palette. To use the tool, select the layer that contains object
that you want to follow the path. Then select the Follow
Path tool from the Layer section of the toolbox. The path
appears in the scene after you select the Follow Path tool.
Click the path in the scene to reposition the object to the
beginning of the curve.
You can click and drag left or right with the Follow Path You can set the object to rotate so that it follows the path.
tool to position the object along the curve at any point. Double-click the object’s layer in the Layers window, which
You can then move to a later frame in your animation and opens to the General tab. Check the Rotate to follow path
set the object to a new position. This allows you to animate option in the Options section of the Layer Settings dialog
the object travelling along the path. and click OK. This causes the object to automatically orient
itself to follow the path to which it is assigned.
The fish before and after it is placed on the path with the
Follow Path tool
Press the Alt key while using the Follow Path tool to bend the
object along the path
Tool Options
Shear Layer
Use this tool to shear the current layer horizontally or
vertically. Click and drag to shear, or slant the
current layer to the left, right, up, or down.
Rotate Layer XY
Layer Selector
Shear Layer The Layer Selector helps you quickly find and edit the
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
Tool Options specific shape appears on.
3. Enter the text in the Text field. The project window will
update as you type.
swatch or use the eyedropper to select the fill If your text is added as a vector object, you
color. can use the Freehand tool and Delete Edge
tool to create uniquely colored text. First, create
Stroke: Check this option if you want your text to
your text as normal, making sure that there is a
have an outline. Click the Color swatch or use the
stroke on the text. Then use the Freehand tool (with
eyedropper to select the outline color.
its Auto Weld option on) to slice the text or letter up
Width: Enter the desired pixel width for the outline into shapes that you can color differently. Finally, use
stroke in the Width field. the Delete Edge tool to remove the lines that hang
out from the edges of the text. See “Freehand” on
Justification: Click the justification type that you
page 44 and “Delete Edge” on page 50 for
want to apply to the text. Choices are Left, Center
more information on how to use those tools.
(the default), or Right.
Create Text Layer: With this option checked. a options that affect the appearance and placement
new text layer will be created, and you can easily of the balloon tail, or whether the outer edges of the
edit the text afterward. To do so, open the Layer balloon are smooth or cloud-like. Each of these balloon
Settings dialog and click the Text tab to make your morphs are set to zero, initially. You can move the dials
changes. in any combination to change the appearance of the
balloon. The preview window updates as you make
Scale: Use the Scale slider to increase or decrease
your changes. The text will appear in your document,
the text size, or enter a scale value in the Scale
pre-filled with the current fill color and style, and it can
field.
be resized and positioned just like any other object.
Leading: Use the Leading slider to adjust the
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.
7. Use the following settings to determine the color and the color swatch or use the eyedropper to choose
size of the word balloon: the desired stroke color.
You can use Anime Studio Pro to create word balloons for Hold the ALT key to push the current color.
your own use. Briefly, the following conditions should be
• Press the COMMAND/CTRL key down while you click
met when creating word balloons:
to pick up the properties of the underlying object. This
• The Anime Studio files must contain a rectangular point is not limited to vector layers. For example, if you have
group named Text Region. If this point group is missing, a Bone Layer active in the Layers palette but click over
the balloon will be considered invalid. a gradient shape on the stage, the properties of the
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Eyedropper Tool
Chapter 8: Special
Tools
Anime Studio includes a number of special tools that are Reset tool options.
available in specific circumstances. These tools appear in
the Special section of the tool palette when the conditions
are met. The sections that follow describe how these
special tools are uses.
Poser
Poser 7 or later must be installed on your system in
Anime Studio has a smart tool palette, which
order for this feature to work. In addition, the scene
shows and hides tools based on their need.
that you import into Anime Studio must contain objects
The position of the tool shown in the screenshots may
that are installed in libraries that are recognized by your
differ, depending on the selected layer in the Layers
Poser application. Refer to your Poser documentation on
palette, and the current time in the timeline.
how to use, add, and maintain content in your Poser library
folders.
Click the tool icon in the properties bar to
display a submenu. Choose Reset Tool to
reset the current tool to its default settings. Choose
Reset All Tools to reset all tools to their default
settings.
Poser
or not. In Anime Studio, choose the File > Import > Poser After the Poser scene has been imported, the Poser tool
Scene command, and select the scene that you saved is enabled in the Special section of the tool box. You can
from Poser. click one of the body parts to rotate it with the Poser tool,
or you can use the Poser Parameters dialog (Window >
Poser scenes that use dynamic hair are very Poser Parameters) to rotate or scale the selected body
resource intensive. If your Poser scene uses part through the use of sliders.
dynamic hair or other resource-intensive features,
be careful not to use extreme settings.
Poser animations are baked into the Poser group. You can change the active layer by selecting it
project that you import. If you make from the menu.
animation changes in Anime Studio, the changes
that you make will be transferred to the Poser
project file. When you quit and relaunch Anime
Studio, the keyframes in your Poser object layer will
be gone because they have been written into the
Poser project file. Switch Layer
tool options area that lets you control whether the particle
layer is turned on or not (emitting particles or not).
Particle Layer
Particle Options
Crop
The Crop tool allows you to crop an image layer to a
specified area. After you add the image, select the Crop
tool and draw a rectangle around the area that you
want to keep. As you draw the rectangle, Anime Studio
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164 Anime Studio Pro 11
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Tool Options
Image Masking tool
• Center Image: Click the Center Image button to Image Masking tool
center the cropped image around the point that the
entire image was originally centered.
• Clear Mask: Click the Clear Mask button to remove
all areas from the mask and restore the image to its
unmasked state.
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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
Reset tool options.
Camera Tools
The following tools let you move a virtual camera around in Track Camera
a scene. Although layers in Anime Studio are primarily 2D,
Anime Studio’s camera can be moved around in true 3D This tool moves the camera up and down, and
space. The camera tools affect all layers in the document, side-to-side. By giving the project’s layers different
not just the currently active layer. depth values, you can create parallax (depth) effects.
Holding the Shift key while using the Track Camera tool will
If a tool has the following symbol next to it: , then it can
constrain the camera to only move vertically or
be used for animation - using the tool at different frames
horizontally. Holding the Alt key will move the camera
in the timeline will cause the object you adjust to change
forward and back.
over time.
If the Show Path box in the tool options area is checked,
Click the tool icon in the properties bar to then the motion path for the camera will be displayed
display a submenu. Choose Reset Tool to in the working area when this tool is active. This makes it
reset the current tool to its default settings. Choose easier to visualize and plan out the motion of the camera.
Reset All Tools to reset all tools to their default (The camera’s motion path is only visible when the Orbit
settings. Workspace tool has been used to view the scene from
outside the camera.)
Roll Camera
This tool rolls the camera side to side. Try tilting your
head side to side, and you’ll understand this tool
immediately.
Track Camera Tool
Zoom Camera
Roll Camera Tool
This tool zooms the camera in and out on the scene,
just like the zoom control on a real camera.
Technically, the Zoom Camera tool is changing the field of
view angle (or focal length) of the virtual camera. The Pan/Tilt Camera
default camera Z position and field of view is equivalent to
a 35 mm camera to reduce the wide angle distortion. This tool changes the viewing angle of the camera.
Drag the tool up and down to change the tilt angle
of the camera, and drag side to side to change the pan
angle. Hold the Shift key while using this tool to constrain
the camera to only one direction of rotation. Press the Alt
key while dragging with the Pan/Tilt camera tool to orbit
arround a central point, such as when you want to fly
Zoom Camera Tool
around a 3D object.
This tool is most useful when you’ve set up a scene in 3D
(different layers at different depths), and have placed the
camera so that it is sitting somewhere among the layers,
not viewing them from a distance.
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In order to be consistent with multi-touch moving the objects in your project - only your view of them
features, the Pan/Tilt Camera tool has had its is changing, not where they appear in the final image.
mouse direction reversed.
A shortcut for the Pan Workspace tool is to click and drag
in the working area using the right mouse button - it’s a
quick way to pan, regardless of what tool is selected in the
toolbar.
Several tools allow you to pan the workspace by pressing
the spacebar and dragging the workspace. The cursor
Pan/Tilt Camera Tool turns into a hand when panning is active.
Workspace Tools
Change your view of the workspace
Pan Workspace Tool
The last group of tools in the toolbar is always available,
regardless of the current layer type or the current selected
object. These are the Workspace tools, and are used to
control your view of the project, but don’t actually modify Zoom Workspace
the project itself.
The Zoom Workspace tool is similar to the Pan Workspace
tool: it moves your view of the project, without modifying
Pan Workspace the objects themselves. With this tool, dragging the mouse
left or right zooms your view of the project in and out.
When the Pan Workspace tool is selected, you can click
A shortcut for the zoom tool is to click and drag left or right
and drag in the working area to move the project side
in the working area using the right mouse button while
to side and up and down. Note that this isn’t the same as
Orbit Workspace
Rotate Workspace The Orbit Workspace tool allows you to view your scene
from outside the camera. It’s like holding the scene in your
The Rotate Workspace tool is used to temporarily rotate handing and turning it around to look at it from different
the workspace. Think of drawing on paper - sometimes you angles. This tool is mainly useful when you’re working on
might rotate the physical paper to draw from a different a scene with 3D elements (layers with different depths,
angle. The Rotate Workspace tool works in a similar way complex camera moves, etc.). Hold the Alt key while using
- sometimes (especially with the Freehand drawing tool) this tool to move your view forward and back.
it may be helpful to orient the workspace in a different
direction. A shortcut for the Rotate Workspace tool is to
click and drag in the working area using the right mouse
button or the touchwheel on a Wacom tablet, while
holding down the control key - it’s a quick way to rotate,
regardless of what tool is selected in the toolbar. Orbit Workspace Tool
To get back to the normal view of the scene, you can
select Reset from the View menu, click the Reset View After using this tool to change your view of the scene, a
button in the tool options area of the Anime Studio blue wedge will be visible in the scene, representing the
window, or press the Home key to reset the view. location of the camera. To get back to the normal view of
the scene, you can select Reset from the View menu, click
the Reset View button in the tool options area of the Anime
Studio window, or press the Home key to reset the view.
Anime Studio
Windows
Overview
The Anime Studio interface has various windows that are
used for controlling different aspects of a Anime Studio
project. In this chapter we’ll briefly describe some general
components of the Anime Studio project window.
The more complex parts of the Anime Studio interface,
such as the Layers window, have their own chapters that
follow this one. Although this chapter will describe how the
main window works, it won’t go into detail about creating
a drawing or animation.
Anime Studio Pro interface
Working Area
Most of the Anime Studio project window is taken up by the
working area. This is the region where you will create and
view your drawings and animations. In every project, even
an empty one, two items will be displayed in this area. The
first is a cross marking the center of the currently active your project. A quick way to do this is by using your right
layer. The second is a blue rectangle that indicates the mouse button. By dragging the right mouse button in the
visible region of the project. Only objects that are within working area, you can move around from side to side. If
this rectangle will appear in your final animation. you hold down the shift key while right-clicking and then
drag left or right, you can zoom in and out. If you want to
restore a reasonable overall view in the working area, press
the Escape or Home keys, or choose Reset from the View
menu (see “Chapter 24: View Menu” on page 456).
The background of the working area is usually just a blank
color, but if you drag an image file into the working area, it
will appear in the visibility rectangle. This is a helpful feature
meant to allow you to trace the image with the drawing
tools.
The real work that happens in the working area is not
covered here, but is described in the sections “Anime
Studio Tools” on page 31, and“Anime Studio Windows”
on page 181.
Status Bar
The status bar along the top of the Anime Studio window
displays a short description of the currently active tool in
the toolbar. If you don’t know what a tool does, the best
thing is to read this manual. However, if you just need a
quick reminder, the status bar can be helpful.
Playback controls
Status Bar
Display Quality
Playback Buttons Near the bottom-right of the main Anime Studio window
Near the bottom-left of the main Anime Studio window is a popup box that lets you customize the level of display
are a set of playback buttons that allow you to play/stop/ quality in the editing area. The Display Quality popup lets
rewind/etc. your animation. you control the following options.
Note that this only applies to the editing view - when • Antialiasing: Draw shapes with smooth edges.
rendering your final project, everything will be drawn in full
quality, regardless of the following settings. • GPU Acceleration: Check this option to enable GPU
acceleration; uncheck to disable it. GPU Acceleration
• Paths: Display points and curves for vector layers. improves the display of image and vector layers. An
OpenGL-compatible graphics card is required.
• Fills: Display the fill colors of vector shapes.
Window commands
GPU Acceleration on (top) and off (bottom)
so on up to the top. When two layers contain objects that Layer Visibility
overlap, this ordering determines which object is in front
and which is behind. At the left side of a layer’s entry in the list is a visibility
control, which controls whether a layer is visible or not. If
A layer’s entry provides you with three pieces of
a pair of eyes is visible in this box, any objects drawn in
information: what type of layer it is, its name, and whether
the layer will appear in the main Anime Studio window, as
the layer is visible. Each layer is represented in the list with
well as in any rendering of the project. If you click this box,
an entry that looks something like this:
the layer will turn invisible and will not appear in the main
Anime Studio window. This can be a convenient way to
remove clutter in the main window when you don’t need
to see all the layers at once. Also, only visible layers will
appear when you render a view of the project or export an
animation - you can generate test movies much quicker if
you turn some layers invisible that don’t involve what you’re
currently working on.
If you click in the Layers palette to toggle the it. When the insertion bar appears at the location you
visibility of a layer, you can set underlying choose, just drop the layer and you’re done. You can also
layers to the same visibility. To do so, keep the use this method to drag sub-layers into or out of group
mouse button pressed down while you drag over layers.
the underlying layers. Release the mouse button
after you drag over all layers you want to set.
Changing Layer Settings
The last thing you can control in the layer list is the property
Layer Type set of any layer. By double-clicking a layer in the list, a
dialog will appear with various options controlling the
To the right of the visibility control is an icon that indicates appearance and behavior of the layer. This dialog is
what type of layer each entry in the layer list is. The described in “Chapter 12: Layer Settings” on page 196.
different types of layers include vector, image, group,
bone, switch, particle, 3D, and note layers.
Certain types of layers act as groups, and can contain
Copying and Pasting Layers Between
other layers within them. (You can think of them like folders Documents
on your hard drive.) These layers have a triangle on their
The Edit > Copy Layer and Edit > Paste Layer commands
left side. Clicking this triangle opens and closes these group
allow you to copy and paste a selected layer between
layers, allowing you to access or hide the sub-layers they
documents. For more information on these commands,
contain.
see “Copy Layer” on page 404 and “Paste Layer” on
page 404.
Reordering Layers
Layers can be re-ordered simply by dragging one layer
above or below another layer. Just click and drag the
layer you want to move - you will see a red insertion bar
indicate where the layer will be placed when you drop
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Layer Toolbar In Anime Studio 10.1 and later, you can copy
a layer and paste it into another opened
At the top of the Layer panel is a toolbar that provides document. Select the layer that you want to copy,
several layer operations. The buttons in the toolbar are and choose the Edit > Copy Layer command. Switch
described below: to the destination document, and choose Edit >
Paste Layer to paste it directly above the currently
selected layer. You can also copy multiple layers as
outlined in “Editing Multiple Layers” on page 196.
• Duplicate Layer: Makes a copy of the current active • Reference Layer: Creates a reference layer
layer and adds it to the project. This new copy is immediately above the current layer, which takes on
placed directly above the current active layer. If you the properties of the selected layer. See “Using Layer
duplicate a group layer, all of the sub-layers inside it will Referencing” on page 195 for more information.
be duplicated also.
• Delete Layer: Deletes the current active layer. This The Layer Comp tool appears in the toolbar in the Layers
operation cannot be undone, so you will be asked to window. Click the Layer Comps tool to display a menu that
verify if this is really what you want to do. includes the following commands:
Layer Toolbar
Using Layer Comps
• New Layer Comp: In the Layers window, hide the layers
Layer comps are useful if you want to export only selected
and objects that you do not want included in the layer
items in your scene so that you can composite them
comp, and make sure that all items that you do want
externally in third party software. For example, you can
to include are visible. Then choose New Layer Comp.
create a layer comp that relates to background elements,
Enter a name for the layer comp in the dialog that
another that relates to characters, and another that relates
appears.
to foreground elements or titles.
Turn groups on and off until you get elements that logically
belong together. Then create a new layer comp from that
group. At render time, you can then choose to render
specific layer comps as a movie file.
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window to open the Layer Settings dialog. In the General it will act independently from the original, allowing for the
tab, choose a color for the layer from the Layer Color creation of unique assets. You can even reference layers
drop-down selector. The layer will then be displayed in the across multiple documents, opening up new workflow
Layers window in the color that you choose. possibilities for team based productions.
When you make changes to the original layer, the
changes are applied to all instances as described in the
following sections.
You can easily create reference layers from the Layers
palette. Simply click the Reference Layer icon to add a
reference layer above the currently selected layer.
• When you change a setting that is common to all Colorizing (“General Tab” on page 198): Colorize
selected layer types, those common changes will be Layer, and Color.
applied to all of the selected layers when you click
the Apply or OK button in the Layer Settings dialog.
In other words, you can change the Blur or Opacity
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Layer Shadow (“Shadows Tab” on page 208): All Settings in the 3D Options tab (“3D Options”
Shadow On, Offset, Blur, Shadow color, Shadow on page 231): Any changes that you make in
threshold, Expansion, and Shadow direction. the 3D Options tab will be applied only to other
layers if they are the same type as the primary
Layer Shading (“Shadows Tab” on page 208):
layer. For example, if the primary layer is a 2D
Shading On, Offset, Blur, Shading threshold,
vector layer, the changes that you make in the 3D
Shading color, Contraction, Inverted, and Shading
options tab will only be applied to 2D vector layers.
direction.
If the primary layer is a true 3D layer (such as an
3D Shadow (“Shadows Tab” on page 208): imported Poser scene), the changes will only be
Perspective shadow on, Blur, Shadow threshold, applied to other true 3D layers.
Scale, Shear, and Color.
Physics Settings (“Physics Tab” on page 234):
Motion Blur (“Motion Blur Tab” on page 213): Enable physics, Gravity direction, Gravity
Motion blur on, Frame count, Frame skip, Start magnitude, Use baked physics.
opacity, End opacity, and Blur radius.
• 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.
General Layer Settings Note layers have this option turned on by default.
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
Outline Options
Colorizing Options
General Options
effects like blurs and shadows will become larger or blurring of objects with different distances from the
smaller to match the scale of the layer. camera. This option allows you to turn off this effect for
any particular layer.
• Use HSV modifier image: This checkbox lets you use an
image file to distort the colors of the layer. Sometimes • Rotate to face camera: In previous versions of Anime
you may want to do this to break up the solid colors in Studio, a layer would pivot only on the Y axis and face
your project and make it look less computerized. The the center of the camera. In Anime Studio 9.5.2 or later,
exact behavior of this feature is difficult to explain. The you can choose different pivot axes, and the layer
best way to try it out is to use one of the HSV modifier can face the camera center or the image plane. This
images included with Anime Studio. These images can be useful when using Anime Studio’s 3D camera -
should be pretty close to 50% gray. Other images especially for scenery-type objects. Trees, for example,
may produce bizarre, unexpected results. Feel free to that always face the camera can save you a lot of
experiment - you can always turn off this checkbox if work. Choose a rotation option from the popup menu:
you don’t like the results.
No: Turns off the Rotate to Face Camera feature.
• Immune to camera movements: Sometimes you may Pivot X Axis: Rotates the layer on its X (horizontal)
want to make some layers ignore camera movements. axis as best it can to make the layer’s Z axis point at
For example, certain backgrounds or title or logo layers the camera.
you may want to stay in one place on the screen even
while you move the camera around. Pivot Y Axis: Rotates the layer on its Y (vertical) axis
as best it can to make the layer’s Z axis point at the
• Embedded Script File: Allows you to attach a lua script camera.
to a layer. When you play it back in the timeline or
Free Pivot: Rotates the layer on both its X
render a document, the script is executed to go with
(horizontal) and Y (vertical) axis as best it can to
that layer.
make the layer’s Z axis point at the camera.
• Immune to depth of field: The depth of field function
(in the Project Settings dialog) lets you simulate the
Face Image Plane X Axis: Rotates the layer on its In the first image, the camera is in its default position
X (horizontal) axis as best it can to keep the layer and rotation. Layer A, which has the Rotate to Face
parallel to the camera plane. Camera feature off, will not move when the camera
is moved. Layer B, which is set to rotate on the Y axis,
Face Image Plane Y Axis: Rotates the layer on its
turns to face the camera. Layer C, which is set to
Y (vertical) axis as best it can to keep the layer
rotate with the image plane, is rotated the same as
parallel to the camera plane.
the image plane.
Face Image Plane Free Rotate: Rotates the layer
on both its X (horizontal) and Y (vertical) axis
as best it can to keep the layer parallel to the
camera plane.
When the camera is moved to the left of the scene, transparency of each layer. The layer blending mode
and rotated to face the center, the image plane popup lets you select a different blending mode
also rotates to the same angle. Notice now that for each layer. This can be very useful for simulating
Layer A remains in the same position because shading and lighting effects.
Rotate to Face Camera is off. Layer B, which is set
to rotate with the Y axis of the camera, rotates to • Copy all General settings to other selected layers
face the new position of the camera eye. And Layer (except Name): When multiple layers are selected,
C, which is set to rotate with the Y axis of the image check this option and click the Apply button to copy
plane, rotates in parallel with the image plane. all settings (except the name) to all other applicable
selected layers.
Shadows Tab
The controls in this tab allow you to apply automatic
shadows and shading to an entire layer.
An Anime Studio scene viewed from the top, with the camera
moved to the left side
Layer Shadow
This section lets you apply a drop-shadow effect to a layer.
The options are:
• 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
• Blur: Determines how hard or soft the edges of the the layer, these controls let you apply a shading effect on
shadow appear. top of the layer.
• Shadow Direction: Controls the direction the shadow • Offset: Controls how far inside the layer the shading
is cast. Just drag the knob in circles to change the appears. A larger offset makes objects appear to have
direction of the shadow. more “rounded” edges.
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• Blur: Determines how hard or soft the edges of the 3D Shadow (Perspective Shadows)
shading appear.
Anime Studio allows you to easily create perspective
• Shading Threshold: Works in conjunction with blur, shadows for the objects in your scene. Select a layer from
and can be used to produce smoother transitions in the Layers window and open the Layer Settings dialog.
corners. The more an object is blurred, the more the Click the Shadows tab, and adjust the settings in the 3D
threshold will have an effect. The blur is computed first, shadow area. You can animate this feature by applying
and then the threshold is added on top of it to smooth different settings at different points in the timeline. You
out the overall shape. will not see the shadow until after you render the current
frame, or all or part of a movie.
• Contraction: Allows you to pull the shading further into
the center of the layer. The position of the shadow is determined by the Set Origin
tool in the Layer section of the toolbox. When you set a
• Inverted: Inverts the shading effect so that the object perspective shadow, pay attention to the location of the
looks like it has a rim highlight. origin of the object. The shadow is cast from the origin
point. The origin represents the ground point, so you can
• Shading Color: Clicking on the “Shading color” swatch position it to make the object look as though it is resting on
lets you change the color of the shading that is the ground, or as if the object is floating in the air.
applied. You can also modify the transparency of the
shading with this control.
3D Shadow options.
• Mask this layer: Clip this layer against the current mask.
• + Clear the mask, then add this layer to it: This makes
If the layer is a group or bone layer, then the following
the mask identical to the transparency value of the
options are available:
current layer.
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• + Clear the mask, then add this layer invisibly to it: • Masking should only increase in a one-way direction.
The alpha channel must increase monotonically.
• Exclude Strokes: Check this option to exclude outlines
from the mask. • Use additive masks only (use Hide All, instead of Reveal
All)
• Expand mask by a pixel: Adds an additional pixel
around a layer mask. • Don’t use any of the following modes for child layers in
the group:
• Copy all Masking settings to other selected layers:
When multiple layers are selected, check this option Subtract from mask
and click the Apply button to copy all masking settings Clear this mask then add this layer invisibility to it
to all other applicable selected layers.
Don’t Mask This Layer (unless all other layers in the
The masking controls are simple but powerful group above this one also use Don’t Mask This
options that can be used for all kinds of Layer)
creative tricks. The best way to explain these is with a
Exclude Strokes (unless all layers in the group
hands on example. See “Tutorial 2.7: Layer Masking”
above are set to Masked)
on page 84 in your Anime Studio Tutorial Manual.
The following examples demonstrate some do’s and don’ts
in masking techniques.
• 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
• Animated Shape Order: Check this option if you want
circle.)
to enable animated shape order on the selected layer,
• Animated noise: Controls whether the noise factor will using the Draw > Raise Shape, Lower Shape, Raise to
vary over time in your animation. This can lead to either Front, or Lower to Back commands (or their equivalent
a very distracting look, or a very sketchy, free-form one, shortcuts: Up arrow, Down arrow, Shift Up arrow or
depending on your tastes. Again, experiment with this Shift Down arrow). This will allow you to select shapes
and watch the circle. on the current layer and animate the order in which
they are stacked in relation to the camera. In the
• Extra Sketchy: (Associated with noise settings). Creates following example, animated shape ordering is used
gaps in the outlines. If you have a curve being drawing in combination with smart bones to position the ears
you might actually have little gaps in it. above or below a character’s head as the head turns.
When the smart bone is positioned toward the left, the
• Offset: Determines how far in pixels (on average) your character is looking to the left, the right ear is above
drawing will be distorted from its original shape. the head and the left ear is below the head. When the
smart bone is in its center position, the character looks
• Scale: Determines the “jaggedness” of the distortion.
to the center, and both ears are above the head.
Larger scale numbers will result in smoother, lumpier
Finally, when the smart bone is positioned to the right,
distortion, while smaller numbers will give you a more
the character looks to the right, the left ear is above
scribbled look.
the head and the right ear is below the head.
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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.
frame in the movie. Load an image or movie into a new layer. Open the
Layer Settings dialog to the Image tab and check the
• Premultiplied Alpha: If an imported movie has Toon Effect option. The image or movie will be processed
an alpha channel and the edges look bad after through the Toon Effect filter.
importing, it may be because the movie has
premultiplied alpha. Check this option to improve
appearance.
Audio Tab
Audio Layer Settings
This tab is only available for audio layers. The options are:
• Set Source Audio: Click the Set Source Audio button to • Select Audio Sync Source: Lets you select a data
select an audio source file on your system. file used to control the switch layer. A data file is not
required (you can control a Switch layer manually by
• Reveal Source Audio: Click this button to locate the right-clicking its entry in the Layers window), but if you
audio source file in its folder location. do want to use a data file you have two choices:
• Audio level: Displays a numeric value for the audio If you want a quicker lip-sync solution, you
volume, with 1 being equal to the default volume of can use an audio file as a data file. In this
the audio file. case, your switch file should contain several version
of a mouth shape, ranging from closed to wide
• Spatial Positioning: Enabled by default. When enabled,
open. The volume of the audio file will control which
Anime Studio will use and play back
mouth shape is used at which frame. If you do use
an audio file to control the Switch layer, you can
Particles Tab
This tab is only available for particle layers. The description
for how these controls affect a particle layer can be found
in “Particle Layers” on page 132.
3D Options
This tab is only available for 3D layers.
Note Tab
This tab is only available for note layers, and lets you
change the text label in the note.
Physics Tab
The settings in the Physics tab are as follows:
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Enable physics: Check this option to turn the Normally, physics simulations are re-run every
physics simulator on. time you play back an animation so that
they can respond to other objects in the scene. The
Gravity direction: Use the directional slider to point
advantages to using baked physics are (1) it is faster
to the direction from which gravity is originated.
to re-use simulations rather than to re-run the
By default, the direction is straight down (270
physics; (2) If the physics simulation doesn’t give you
degrees). 0/360 degrees is at the 3:00 position of
the results you want, you need to tweak results. You
the dial.
can’t manually animate objects if they are under
Gravity magnitude: Controls the strength of the the influence of physics, but you can use the
gravity. Lower values make the gravity less forceful precomputed physics while you modify keyframes
(objects are lighter) and higher values make the as you see fit. (3) If you get a result that you like, you
gravity more forceful (objects are heavier). can turn this option on to make sure it doesn’t
change.
Use baked physics (advanced): Turn this option
on to stop the physics simulation from running. It
will play back results from the last time you played Physics will only work with objects that are
back the animation. filled.
• Bones Tab
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Bones Settings
• SHAPE: In this mode the style you define will edit the
style of the currently selected shape. Selecting a shape
in the workspace or in the shape selection drop-down
menu will enter shape mode.
Name Field
• Shapes: The fill and/or stroke that make vector
construction visible when rendering/exporting. For
example, if you use the Draw Shape (E) tool with the
Shape Selection Drop-Down Menu (21) Auto-fill and Auto-stroke options unchecked, you will
create a vector construction without any shape and
You can use this menu to select any existing and named it will not be visible when rendered/exported. You can
shape on the current vector layer. Select <None> to always use the Create Shape (U) tool to make a shape
deselect all shapes. using this vector construction. Enabling either or both
of these Auto options before using the Draw Shape
tool will create a visible shape with the properties
chosen.
to the left is where you can chose the color saturation and Fill Effect Drop-down Menu (17)
brightness. The vertical colored bar to the right of this is
where you chose the color hue. The next, checkered bar is These drop-down menus in advanced view allow you to
where you set the color alpha value (opacity). At the top select two different fill effects. There are many effects to
right are two color chips. The top one is the current color chose from:
and the lower one is the previous color ( click to restore).
Below these are manual inputs for the red, green, blue,
and alpha values. And last is a hexadecimal field where
you can copy or paste hex values to set the color.
Color Picker
• 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.
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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
Splotchy
Spots Options
Creating Multi-Brushes • Fifth number: Tint Brush Using Stroke Color off (0) or on
(1).
It is very easy to create your own Multi-Brushes. First,
locate your User Content folder. If you did not create • Sixth number: Random Order off (0) or on (1).
a User Content folder when you first ran Anime Studio After you create the folder, place PNG files, with
(as described in “Creating a Content Folder” on page transparent backgrounds, for each shape that you want
17) you can use the Help > Set Custom Content Folder the Multi-Brush to paint. The following figure shows three
command to create one. different flower shapes added to the Flowers 1 Multi-Brush
Your Custom Content folder includes a brushes category folder.
folder within it. Beneath this brushes folder, create a new
folder that has the same name as the Multi-Brush that you
want to create.
The following naming convention can be used to save
settings that apply to the brush. The foldername can
contain six numbers, separated by underscores as follows:
Brushname_#_###_###_#_#_#
The numbers represent the following brush settings: Create a Multi-Brush folder in your custom content folder,
within the brushes category folder, and place PNG files into the
• First number: Align brush with curve off (0) or on (1). new folder.
Sketchy
Older files will open with plain end caps to retain their
original appearance. New artwork will default to round
end caps unless the Round Caps option is unchecked.
Stroke Override Checkbox
When a style is applied any overrides checked in that override for fill, stroke, and line width. You can create
saved style will override those properties in the shape or styles with any combination of these properties.
default.
• When a style is applied any overrides checked in
that style will override those properties in the shape or
Stroke Width Override Checkbox (25) default.
• DEFAULTS and SHAPE: In these modes the override is Applied Styles Drop-Down Menus
only available if a saved style has been applied (see
19). Enabling this will override the applied style line A saved style is a set of information used by a shape
width with the current width in the line width field. (color, line width, line brush, effects, etc.), but it doesn’t
actually appear on its own in your animation. Instead, after
• STYLE: In this mode the override determines what creating a style, you can apply that saved style to one
properties are included in the saved style. There is an or more shapes. For example, you might create a “Skin”
style, and apply it to all the body parts of a character.
Later, if you want to change the color of the character, just displays the 3D thickness of the default style or selected
modify the Skin style, and any shapes that use that style will shape. After clicking this field, you can type in or use the
change instantly. Use the Style management drop-down mouse wheel to adjust this value.
menu to create new styles and to select a style for editing.
These swatches appear in the Color Swatch (10) below.
You can select any saved style you have created to apply
to the default style or the selected shape. Select <None>
to clear the applied style.
Swatches
Expanded Menu
Color Swatch Drop-down Menu (9)
You can define global shading, line width, etc. to maintain
This menu allows you to select from a variety of color
a consistent look throughout your project.
swatches or select a Custom Image as a swatch.
Expanded menu
• Press Paste (12) to apply a previously copied set of Advanced Window Checkbox
properties to another shape or style.
Chapter 14: The Library 1. Category Icons: The Category icons allow you to select
library content that is arranged in several different
• The Search tab which allows you to search your 4. Extended Details Panel: The Extended Details Panel
content folders for specific files. See “Searching the displays metadata about the selected library item. It
Library” on page 279. is shown or hidden as described in “Display Options”
on page 272. For other display options, see “Detail
• The Favorites tab where you can gain easy access
Options” on page 275.
to your frequently used or favorite content items. See
“Favorites Tab” on page 280. 5. Breadcrumbs: The breadcrumb displays the
hierarchical folder path to the currently selected item.
You can show or hide breadcrumbs as described in
The Library Tab “Display Options” on page 272.
The Library tab consists of the following main areas:
6. Display Options Widget: Click this widget to show or
hide the library display options panel. See “Controlling
Library Appearance” on page 272.
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7. Library icons: See “Loading and Managing Items using Virus and ad blocking software may affect
the Library Icons” on page 275. the display of thumbnails in the library. If
thumbnails are not appearing in the library, try
turning off your antivirus or ad blocking software to
see if that resolves the issue, and check to see if your
software allows you to set permissions so that the
thumbnails can be displayed.
Category Icons
Controlling Library Appearance • Item List Panel (2): If this option is checked, the items
in the selected folder will be displayed in a separate
The appearance of the library window is controlled by a
window on the right side of the library, and the Tree will
widget that is located at the bottom of the Library window.
display folder hierarchy. If not checked, the items in
If you expand this widget you will find four categories of
the selected folder will be displayed as thumbnails in
options: Display, Tree, List, and Details. The options in these
the tree beneath the folder in which they are located.
categories are described below.
Options for the item list panel are discussed in “List
Options” on page 274.
Display Options
• Extended Details Panel (3): Check this option to display
The options in the Display Options tab control which metadata for the selected library item. Options for
elements are displayed in the Library tab. Check or the extended details panel are discussed in “Detail
uncheck the following items as desired: Options” on page 275.
• Breadcrumbs (4): Check this option to display the thumbnails in the tree using the Tree Options tab shown
a breadcrumb trail to the selected item. The below. The display options are as follows:
breadcrumb trail will appear at the top of the library
window.
Tree Options
Tree Options
By default, the Tree displays the content in your library in a
hierarchical folder structure. You can adjust and position of
List Options
Tree (default view)
The options in the List Options section control the size and
You can navigate through the tree as follows: spacing of the thumbnails that appear in the List Item
panel when it is displayed.
• Use the Up and Down arrow keys to move higher or
lower in your content tree.
• Use the Right and Left arrow keys to open and close
folders.
• Thumbnail Size: Move the slider left or right to decrease • Minimum Image Size: Move the slider left or right to
or increase the size of the thumbnails in the Item List decrease or increase the minimum image size of the
panel. thumbnails used in the Extended Details panel.
Detail Options • Drag the left or right side to resize the width of the
Library.
The options in the Detail Options section control the
appearance of the thumbnail in the Extended Details • Drag the top or bottom edge to resize the height of the
panel. The options are: Library.
• Double checkmark: The Add to Scene (double check) • Add to Favorites: Click to add the currently highlighted
button adds the selected item to your scene. After you library item to your Favorites list.
choose a content category and locate the item you
want to use in your scene, click the Add to scene icon
to add the item to your project. Maintaining Your Content Folders
• Create New Folder: Click the Add a Folder (+) button to When you first start Anime Studio, you are prompted
create a folder beneath the currently selected Library to create a content folder. The steps are discussed in
folder. “Creating a Content Folder” on page 17. You can use
the subfolders in this directory to store your own custom
Anime Studio-compatible content.
In addition, the Library window allows you to add content 4. Enter a new folder name and choose OK. The folder
to your own folders so that you can access this content appears in the Library window.
more easily. When you select one of the category icons at
the top of the Library window (such as Characters, Props,
Cameras, and so on), you’ll see a “My” folder at the top
of the content pane. For example, you will see a folder
named My Characters in the Character category.
You can maintain your Library palette by adding and
removing items to and from the Library palette, as
described below.
Creating Subfolders
You can create new subfolders in the library to store your Creating a Subfolder
content. Follow these steps:
1. Click the category icon that applies to the subfolder
you want to create. For example, if you will use the Adding Items to the Library
new folder to store your own characters, select the
Characters category. Saving an item to the Library palette adds the appropriate
item to the currently selected category/subfolder. To add
2. Highlight the folder beneath which you want the new an item to the Library palette:
folder to appear (such as the Anime Characters folder
1. In the Layers window, locate and highlight the
shown in the following figure.
item that you want to save to the library. Assign a
3. Click the Create New Folder icon located at the descriptive name to the object, if necessary, as the
bottom of the Library palette. You are prompted to Library uses the layer name to identify the Library
enter a name for the new folder. object name.
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2. In the Library window, select the desired category/ If you select the Styles category you can save
subcategory by clicking the appropriate Category styles documents into the library. You will be
icon (Figures, Props, Images, Audio, Video, Effects, asked whether to export all styles or only styles from
Scenes, 3D, Styles). the currently selected layers. Once saved in the
library, these Style files can be added to Favorites.
3. Click the Save to Library icon (+) at the bottom of the Anime Studio will generate a preview for the Style
Library palette. The object is saved to the Library folder document, and up to 8 styles can be represented. If
that you selected. the Styles document contains more than 8 styles,
only the first eight will be previewed.
Presets
The Presets drop-Down allows you to choose from a
number of different character types: Boy Spiky, Creature,
and Mannequin. Each of these different humanoid
character types has a different appearance to start with,
varying in proportion, body shape, head shape, and so
on. Some presets are more “human” while other are more Presets available in the Character Wizard
fantasy-like. You can use the other tabs to customize the
appearance of the Preset even further.
Use the + button beside the Preset drop-Down to create Changing the Character Views
your own preset, or the - button to delete a preset that you
have previously saved yourself. Built-in presets cannot be On the right side of the Character Wizard, you will see a
deleted. preview of the current character. Beneath the preview is a
slider, that allows you to view your character in one of eight
The preset will be saved at its current state. If angles. Move the slider to the right or left to change the
you go back and later change the perspective view of the character. The first bar displays the
character’s appearance (such as changing features character in its front view. As you move the slider toward
or colors), the saved preset does not automatically the right, the view changes to reflect 1/8 of a circle (as if
update to reflect those changes. You can resave the character has turned 45 degrees).
the character under its original name to overwrite
the old one, or save a new preset under a different
name.
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
• Torso bend: Move the slider toward the left to add less
bend to the torso (making the posture straighter). Move
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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.
Transform Layer
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 162.
import the character into your scene.
5. Make sure that the Export All Views option beneath the 8. If you are not already at Frame 0 in the timeline, use
preview window is checked. This step will be necessary, the Rewind button to return there. Your character
because you will be working with all of the exported should be facing toward the front.
views in this project.
9. Now, advance the timeline to Frame 6. Expand the
6. Click OK to exit the Character Wizard. The character character’s switch layer so that you see the various
appears in your project. views, as shown in the following figure. The view that
has the filled-in bone is the layer that is currently in view.
7. The top layer of the character is a Switch layer, and
the various character views appear as bone groups
beneath it. With the character’s switch layer selected
(the topmost layer), use the Transform Layer tool to
resize your character as needed.
The different views of the character appear as bone groups 12. At Frame 18, switch to the Back 3/4 view.
within the switch layer. The layer that shows a highlighted bone
is the switch layer that is currently visible for the character. 13. At Frame 24, switch to the Back view. At this point, your
character has turned one-half of the circle.
10. At Frame 6, right-click in the Switch layer (shown as
14. Now select the Transform Layer tool. You won’t actually
Man in the above figure), and select the Front 3/4
use this tool, but you will use the Flip Horizontal button
view. Your character should rotate to that view and a
later in this tutorial.
keyframe will appear at Frame 6.
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 17). 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.
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.
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if you are creating something like a broken nose, • Skin color is also controlled within the Style tab of the
the point of origin might look better being a little bit Character Wizard. When designing your character,
off center. For moving parts (like hands, feet, and assign the color R 255, G 255, B 0 to any parts that you
head) you should set the point of origin at the point of want to replace with the Skin color selected in the Style
rotation. tab.
• Parts can be resized, but only to a limited degree. In • Stroke color is also controlled within the Style tab of the
order to work well within the “normal range”, parts Character Wizard. Any strokes in your Character Wizard
should be designed to the size of the blue output content file that are pure black (R 0, G 0, B 0) will be
rectangle. This rule can be broken ... for example, if you replaced with the Stroke color that is specified in the
intentionally want small, beady eyes you can make Style tab.
them much smaller.
Chapter 16: The won’t see a change in the Bone channel until you actually
move a bone.
Timeline Window
The Timeline window is used when animating in Anime
Studio to control the current time, and to control objects’
keyframes.
If you then rotate the layer, you’ll see the Rotation channel
added to the timeline, along with its keyframe.
Consolidating Timeline Channels This option combines all changes on a single layer into one
line in the timeline. The following image shows an example
There is a Preferences option that allows you to consolidate of a layer that has several channel changes (top), and
timeline channels. This option is off by default in Anime what the layer looks like if the Consolidate Timeline
Studio Pro, and on by default in Anime Studio Debut. Channels option is active (bottom).
Controlling Time
The top of the Timeline window has controls for setting the
current time. Whenever you modify an object in Anime
Studio, the modification is recorded at the current time. The
process of modifying an object, changing the time, and
modifying it again is how an animation is created in Anime
Studio.
Time in Anime Studio is expressed in terms of “frames”, length of the animation is defined by the shaded area
where there are x number of frames in a second. By in the time ruler). The step forward and back buttons
default, a new Anime Studio project has 24 frames per advance and back up by one frame. The play button
second, although this value can be adjusted in the Project plays back the animation in the main editing area,
Settings dialog. repeating playback in a loop. Finally, the stop button stops
playback.
The first set of controls for adjusting time is a set of VCR-like
playback buttons. (These are actually at the bottom of the At the top-left of the Timeline window is a text control that
main window, not in the Timeline window itself.) From left to indicates the current frame number. You can change the
right these buttons are: rewind, step back, stop, play, step current frame by typing in a new value here and pressing
forward, and jump to end. enter.
Directly below the frame field is a sort of ruler that measures
time. This time ruler has small tick marks, one per frame, and
has labeled frame numbers at intervals along its length.
The time ruler also displays the current frame with a red
triangular marker above the current frame’s tick mark. The
time ruler is used both as an indicator of the current time,
as well as a control to adjust it. By clicking (or clicking and
dragging) anywhere on the time ruler, you can change the
current frame.
A certain range of frames in the time ruler are shaded with
a darker color. This shaded region indicates the length of
your animation. When you play back your animation in
Playback controls Anime Studio or export it as a movie file, this shaded region
is the part that will play back. You can change the start
and end frames of your animation in the Project Settings
Rewind sets the current frame to 0, while jump to end sets
dialog, or you can Alt-click in the time ruler to set a new
the current frame to the last one in the animation (the
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start and/or end time. Alt-Click with the left mouse button of text that identifies the marker. They can be added for an
to set the start of your animation, and Alt-click with the right entire document, or per layer.
mouse button to set the end.
• To add a timeline marker, go to the frame at which you
want the marker to start. Click the Add Marker button
Navigating the Timeline with the in the timeline.
Mouse
To navigate through the timeline with your mouse, you can
use the following:
• Press the Alt key while you use the scrollwheel to move
the playhead right and left through time. Add Marker button (circled)
Edit Marker dialog You can manipulate markers just like any
other keyframe type.
Select one of the available interpolation methods from provide a real-time preview of the changes as they are
the menu. applied.
Choosing an interpolation method for existing keyframes • Default Interpolation: Uses the interpolation method
that is set by the Interpolation popup.
• To change the interpolation method for keyframes that • Smooth: Takes into account neighboring keyframes,
you will add to the timeline: Immediately to the right of creating a smooth transition from one keyframe to the
the Motion Graph tab you will see a popup menu that next.
allows you to choose a default interpolation method.
The method that you choose here will be applied to
any new keyframes that you create. Anime Studio will
• 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.
Noisy interpolation
Bezier interpolation
• Cycle: Cycles back to a specific frame number • Elastic: Similar to bounce, above, except that the
(absolute cycling), or back by a specified number of effect overshoots the ending value and then curves
frames (relative cycling). back again until it settles down on the ending value.
You have control over the scale of the bounces, and
can also allow the elastic effect to happen in reverse.
Cycle interpolation
• Copy Previous Key: Uses the setting of the previous key click a selected keyframe to open the Keyframe menu.
as the new default interpolation method for the current Expand the Interval command to select an animation
channel. interval between 1 and 6.
To add an onionskin marker, click in the tickmarks, • Outlines only: Outlines are turned off by default.
beneath the frame number at which you want to With this option unchecked, onion skin frames will be
add an onionskin. displayed at various levels of opacity. Frames that
are farther away from the current frame will be more
To remove an onionskin marker, click the marker
transparent, and frames that are closer will be less
that you want to remove.
transparent. With this option checked. 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.
Camera Pan/Tilt
Line Color
Camera Channels
Selected Line Color
Camera Tracking
Threshold
Bone End Flip
Perspective Shadow
Selected Bone End Flip
Outline
Bone Side Flip
Layer Color
Selected Bone Side Flip
Bone Target
Bone-Only Channels
Selected Bone Target
Bone Angle *
Bone Parent
* Angle, Translation, and Scale channels are also displayed Physics Nudge
in the timeline for colored bones (appropriately colored
Purple, Blue, Green, Orange, Yellow, and Red). Physics Motor Speed
Marker Channels
Document Markers
Layer Markers
Physics Channels
Enable Physics
• All Auto: Click the All Auto button to set all channels
to Auto. This mode will cause a timeline channel to
appear in the timeline only if it is used in the project,
and is the default selection when you first open the
Timeline Channels dialog.
The top of the Timeline Channels dialog shows three Working with Keyframes
buttons:
Keyframes are displayed along the length of an animation
• All: Click the All button to set all channels to display in channel. A keyframe represents a point in time at which
the timeline. The channels will appear in the timeline you, the animator, made a modification to an object. For
whether or not they are used in the project. example, if you set the current time to frame 24, then scale
the layer, a keyframe will appear in the layer scale channel
• None: Click the None button to set all channels off at frame 24.
in the timeline. Channels that are set to off will not
Keyframes appear as small markers on the channels. At
appear in the timeline, even if they are used in the
points in time that lie in between keyframes, Anime Studio
project.
2. Choose Window > Keyframe or use the shortcut Ctrl/ Keyframe dialog
Command+Alt E to open the Keyframe dialog.
3. Modify the following settings as applicable. Settings are
applied live as you modify them:
Copying and Pasting Keyframes You can also use the Edit > Paste Relative
command to paste keyframes and continue
Another way of creating keyframes is to copy an object’s animation relative to the current position in the
position from another point in time. Keyframes can also be timeline. See “Paste Relative” on page 404 for
copied from one layer to another, or from one document more information.
to another.
To copy keyframes:
Selecting Keyframes
1. Select the keyframes you want to copy.
To modify a keyframe, first it must be selected. This is
2. Press CMD/Ctrl C to copy the keyframes to the
accomplished simply by clicking a keyframe in the timeline
clipboard.
panel. A selected keyframe shows up in a highlighted
3. Select the layer or document to which you want to color.
paste the keyframes. Multiple keyframes may be selected by holding the shift
key while clicking on keyframes. Alternatively, you can click
4. Set the current frame to when you want the copied and drag a rectangular selection box around the group of
keyframe to appear (using the time ruler or the step keyframes you want selected.
forward/back buttons).
You can also right-click a keyframe and then use the Select
5. Press CMD/Ctrl V to place a copy of the keyframes Keys to Right command in the context menu to select all
at the current time. When you paste keyframes, they keyframes that appear in time after the currently selected
become the new selection so that you can move, keyframe. This helps when you need to add space in the
scale, or finetune them. middle of a long animation, because you won’t have to
scroll through to the end of the animation while selecting
keyframes manually.
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.
Keyframe context menu 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
Deleting Keyframes by your color choice (Gray, Purple, Blue, Green, Yellow,
Orange, or Red).
To delete selected keyframe(s), press the Delete key.
Deleting a keyframe removes motion from an object.
Moving Keyframes
Keyframes can also be moved by dragging them forward
and back in time. If you want some motion to take less
time, drag its keyframe to the left. To take more time, drag
Select all the keyframes for that object and use the mouse
to move the object to the new location. Then release the
mouse button to complete the movement.
This works for both layer movement and point movement.
For example, let’s say that you have a circle that squashes
and stretches, but you want to turn it into a petal shape.
You can select all of the keyframes and then reshape the
object on the first keyframe as needed. Then the reshaping
will be applied to all of the keyframes that follow.
Hold Durations
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
Assigning a color label to keyframes the object in place for a set number of frames. Place a
keyframe in the first frame where you want the object to
stay still, and then add a hold duration for the number of
additional frames where you want the object to pause.
Editing Multiple Keyframes
To directly modify the hold duration for a selected
If you have a number of keyframes that you want to edit. keyframe, hold down the ALT/OPTION key while dragging
you can now select multiple keyframes and edit them the keyframe in the timeline. A red pill shape will appear in
at the same time. For example, if you want to move an the frames where the keyframe is held in its set position.
object to a different part of the screen but want to keep
You can also right-click the keyframe in the timeline to
the animation of that object the same, you can select all
display the keyframe context menu, and then enter a hold
the keyframes and translate them all at the same time.
duration (in frames) in the Hold Duration dialog.
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Sequencer
Pill shapes are used to represent switch keys,
layer ordering keys, and keyframes that have The sequencer provides another view of the timeline. It
hold durations. displays each layer as a block of time. Keyframe changes
are not displayed in the sequencer, but you can create
keyframe changes in this view.
Keyframe Transitions
As mentioned before, Anime Studio automatically
calculates what happens in between keyframes. However,
you do have some control over this. By default, Anime
Studio will compute a smooth transition from one keyframe
to the next - most of the time, this is probably what you The Sequencer
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
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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:
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Use the scrollwheel on your mouse to increase the vertical Double-click a channel icon to make it the active channel.
range of the animation curves.
In graph mode, you can still add keyframes (use the popup
To further reduce clutter, only one channel can be active menu through the right mouse button), delete keyframes,
in editing mode at a time. The active channel’s icon on the and move keyframes back and forth. In addition, you can
left is outlined to indicate this - here the Layer Z Rotation move keyframes vertically - that is, change the value of
channel is active. Double-click a channel icon to activate keyframes.
it. The active channel is the only one that has its keyframes
Something that will become apparent in graph mode is
displayed in the graph - the keyframes look the same as in
that some channels have more than one value for every
regular mode.
keyframe. For example, the Layer Translation channel has
separate values for X, Y, and Z translation. These values will
appear as separate colors in the graph: Red for X, Green
for Y, and Blue for Z.
Chapter 17: Other • Sync with Timeline Playback: If this box is checked, the
timeline will play back while you record the audio (and
Windows when you play back the audio). This lets you record in
sync with the visuals if you choose to do so.
• Record Button: Press the Record button to start a • Add to Project: Once you are satisfied with the
recording. After you have recorded the content you recording, click this button to save the recording as
want to record (speech, sound effects, etc.), press the a WAV file. The WAV file also appears in the Layers
same button to stop the recording. window as a new audio layer, and in the timeline of
your current project.
You can start a recording at any selected
frame in the timeline. Simply select the frame
at which you want the recording to begin, and start
your recording at that frame.
head turns, walk cycles, etc. The Actions window (as you
may have guessed) is where you create and use actions.
“Tutorial 5.5.1: Animated Layer Ordering” on page 202 in
your Anime Studio Tutorial Manual shows you step-by-step
how to use actions in Anime Studio.
When you start up Anime Studio, the Actions window is
hidden. To bring it up, select “Actions” from the Window
menu. The Actions window looks like this:
Actions Window
In Anime Studio, “actions” are short clips of animation that
can be inserted into the timeline and re-used over and
over again. You might use actions to create little bits of
animation that you don’t want to have to re-create each
and every time you use them - for example, eye blinks, The Actions window
Across the top of the window are four buttons: New Action, New layers have no actions, just “Mainline”, which
Insert Reference, Insert Copy, Delete Action. represents the main animation timeline.
If you have many actions in your list you might find it
convenient to check the Sort alphabetically option. If this Creating New Actions
option is unchecked the Actions window will display the
actions in the order in which they were created in the layer To create a new action, just click the New Action button.
You can manually reorder the items in the list when the Anime Studio will prompt you to name the action. The new
checkbox is not checked. action is created in the current layer and, if the layer is a
group-type layer, in all of its child layers.
You can also enter a string in the Filter field. Only action
names that contain that string will appears in the list along
with mainline and the current action.
Below the buttons is the actions list, which contains a list of
all actions available for the current layer. You can display
the Actions list in one of four views:
working on a little reusable clip. Actions by themselves do The actions window also allows you to filter
not appear in your final animation - they only appear if the action list to display only the actions
you use them in the main timeline. To switch back to the whose names contain the text you enter. The
main timeline, double-click on the “Mainline” action in the Mainline and current action will also be displayed
actions window. (Mainline is not really an action - it’s just a along with them.
way to refer to the main animation timeline.)
3. Click either the “Insert Reference” or “Insert Copy”
buttons in the Actions window. This is what the Actions
Using Actions window would look like just before inserting the “Step”
When you simply create actions, they won’t appear in the action:
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.
Deleting Actions
To delete an action, click once to make sure it is
highlighted, then click the Delete Action button. When you
delete an action, if that action was inserted by reference
into the mainline at any point, those inserted references will
also disappear. If you inserted the action as a copy, those
copies will remain unchanged.
Creating Morphs
Anime Studio allows you to blend several different morph
targets together to create a combination of actions or The Actions window.
effects. For further information on this feature, see “Blend
Morphs” on page 464. To create a new morph, click the New Action button (the
first button in the Actions toolbar). Enter a name for your
To create morph that you can use with the Window > Blend
morph in the Action Name dialog.
Morphs command, choose Window > Actions to open the
Actions window. This window allows you to create little
reusable clips of single-frame animations.
Select the Happy morph in the Actions window, and notice the
keyframes in the timeline You can morph any type of value. The Angry morph will
change the color of the face in addition to changing the facial
Continue creating additional actions, such as Angry and features.
Sad, that you want to blend together. Note that your
action can change keyframes for anything. In addition
to moving some points, the Angry action also changes
the color of the face. Now you should have a number
of actions, all with single-frame animations that have
keyframes on frame 1.
Anime Studio
Menus
File Menu
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Unsaved Changes icon. • Close: Closes the document on which you right-
clicked.
• Open documents also appear in a list at the bottom of • Close All Documents: Closes all currently opened
the View menu. Select one of the documents in the list documents.
to bring it to the foreground.
• Close Other Documents: Leaves the current document
• To switch to the next document press Ctrl Tab open but closes all other opened documents.
(Windows) or Alt Tab (Mac).
Templates are standard ANME files that are In Anime Studio 11, the .anme file format has been
saved to the Templates folder within your replaced with a new JSON-based file format, which is
Anime Studio installation folder. For example, if you saved with an .anime extension. This format will make it
want to create a template for use in Anime Studio easier to maintain backward and forward-compatible
Pro, you can save your ANME file to Smith Micro > features as newer versions of Anime Studio are released.
Anime Studio Pro 10 > Templates folder.
The JSON format organizes data in specific, yet flexible,
hierarchies. This file format is a text-based format that is
widely used on the web to communicate data between
Open... web pages and web services. In Anime Studio, the JSON-
based file format will also remove the need to export files
Prompts you to open a Anime Studio project file that was that are version-specific.
previously saved to disk. The Open dialog allows you to
select multiple documents. You can also drag one or more Anime Studio will still read .anme files going
documents from Windows Explorer or Finder to open them back to Anime Studio 6.
in Anime Studio. Each document will open in its own tab.
Revert
Revert the current document to its last saved state. This
command is disabled if the active document has not yet
been saved, or if there are no unsaved changes.
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
if you need to send your project to someone else for with Audio, Images, and/or Movies folders that store the
collaboration or for technical support. collected media associated with it.
A bill of materials.txt file is also included, and lists all files
required by the project. This bill of material also lists switch
layer data as well as items such as fonts, and brushes that
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may not be included when gathering. The Bill of Materials The algorithims that underly blurs (layer blur,
document also lists other Anime documents with layers shadows, shading, depth of field, etc.) and
referenced by the gathered document. Media used by variable width lines changed in Anime Studio 10.
reference layers is gathered, but not the Anime document Exporting them to Version 9 may produce slightly
containing the referenced layer. different results.
• Bone targets
• Hidden bones
• Shy bones
The File > Export as Version 9 File commands will export a • Threshold effects
project file that is compatible with Anime Studio 9.
• Use of new brushes.
Project Settings...
Brings up the project settings dialog. As seen below, the
project settings dialog lets you control the pixel width and
height of the project, as well as the number of frames per
second. You’re free to change these values at any time,
although it’s easiest if you set up the values you want
before you start creating your animation (particularly the
frame rate). Also in this dialog, you can set the start and
end frames of your animation, defining how long the The Project Settings dialog
overall animation will be.
Dimensions
NTSC D1 Widescreen: 872 x 486 pixels, 24 frames iPhone: 480 x 320 pixels, 24 frames per second
per second
iPhone 4: 960 x 640 pixels, 24 frames per second
PAL D1/DV: 788 x 576 pixels, 24 frames per second
iPhone 5: 1136 x 640 pixels, 24 frames per second
PAL D1/DV Widescreen: 1050 x 576 pixels, 24 frames
iPhone 6: 1334 x 750 pixels, 24 frames per second
per second
iPhone 6+: 1920 x 1080 pixels, 24 frames per second
480p Widescreen: 852 x 480, 24 frames per second
iPad: 1024 x 768 pixels, 24 frames per second
720p (HDV/HDTV): 1280 x 720 pixels, 24 frames per
second iPad HD: 1280 x 1024 pixels, 24 frames per second
1080p (HDV): 1440 x 1080 pixels, 24 frames per Constrain Proportions: This option allows you
second to maintain the aspect ratio of your animation
project. When the option is checked, you can
1080p (HDTV): 1920 x 1080 pixels, 24 frames per
enter a new width or height, and the other
second
dimension will automatically change to maintain
VGA: 640 x 480 pixels, 24 frames per second the same width-to-height aspect ratio. If you
choose one of the preset configurations from
Web: 320 x 240 pixels, 24 frames per second
the Dimensions drop-down list, it will ignore the
Web Widescreen: 426 x 240 pixels, 24 frames per Constrain Proportions option and resize your
second project to the dimensions specified in the selected
preset.
YouTube: 640x480 pixels, 24 frames per second
YouTube 720p: 1280 x 720 pixels, 24 frames per • When you select a preset, the following settings
second appear below.
YouTube 1080p: 1920 x 1080 pixels, 24 frames per Width: The width, in pixels
second Height: The height, in pixels
Frame Rate: The number of frames per second in Focus Range: Objects that are within the “focus
the animation. range” distance of this plane will also appear in
focus. For this feature to work correctly, you need
Start Frame: The starting frame of the animation.
to set up multiple layers with different depth values
End Frame: The ending frame of the animation. so that some can be in focus, and others out of
focus. If you move the layers (or the camera)
in your animation, the focus will automatically
Background Color change based on distance from the camera.
• Background Color: Sets a background color for the Max Blur Radius: Sets a maximum value for the
project - just click on the color swatch to select a color blurriness of your scene.
from the Color Picker. You can also click and drag from
Anime Studio makes it easy to define sharp and
the Eyedropper to select a color from the style window
blurry areas when Depth of Field is used. “Tutorial
or from anywhere on your screen.
6:5.2: Crowds, Particles, and Depth of Field” on page
258 in your Anime Studio Tutorial Manual shows how
Depth of Field to use these features.
• 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.
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Other Settings look to the final image. It can also increase the visual
quality in some kinds of movie compression when you
• Sort Layers by Depth: The “Sort layers by depth” generate an animation. If you want to try out noise
checkbox allows top-level layers in Anime Studio to grain, a value of 16 is a good start for a subtle noise
move in front of and behind each other during an effect.
animation. Normally, layers are drawn in the order they
appear in the Layers window. However, with this option • Pixelation: Allows you to create pixellated renders. The
turned on, layers are displayed according to how far amount of pixelation is determined by the value you
they are from the camera. See “Tutorial 5.5: Sorting enter in the Pixelation field. The higher the value (for
Layers by Depth” on page 197 in your Anime Studio example: 2, 4, 8, or 16) the more blocky the render
Tutorial Manual for an example of using this feature. appears.
• Antialiasing: Antialiases the project. Can be used on its • Stereo Rendering: Use the Stereo Rendering drop-Down
own, or combined with pixellation. to select the type of stereo rendering you want to
perform:
• Sort by True Distance: Typically, layers are sorted by
their depth from the camera, but if you’re trying to None: Turns off stereo rendering capabilities.
create a 3D object using multiple Anime Studio layers
3D Rendering settings should be set to None if
(like a cube or pyramid), you may want to turn on “Sort
you do not want to render out in a 3D
by true distance”. This tells Anime Studio to sort layers
format).
by the distance from the camera to the layers’ origins,
rather than by depth. Usually this option will be left
unchecked. Red/Blue Anaglyph: When you render or preview
your project with this setting enabled, you will see
• Noise Grain: With the “Noise grain” field, you can set 3D objects rendered as a red/blue stereo pair. You
up some noise grain for the project. Noise grain is a will need special red/blue stereo 3D glasses to see
subtle film grain-type effect that adds slight variations the object in three dimensional space.
to the pixels in your project and leads to a more natural
• Extra SWF Frame: Check this option to add an extra • Save as Defaults: When you create a new project in
frame at the end of the video Anime Studio, your animation defaults to 320x240 pixels
at 24 frames per second. If you create most of your
projects at different settings, you can change these
defaults. Just type in new values in this dialog, and
click “Save As Defaults” to make the new settings the
default settings for all new projects.
Import
Anime Studio can import several kinds of other media files
into an animation project. The commands in this sub-menu
let you import these files.
welcome to include these in your own projects by using to combine 2D and 3D elements, or to composite an
this menu command. Anime Studio animation on top of a pre-recorded
video sequence. On Windows, if you have problems
• Anime Studio Styles: Choose this command to importing QuickTime movies, then you probably need
select an .animestyle document or a .anme project to download and install QuickTime (http://www.apple.
containing styles you would like to import into the com/quicktime/). Anime Studio will also import native
current project. If the item you select contains styles not Moho files (files ending with .moho).
already in the current project they will be added to the
project. • Vector File: (Anime Studio Pro only) Asks you to select
an Adobe Illustrator (.ai) file (http://www.adobe.com),
• Image Imports an image file as a new Image layer. The SVG file, or EPS file. Anime Studio will import the bezier
most common type of file to import into Anime Studio is curve shapes in this file into a new Anime Studio vector
images. It doesn’t matter how the images are created, layer. These objects can then be further edited and
so feel free to use pictures from digital cameras, animated in Anime Studio. Anime Studio can import
backgrounds from scanned drawings or painted on vector artwork created in other vector illustration
the computer, textures, computer-generated 3D programs. These files can be in Adobe Illustrator, EPS,
scenery, etc. The image formats supported by Anime or SVG format. If your files are in Illustrator format,
Studio are: JPEG, BMP, Targa, GIF, and PNG. Generally, make sure that you save them as Illustrator 8 (or earlier)
we recommend PNG, since the PNG format provides format.
for variable levels of transparency, allowing you to
create non-rectangular images that can blend in You can open multiple Illustrator files at once.
smoothly with other elements in the scene. Simply drag and drop multiple Illustrator files
into the Anime Studio window.
• Movie: Imports a movie file as a new Image layer.
Anime Studio supports importing QuickTime (Windows
and Mac OS) and AVI (Windows only) movie files. A • Tracing Image: (Anime Studio Pro only) Loads an
movie that you import into Anime Studio will play back image file to be used for tracing purposes. The image
along with the Anime Studio animation, allowing you formats supported by Anime Studio are listed in
“Appendix A: Product Comparison” on page 474. • Poser Scene: If you already own Poser, you can
The Tracing Image command is the same thing as import Poser scenes directly as discussed in “Poser
“Select Tracing Image” in the View menu. Integration” on page 370.
Many OBJ files and Poser objects have The lower section of the File > Import menu displays
multiple materials. The multiple materials will several different categories that allow you to open
show up as Shapes in the Style window. Select a content that is furnished with Anime Studio. You will also
material from the Shapes drop-Down (discussed in find these items in the Library (see “Chapter 14: The
“Shape Selection Drop-Down Menu (21)” on page Library Window” on page 270). In the Import menu
241) and change material settings if desired. If you this content is arranged in the following categories: 3D,
select None from the Shapes drop-Down it controls Audio, Characters, Effects, Images, Props, Scenes, and
the default material and stroke. Video.
Poser Integration
Choose File > Import > OBJ 3D Model. You will be allowed
to choose OBJ files or Poser scenes (PZ3). Locate the file
that you want to import. After a brief wait, the Poser file will
be imported into your scene. It appears as a 3D layer, so
you will be able to control the appearance of the Poser
content by opening the Layer Settings dialog and clicking
the 3D Options tab.
An imported Poser object
in the Layer section of the tool box, allows you to select After importing the Poser scene, you may
a Poser figure or actor (such as a body part) within the notice a difference in the time length of your
scene, and then modify the parameters of the selected animation after you import into Anime Studio. Poser’s
item. You will be able to edit many of the same parameters default frame rate it 30 frames per second, whereas
as you can in Poser. For example, you can select a Anime Studio’s default frame rate is 24 frames per
body part and then adjust the Bend, Twist, Front-Back, second. To make the time match up to that created
or Side-Side parameter to rotate the body part to a in the Poser program, choose File > Project Settings,
different position. You can also use the Window > Poser and set the frame rate of your Anime Studio project
Parameters command to open the Parameters window to 30 frames per second.
for the selected body part. When you move a body part,
keyframes appear in the timeline.
Referenced Files
Please note that Anime Studio references the directory
location of images, OBJ’s, sound files and movies files that
have been imported for use. When exporting into movie
format, Anime Studio continues to reference this directory
location. Moving referenced items from one location
to another will prevent the item from being displayed
or heard. We recommend that all items used in your
animations or artwork accompany it’s native file format
(ANME) and final exported format.
Startup Folder
Use the Poser Parameters window to adjust scale or position of Adding your own .anme file to the “Startup Folder”
body parts. (located in the root directory of your Anime Studio
installation) will always make Anime Studio open this .anme
document first when it’s initially launched. Please make
sure to rename your .anme file to “StartupFile.anme”.
Photoshop Tips
how you want to handle the layer import within Anime will be able to use the Anime Studio tools to modify or
Studio. animate the layers.
The live linking feature between Photoshop • Smart objects and smart filters do work internally to the
and Anime Studio may work unexpectedly in PSD. They store a flat representation of themselves.
certain situations. The live link works as expected
The following Photoshop features are not supported in
when layers are edited and left visible in Photoshop.
Anime Studio:
However, the live link may work unexpectedly after
importing into Anime Studio if you later move, • Layer effects are not imported.
delete, or hide layers in Photoshop and then return
to Anime Studio. • Any layer that has a mask in Photoshop gets skipped.
FBX files that were exported from Anime Exporting from Photoshop
Studio 11 or Anime Studio 11.1 will have to be
imported into Anime Studio 11.2 or later and then Anime Studio is equipped with a Photoshop export script
re-exported as FBX again in order to work properly that will give you the ability to take your PSD files and
with the steps noted below. export them into .ANME format. The .ANME format is the
native Anime Studio format. This process helps users from
To use Anime Studio projects inside Unity, proceed as having to re-draw or export individual layers as images into
follows: Anime Studio.
1. After your Anime Studio project is complete, choose The PSD to ANME script is named Export Layers To Anime
File > Export > Export FBX. Choose a folder and a file Studio.jsx. To access this script, please make sure you’ve
name for your FBX file and click Save. configured a content location as described in “Creating
a Content Folder” on page 17. The script will be copied
2. Create a new project in Unity. into that folder.
3. From Anime Studio 11.2 or later, choose Help > To use the script within Adobe Photoshop, copy the Export
Open Custom Content Folder to open the Custom Layers To Anime Studio.jsx file to your .../Photoshop/
Content Folder on your hard drive. Select the Presets/Scripts folder. You should then be able to open up
Extra Files > Unity Importer folder, and locate the a Photoshop document, run this script from File > Scripts >
AnimeStudioFBXImporter.cs script. Copy this script into Export Layers to Anime Studio, and it will generate a new
the Assets > Editor folder in your Unity project. (If this Anime Studio file complete with an image layer for each
folder does not exist in your project you will need to original Photoshop layer. Basically, the script converts PSD
create it). formatted files to .ANME files. It exports every layer that
was created originally in Adobe Photoshop and makes it
4. Locate the FBX file that you saved with Anime Studio completely readable when imported into Anime Studio. All
11.2 or later, and import it into the Unity Assets window. versions of Adobe Photoshop since version 7 should support
this script.
5. Preview the content in the Unity preview window to
verify that it appears the same as it did in Anime Studio.
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• Render Cache: Click to place a preview render in • Restore Defaults: Resets the preview window to the
your render cache. By default you can store up to 100 default zoom level.
preview images in your render cache, which has to be
located in a User Content folder. If you did not set up a
User Content folder during installation, you can choose Preview No Antialiasing
the Help > Set Custom Content Folder to configure one.
Use the File > Preview No Antialiasing command to
See “Set Custom Content Folder” on page 472 for
generate a quick preview of your work. Jagged edges will
more information.
be visible on slanted or curved surfaces.
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.
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
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• Apply shape effects (Anime Studio Pro only): If this box • Use NTSC-safe colors: Automatically limits colors to be
is unchecked, Anime Studio will skip shape effects like NTSC safe. This is only an approximation - you should
shading, texture fills, and gradients. still do some testing to make sure your animation looks
good on a TV monitor.
• Apply layer effects: If this box is unchecked, Anime
Studio will skip layer effects like layer shadows and layer • Variable line widths (SWF) (Anime Studio Pro only):
transparency. Exports variable line widths to SWF. See “What to
Avoid” on page 392 for more information about
• Render layer comp: Check the option and select the variable width lines and Flash.
desired layer comp to render.
• Animated GIF Options: Enabled when Animated GIF is
• Reduced particles (Anime Studio Pro only): Some selected for output format. For additional information,
particle effects require hundreds of particles to see “Exporting Animated GIF Files” on page 387.
achieve their effect. Check this box to render fewer
particles. The effect may not look as good, but will • Render Layer Comp: Check the option to select the
render much faster if all you need is a preview. layer comp that you want to include in the rendered
animation.
• Antialiased edges (Anime Studio Pro only): Normally,
Anime Studio renders your shapes with smoothed • Choose a configuration to apply: Select the desired
edges. Uncheck this box to turn this feature off. render configuration from the chooser. If there are
no custom configurations, the only choice will be
• Extra-smooth images: Renders image layers with a Application Defaults. Choose Edit Configurations to
higher quality level. Exporting takes longer with this create a new configuration, as described in “Render
option on. Option Configurations” on page 399.
• Do not premultiply alpha channel: Useful if you plan When exporting a movie, Anime Studio will include an
to composite your Anime Studio animation with other alpha channel if the codec you’re using supports it. This
elements in a video editing program. makes it possible to composite Anime Studio movies with
other media in a video editing program.
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Exporting Movies
The Export Animation dialog has several options for
adjusting the output quality of your animation. These
default to the highest quality rendering, but you may
sometimes want to lower the quality to increase rendering
speed or to output animations with smaller file sizes for
streaming over the internet.
• Image Sequence: Supported image formats are JPEG, iPhone 6 Movie: (Windows 7 and higher only).
BMP, Targa, PNG, or PSD. Saves the movie as a 1334 x 750 file in m4v format.
• M4V: When choosing M4V format, the following presets iPhone 6+ Movie: (Windows 7 and higher only).
are available: Saves the movie as a 1920 x 1080 file in m4v format.
Apple M4V (H.264-AAC): Saves the movie in M4V iPad Movie: (Windows 7 and higher only). Saves the
format using H.264 video and AAC audio codecs. movie as a 1024 x 768 file in m4v format.
Apple M4V (JPEG-AAC) (Macintosh Only): iPad HD Movie: (Windows 7 and higher only). Saves
the movie as a 1280 x 1024 file in m4v format.
• MP4: When choosing MP4 format, the following presets
are available: • AVI: The following AVI options appear on Windows XP
or higher systems only:
Apple M4V (H.264-AAC): Saves the movie in mp4
format using an H.264 video and AAC audio AVI (MJPEG):
codec. Windows 7 or higher. AVI Movie (DV): (Windows XP and higher only).
Apple M4V (JPEG-AAC) (Macintosh Only): Saves the movie as a 720 x 480 file in avi format.
iPhone 4 Movie: (Windows 7 and higher only). • AVI (Video for Windows): The following legacy AVI
Saves the movie as a 960 x 640 file in m4v format. format appear in Windows XP or higher systems only:
iPhone 5 Movie: (Windows 7 and higher only).
Saves the movie as a 1136 x 640 file in m4v format.
AVI Movie: Saves the movie in avi format. In the The Mac App Store prevents the export of
next dialog, the user will be prompted for the video media formats using the QuickTime media
codec of the export. library. Because of this, the QuickTime (PNG-AAC),
iPhone Movie, and QuickTime Movie movie formats
• QuickTime: (Mac and 32-bit version of Anime Studio Pro are not supported. The other QuickTime formats are
for Windows only, not available in Anime Studio Debut supported using the newer AV Foundation media
or 64-bit Windows). Saves the movie in QuickTime library.
(mov) format. In the next dialog, you will be prompted
for the video codec and quality of the export.
• Flash (SWF): One preset appears for Flash movie export:
On Windows, this output format only appears
Flash (SWF): Exports your animation to a Flash SWF
in the 32-bit version of Anime Studio Pro, and
file, using the dimensions of your project.
QuickTime software must be installed.
When choosing a compression format or
• Legacy QuickTime: (Mac and 32-bit version of Anime codec for export, keep in mind that viewers
Studio for Windows only, not available in Anime Studio must also have the same codec available to view
64-bit Windows). Saves the movie in QuickTime (mov) the file. We recommend that you select a basic
format. In the next dialog, you will be prompted for the compression format/codec that is installed with Mac
video codec and quality of the export. OS X.
On Windows, this output format only appears Flash (SWF): Exports your animation to a Flash SWF
in Anime Studio Debut, and the 32-bit version file, using the dimensions of your project. Quality
of Anime Studio Pro. QuickTime software must be choices allow you to choose a range of movie
installed. qualities between Maximum and Minimum, with
the default selection being High quality. The higher
the quality, the larger the file size will be, and the
longer it will take for others to download.
After you select your format and quality, choose OK to Anime Studio looks at the first frame in your
render the animation. animation to choose the colors that will be
included in the animated GIF. If your first frame is a
solid color, there is a workaround that you can use to
Exporting Animated GIF Files select colors from a frame that is more
representative of the entire animation. See “Notes
Anime Studio allows you to easily create animated GIF
and Tips” on page 388.
files that can be shared on FaceBook, or included in web
pages and emails. Animated GIF files do not contain
sound, and they cannot contain any more than 256 Dithering: Reduces bending by creating
colors. However, they can be read in a wide variety of graduated color transitions.
applications, including being directly embedded into web
If possible, turn off dithering in the Animated
pages.
GIF options - for animations with a lot of solid
To create an animated GIF file, follow these steps: colors this can reduce the resulting file size.
1. Choose File > Export Animation. The Export Animation
dialog appears. Transparency: Renders your animation against a
transparent background.
2. Choose Animated GIF from the Format dropdown
in the Output section. This automatically selects the If using transparency, set the background
Animated GIF preset. color to something close to your expected
background (often white, gray, or black). (This is
3. Click the Animated GIF Options button in the Render because animated GIF transparency is an on/off
Options section. You will be presented with the situation, so some of the background color can still
following options: blend into your artwork.)
only the changes that are made from frame to include all or most of the colors. Render a preview of
frame. Unchecking the option creates a larger file that frame (File > Preview, or the Ctrl/Cmd+R shortcut)
because each frame is stored in its entirety in the and click the Sample GIF Colors button at the bottom
animation. of the Preview window. The sampled colors will be
remembered in the document. When you choose the
4. Choose OK to apply your settings. Anime Studio
File > Export Animation command, Anime Studio will
prompts you to select a folder and enter a name for
remember the sampled colors and will use them to
your animation. After your animation is exported, you
compile the animated GIF.
will find the GIF file in its saved location.
in the Preview window to sample the custom colors as Because Anime Studio is also vector-based, there are
described previously. enough similarities to make it possible for Anime Studio to
export SWF files.
Exporting Flash However, Anime Studio and Flash are not completely
compatible. Therefore, not all the features of Anime Studio
Anime Studio can also export Flash files in SWF format. can be exported successfully to Flash. In addition, because
Flash is a common vector animation format on the Web. Flash is a web format, small file size is important - there are
When exporting Flash, Anime Studio will also include the certain issues to keep in mind when working with Anime
soundtrack (if any), if the soundtrack is in MP3 format. If you Studio if Flash is your intended output format.
plan on exporting Flash files, it is important to read “How to
When exporting SWF files, you may want to use
Create Efficient Flash Files” on page 390.
Macromedia’s Flash authoring tool to combine multiple
If you plan to export your animations to Flash
SWF files, add extra elements, sound, etc. Be aware that
(SWF) format, you will need to use MP3 audio
Anime Studio’s SWF files are compatible with Flash MX and
files instead of WAV audio files. In addition, if you
later - Flash 5 and earlier are not able to load Anime Studio-
plan to render to SWF format, you can only use a
created SWF files.
single audio file in the project.
What Can be Exported
• Variable-width lines (try to use these sparingly - see • Layer effects (shadows, shading, layer blur, motion blur,
below) etc.)
• Image layers (PNG and JPEG only, and only if they are • Image layers that use progressive JPEG images (Flash
not warped by a bone layer) can’t handle progressive JPEG images)
• 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
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You can also simply open a styles document Before using this features, you will need to sign
to export styles to the current project. in to your Facebook account and authorize
Anime Studio as an application that can upload to
your Facebook account.
If your current document contains styles, but
there are no styles used by the layer(s) that
After logging in to your Facebook account and choosing
you select for a selected layers-only export, an
the Upload to Facebook command, your browser will
empty styles document will be created.
display a screen that prompts you to allow the Smith Micro
Software Video Uploader to upload files to your Facebook
account. Click the Allow button to enable this feature, and
Upload to YouTube then the upload will continue. You should only need to
authorize the uploader the first time you use it
The File > Upload to YouTube command allows you to
upload your Anime Studio animation to YouTube. After
choosing the command you are prompted to locate the Batch Export... (Anime Studio Pro
animation that you want to upload.
only)
Anime Studio’s batch export window lets you line up
several Anime Studio project files to be exported. When
you choose File > Batch Export, the paths to all open saved When you right-click in the batch export list, a contextual
documents (those that have no unsaved changes) are menu provides three options:
passed to the exporter. These documents will be included
in the list of items to export. • Show in Explorer: Right-click the item in the batch
export list to display the file in Windows Explorer or the
This is very convenient when you’re working on a large
Mac Finder window.
project with separate project files for different scenes, and
you want to render them all at once (like during lunch • Remove: Removes the item from the batch export list.
maybe):
• Duplicate: Adds a duplicate of the item to the batch
export list.
• Add: Choose this command to select the files that you add files by dragging and dropping from the Windows
want to add to the batch export list. Previously saved Explorer or Mac Finder into the file list.
Batch Export profiles (.animeexport files) can also be
added to the list.
• Save Profile: Saves the current list of items in the Batch You can remove a file from the queue by
Export list as a profile. The profiles can be saved to selecting it and pressing the Backspace or
a location of your choice and are saved with an Delete keys (this will not delete the file from your
.animeexport extension. system, just remove it from batch export).
• Duplicate selected item in the list: Click this button to display the progress of each file as it is exported. When a
add a duplicate of the selected item in the batch file is finished and disappears from the list, you can find the
export list. rendered result in the same folder as the Anime Studio file
itself.
• Split selected item by layer comp: This option becomes
enabled if you select a list item that contains layer
comps. If you choose this option, the selected item Setting Batch Export Options
will be split out into separate items (one for each
The batch export window has many of the same controls
layer comp in the project). Each item will render to a
as the Export Animation dialog. The options are as follows:
different layer comp. You can apply individual render
options to each layer comp as desired.
• Path: Displays the file system path to the selected item.
You can right-click an item in the Batch Export list to display
a context menu that allows you to show the highlighted • Export entire animation: Check this option to set the
item in Windows Explorer or Mac Finder, to remove the start and end frame to the entire animation. The Start
highlighted item, or to duplicate the highlighted item. Frame and End Frame fields are disabled when this
option is checked.
• Quality: When the preset allows for a quality option, but will render much faster if all you need is a
select the desired quality from the chooser. preview.
• Render Options: The options in this section are similar to Antialiased edges: Normally, Anime Studio renders
those found in the Render Options dialog: your shapes with smoothed edges. Uncheck this
box to turn this feature off.
Enable Multi-Threaded Rendering: Check this
option to enable multi-threaded rendering of your Extra-smooth images: Renders image layers with a
projects. higher quality level. Exporting takes longer with this
option on.
Render at half dimensions: Check this box to
render a smaller version of your movie. This makes Do not premultiply alpha: Useful if you plan to
rendering faster if you just want a quick preview, composite your Anime Studio animation with other
and is useful for making smaller movies for the web. elements in a video editing program.
Render at half frame rate: Check this box to skip Use NTSC-safe colors: Automatically limits colors
every other frame in the animation. This makes to be NTSC safe. This is only an approximation -
rendering faster, and results in smaller movie files. you should still do some testing to make sure your
animation looks good on a TV monitor.
Apply shape effects: If this box is unchecked,
Anime Studio will skip shape effects like shading, Variable line widths (SWF) (Anime Studio Pro only):
texture fills, and gradients. Exports variable line widths to SWF. See “What to
Avoid” on page 392 for more information about
Apply layer effects: If this box is unchecked, Anime variable width lines and Flash.
Studio will skip layer effects like layer shadows and
layer transparency. Animated GIF Options: This option is enabled after
you choose Animated GIF from the Format menu
Reduced particles (Anime Studio Pro only): Some described above. Click this option to choose
particle effects require hundreds of particles to the number of colors in the animated GIF, and
achieve their effect. Check this box to render
fewer particles. The effect may not look as good,
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• Configuration: Choose the configuration file that you Render at half frame rate: Check this box to skip
want to edit or delete from the Configuration menu. every other frame in the animation. This makes
If you select Factory Default, the other options will rendering faster, and results in smaller movie files.
become disabled.
Apply shape effects: If this box is unchecked,
• Delete: Click to delete the currently selected Anime Studio will skip shape effects like shading,
configuration. texture fills, and gradients.
Antialiased edges: Normally, Anime Studio renders • OK: Click to save the new or edited render
your shapes with smoothed edges. Uncheck this configuration.
box to turn this feature off.
Chapter 19: Edit Menu You will not receive a warning when you undo an
operation. You will be able to undo the operation by using
the Edit > Redo command.
Redo
This command will redo the last operation that you “un-
did” with the Undo command.
Though you can turn off scale compensation, this may not
be desireable for your workflow. You also have the option
to change the stroke width in the Style window, but if you
have many cases where strokes are not uniform, it can be
time consuming to manually enter numbers to make all the
stroke widths uniform.
The Normalize Layer Scale command allows you to quickly
adjust the scale of the line widths. Select the layer or layers
that have line widths that are out of sync, and then choose
Edit > Normalize Layer Scale. The line width of the selected
Two eyes of different sizes layers will automatically adjust to match the other layers.
However, when you scale the eye down, the stroke that
surrounds the eye is much more narrow than the strokes
used on the rest of the character.
Reset Layer Scale Normalization like a character’s head, just select a few points on it, then
choose this command: if all the points on the head are
Choose Edit > Reset Layer Scale Normalization to revert the somehow connected together, the whole head will now
selected layer(s) to their original scale before you applied be selected.
the Normalize Layer Scale command. Strokes immediately
revert back to their original scale.
Preferences...
Select All Mac users will find the Preferences command
in the Anime Studio menu category.
Selects all the points in the active vector layer.
Brings up a dialog that lets you customize some aspects of
Select None Anime Studio, such as the display colors used in the working
area of the Anime Studio window. Some of these features
De-selects all the points in the active vector layer. including Edit Colors and GUI Colors are only available in
Anime Studio Pro.
Select Inverse
Selects the opposite points in the active vector layer.
Selected points will become de-selected, and de-selected
points will become selected.
Select Connected
Selects all points that are connected to any other currently
selected points. For example, if you have a complex shape
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General Tab • Use large fonts (must restart Anime to take effect):
Check this option to use larger fonts in the Anime
Studio interface.
• Automatically check for updates: When this option is • Allow sending analytics information to Smith Micro:
checked, Anime Studio will automatically check for When this option is checked, Anime Studio will send
updates upon startup. Uncheck this option if you prefer hardware information and feature usage statistics to
to manually check for updates. Smith Micro. Analytics will not be sent until after the
application has been properly activated/serialized.
• Startup File: Allows you to start Anime Studio with a Documents Tab
default startup file, an empty document, or a specified
project file.
Documents Tab
every thirty seconds, you can turn this option off to at different times, it may be preferable to uncheck the
improve performance. option.
• Open and switch to new file after gather: If you gather • Save and restore viewport settings in document: When
a document when this option is checked, Anime Studio checked, documents are saved with viewport state
will close the current document (the document that on. When this setting is enabled, if a saved document
you gathered) and open the gathered document. contains this information the viewport settings will be
If the preference has not yet been set, Anime Studio restored when the document is reopened.
will give you the opportunity to select the default
preference the first time you gather a document. • Document Preview Thumbnail Size: Anime Studio can
automatically generate thumbnails when you save
• Confirm before reverting document: When checked, your documents. The default maximum size for the
Anime Studio will ask for verification before a thumbnails is 128x128 pixels. Other options are None
document is reverted to the last saved version. (will not automatically generate a thumbnail), 256x256,
512x512, and 1024x1024.
• Warn when file references change on document open:
Allows you to enable or disable warnings that appear
when project files have changed location. Uncheck
the option to disable the warnings.
• Auto-name new shapes: Shapes can be named by • Default Stroke: Choose the default stroke color that
the user. If this is turned on, all bones and shapes get appears in the Style window.
names like “1”, “2”, etc.
• Default Stroke Width: Choose the default stroke width
Anime Studio names bones automatically as that appears in the Style window.
you create them. For more information, see
“Add Bone” on page 91.
Timeline Tab
• Auto-scale imported vectors: Makes it easier to import
multiple Illustrator files (for example, multiple body parts
in a character). The imported files will all be in scale
with each other when this option is checked. When this
option is turned off, you may need to press the Esc key
to automatically zoom in to the selected points after
you import the files.
• Zoom with drag box: When this option is on, allows you the Escape key will be used to deselect all objects, and
to draw a box around the area that you want to zoom the Spacebar will always be used to toggle playback.
into, rather than using a continuous zoom. For a more detailed list, see “Classic vs New Shortcut
Bindings” on page 490.
• Enable drawing tools only on frame 0: Creation tools
(Add Point, Freehand, Draw Shape, Add Bone) are • Allow custom tool cursors: Turning on this option will
only available on frame 0 if this option is on. Otherwise, just use the standard system arrow cursor, regardless of
they can be used at any time. what tool is active on the canvas.
In Anime Studio, there are certain tasks that • Enable audio feedback: When welding points, you
can only be performed on Frame 0, many of hear a “clicking” sound in Anime Studio. Turning this
which pertain to rigging. Beginning with Anime option off will disable the click
Studio 10, when you move to Frame 0 in your
project, each layer will go to its own “Frame 0,”
regardless of where it starts in the project timeline. If
Tool Layout Tab
a layer starts before Frame 0, you will now be able to
The Tool Layout tab allows you to arrange the tools in the
make edits to that layer without moving it back into
Anime Studio tool palettes to your liking. In order to make
the project timeline.
changes to the default configuration, you must enable
the Automatically update tools list when defaults change
• Classic point editing keyboard shortcuts: Added a option located at the bottom of the Tool Layout tab. After
preference to switch the shortcuts for point binding enabling the option, the other options in the tab will be
and deselection. When this option is checked, the enabled.
spacebar is used for welding and creating shapes, and
Enter is used to deselect all objects. The spacebar is
also used in some cases to toggle playback. When this
option is not checked, new shortcuts will be used. The
Enter key will be used for welding and creating shapes,
• Installed Tools: Click this button to add installed tools to The first item in the list must always be a
the list. group.
Editor Colors
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.
GUI Colors
The Custom Content folder now includes a subfolder If you want to use custom resource images, we
named Shared Resources, where you can store your own recommend that you do not replace the images that are
custom resource images. located in the application folders. Instead, create your
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
152.
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
Anime Studio 11 allows you to animate shape
ordering on the timeline. Double-click the Works like Lower Shape, but lowers the shape below all
layer that contains the shapes you want to animate, others in its layer.
and then enable the Animated Shape Order option
in the Vectors tab of the Layer Settings dialog. See Shift Down arrow will move the selected
“Vectors Tab” on page 220 for more information. shape(s) to the bottom.
Tracing Color
When you choose a Color conversion, the following settings
are available:
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.
4 colors (left); 5 colors (right). Maximum detail (left); reduced detail (right).
• Detail reduction: Move the slider toward the left to add • Outlines: When converting to a Color vector layer, you
more detail to the vector layer. This will increase the can check this option to also convert outlines in the
number of points in the object and make it harder to drawing, or uncheck the option to omit the outlines.
edit, but it will look more like the original image.
After you click OK, Anime Studio traces the image and Show All Points
adds a new vector layer to the Layers palette. The image
layer that contains the original bitmap image is turned off. Choose Draw > Show All Points to unhide the points that
were previously hidden with the Hide Selected Points
command.
Tracing Photo Edges
To create a vector image that only contains the outlines in Hide Shape
your original bitmap, check the Photo Edges option at the
top of the Trace Image dialog. You are presented with the Hides the currently selected shape
following settings:
Freeze Points
After selecting points, choose this command to freeze all
points so that they cannot be edited.
Reset Points
Moves the selected points back to their original positions,
adding a new keyframe for them at the current time.
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.
4. Click OK. A bone appears on the screen, labeled The control dial and the associated action appear in the
with the name that you assigned in the Create Smart window.
Dial dialog. The Actions window opens to display the
associated action. The rest of the process is similar to that described in “Smart
Bones” on page 105. Scrub the timeline to the minimum
setting and change the scene to the way you want it to
appear when the bone is at its minimum value. Then scrub
the timeline to the maximum setting (90) and change the
scene to the way you want it to appear when the bone is
at its maximum value.
Modify the scene for the minimum and maximum dial settings.
Freeze Pose
Keyframing can be tricky sometimes for new users of
Freezing a pose
Anime Studio, or for those who are new to animation. For
example, let’s say you move a left foot up on frame 12,
and then down again at frame 24. At frame 36, you want
the right foot to move up, and then down again at frame Freeze Selected Bones
48.
Sets a keyframe for all currently selected bones.
The problem is, the right foot will start to move up at frame
0, and then be fully up at frame 36. In reality, you want the
Reset Bone
Moves the selected bone back to its original position,
adding a new keyframe for it at the current time.
Animation Menu
Allow Frame Skipping For more information about bone dynamics, refer to
“Tutorial 3.3: Bone Dynamics” on page 126 in your Anime
Normally when playing back an animation, Anime Studio Studio Tutorial Manual.
will display each frame one at a time. Depending on the
complexity of your animation, the display quality settings,
and the speed of your computer, the animation may play Reset All Layer Channels
back slower than its specified speed. Select this command
Resets all channels in the current layer to their initial values,
to force the animation to play back at actual speed.
adding a new keyframe at the current time.
In order to accomplish this, Anime Studio may have to
skip some frames to keep up to speed, so the animation
will play back at the correct overall speed, but may not Consolidate Layer Channels
appear as smooth. The best way to see the animation
at final speed and quality is of course to use the Export This command corresponds to the Consolidate timeline
Animation command in the File menu. channels preference (see “General Tab” on page 407).
Choose this command to consolidate timeline layers into a
single track in the timeline.
Enable Bone Dynamics
Use the Animation > Enable Bone Dynamics command to
preview bone dynamics on the canvas. Playback of bone
dynamics is much more accurate in Anime Studio 10.1 and
later, but it can also cause animations to run slower as the
more accurate dynamics are calculated.
When this option is unchecked, animation playback is
faster, but will not preview the automatic bone dynamics
animation. The dynamics will still appear in final renderings.
Rescale Keyframes...
With this command you can rescale a group of keyframes
so that a portion of your animation takes more or less time.
• New End Frame: Enter the new target frame for the
end of the scaling.
Options included in this dialog are: • You can shift a section of your animation by changing
the start time. For example, to shift the range of
• Rescale entire document: Check this option to rescale
keyframes between 30 and 60, you could set the start
all frames in the document.
frame to 30, the end frame to 60, the new start frame
• Start Frame: Enter the existing frame number at which to 90, and the new end frame to 120. The duration will
to start scaling. be the same (120 - 90 = 60 - 30), but the animation will
Add Keyframe
This command adds a keyframe for all channels in your
project, at the currently selected frame.
• From Layer At Current Frame: Clears the keyframes on Nudge Physics Object
the currently selected layer, only at the current frame.
A nudge is an instantaneous force that affects a physics
• From Document: Clears all animation keyframes from object in small or large amounts, depending on the setting
the entire document. in the Physics Nudge dialog. It can be a large force, but
after the nudge keyframe, the object will start falling, or
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Audio Level
Opens a dialog that allows you to enter a numerical value
for the audio level.
The Physics Nudge dialog.
For example, assume that when you play your animation Restart Movie
back you see a red ball roll down and bounce to a stop
against a block. You can position the timeline shortly after Starts the video in the selected track over again from the
it stops, and then apply a large nudge (such as 10) that beginning, allowing you to add repeats in the video track.
causes the ball to fly off again to the left. Smaller nudge
values cause objects to wobble.
Mute Audio
Mutes the soundtrack when playing back your project
in Anime Studio, but the soundtrack is still a part of the
project. Just un-mute it to hear it again.
Chapter 23: Scripts for a variety of different tasks, and you can also download
more scripts written by other Anime Studio users. These
3D
The scripts in this menu are used to create or manipulate
3D models.
Auto-Scale
When you import a 3D OBJ file into your scene, it may
be way out of scale with the Anime Studio scene. For
example, a building may be so large that the Anime Studio
camera is inside it, or off to one side, and you don’t really
see anything on import. This script centers the object and
scales it to an appropriate size for the default Anime Studio
Scripts Menu
camera.
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.
Draw Gear
These scripts can be used to create vector objects in Automatically generates gear shapes. You can specify the
Anime Studio. number of cogs and the inner radius. You can also create
tapered or non-tapered cogs, and choose an option to
create the gear in a new layer.
Animated Strokes
Animates the existing stroke around an object, along a Polygon...
specified number of frames.
Draws a polygon shape in either the current vector layer, or
a new layer. Uses the current fill and line colors to color the
Apply Sketchy Effect polygon.
Finds vector points that are near each other and welds
them together. Only operates on selected points. This can Remove Bad Fills
be useful if you have accidental gaps in a drawing, or
sometimes when working with imported Adobe Illustrator This script fixes “leaky” fill shapes.
files.
Simplify Curve
Erase All Vectors in Group
Reduces the number of points in a curve by removing
Erases the contents of all vector layers in a selected group. points which are calculated to be “unnecessary” to
Split Curve
Fisheye
Automatically inserts points into selected curve segments,
allowing you to modify existing shapes. Turns a fisheye image into a curved, wide-angle surface
that can be panned around with the camera tools.
Star...
Import Image Sequence...
Draws a star shape in either the current vector layer, or a
new layer. Uses the current fill and line colors to color the Imports a numbered sequence of images. Each image is
star. imported as its own layer, and the entire group is enclosed
in a switch group. The image files should be named using a
numerical sequence. For example, “file0001.jpg”, “file0002.
Toggle Legacy Curves
jpg”, “file0003.jpg”, etc.
Turns on old style curves, which are less smooth than the
new curve style. However, this is beneficial for use with files
Spherical Panorama
created in older versions of Anime Studio.
Converts a spherical panorama image into a 3D sphere
that can be viewed from any angle with the camera tools.
Zig Zag
Creates zig-zagged shading between two selected curves.
You can control the number of spikes, curviness, and
Layer Effects
randomness.
These scripts can be used to generate special layer effects.
Smoke...
Automation Test
Inserts a plume or cloud of smoke.
Shows how you can write a script that will open or save
a document, create a new document, and render a
Snow document. The script opens all documents in a given
directory and renders a frame for each one.
Creates a falling snow effect.
Load Data File... The _tool_list.txt factory default file now begins with a
line that is similar to this:
This script is a demonstration of how a Lua script can read
data from an external file. It doesn’t do anything useful
/* anime_version 9010000 (9.1.0
itself, but it could be used as a starting point if you wanted
rev 0) */
to write a script to import some kind of custom data.
Install Script
The Install Script command can be used to automatically
install user scripts. The script folder must be laid out with the
following hierarchy in order to install:
My Script Folder
menu
tool
ScriptResources
utility
View Menu
Zoom In Direction
Use the View > Zoom In command, or the keyboard This sub-menu lets you select a direction to view your scene
shortcut Command/Ctrl = (equal sign) to zoom in closer to from. The default view is through the camera - however,
the elements in your scene. 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 to Layer Bottom, and Left.
Video Safe Zones Open documents also appear as a list at the bottom of the
View menu. Select a document in the list at it will appear in
This command turns on the display of NTSC “safe zones”. the view port area.
When creating output for video, it is important to keep The following shortcuts allow you to cycle through open
important action and titles within the safe zones, because documents:
most televisions cut off some portion of the outside of the
picture. (The inner rectangle is the safe zone for titles, and • To switch to the next open document, press Ctrl Tab
the outer one for important action.) (Windows) or Alt Tab (Mac).
Auto Hide Curves You can Alt-click the child of a switch layer in
the Layers palette to activate it.
When checked, Anime Studio will automatically hide
curves when you use drawing tools that do not affect
curves. This helps reduce onscreen clutter while you draw.
Uncheck this option if you prefer to display curves at all Design Mode
times.
Returns the project to Frame 0, where you can add new
layers, draw vector shapes, change bone rigging, and
Fade Unselected Layers so on. Anime Studio will remember the frame that you
were previously on before choosing the command. If you
This option allows you to easily identify the layers and choose the command again after adding the desired
objects that you are working on, without having to turn elements at Frame 0, you will return to the frame that was
other layers off. When this option is off, all layers in the current before you applied the command the first time.
current project will be displayed normally. When this option
is turned on, any layers or children of layers that are not
selected will be grayed out. Return to Mainline
If you have the Actions window closed, allows you to return
to the mainline faster.
FBX Preview Mode • Vector layers will be exported as though they are
images.
The View > FBX Preview Mode command allows you to
• Remember that when designing a project for FBX
preview your Anime Studio project before you use the
output, everything is about flexi-binding. Other binding
File > FBX Export command to export to another 2D or 3D
methods will produce undesirable results in FBX format.
application that supports the FBX format (such as Unity or
Autodesk products).
• Characters that use features like point binding, point
It is important to note that the FBX file format does not bending, curvatures, and other similar features will not
support all of the features found in Anime Studio, such move in the same way when exported as an FBX file
as point animation, curvatures, point bindings, and other and imported into another application. You will need
similar features. Any features that are supported in Anime to modify the characters using some of the following
Studio but not supported in FBX format will not be exported. recommendations.
While working in FBX Preview mode, you can play back or • If a character uses point binding methods to link bones
scrub through your project to view the animation as it will to vector layers, use the Bone > Use Selected Bones for
appear in other applications that support FBX file format. Flexi-Binding command to remove the point binding.
You may notice that some parts are left behind when the Select only the bones that you want to use to animate
character animates, or that things are not bending and a selected body part, and then apply the command.
stretching as they should. This gives you the opportunity to Repeat this for any body part that uses point binding.
make modifications that will help improve performance in Make sure to preview again in FBX Preview Mode to
other applications. When you turn FBX Preview mode off see the result of the change.
after making changes (such as changing point binding to
flexi-binding), the project will play back using the original • Use the Bone Strength tool to verify bone strengths
methods, but the changes that you made while working in for each of the body parts to make sure they are not
FBX preview mode will be carried over. being under- or over-affected. Adjust bone strengths
The following general comments address Anime Studio as needed before exporting the project.
features that are not compatible with FBX format:
Stereo
If Enable Stereo (Red/Blue)Rendering is enabled in the
Project Settings dialog (see “Project Settings...” on page
358), 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 309.
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 238.
Window Menu
Docking
Tools Use the Window > Docking commands, or their equivalent
shortcuts, to dock or undock the Tools, Layer, Timeline, or
Shows/hides the Tools window. The Tools window is shown Style windows. When undocked, you can move them to
by default when you start Anime Studio. Tools are discussed another location or to a second monitor.
in the section beginning with “Anime Studio Tools” on
page 31.
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464 Anime Studio Pro 11
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Displays the Audio Recording window, which is discussed in To blend your morphs, begin by moving to the frame at
“Audio Recording” on page 340. which you want the new morph to appear.
Next, choose the Window > Blend Morphs command. The
Character Wizard Blend Morphs dialog appears. The sliders in this dialog are
named the same as the morphs you created in the Actions
Displays the Character Wizard, described in “Chapter 15: window. Adjust the sliders until you get a combination of
The Character Wizard” on page 282. the morphs that you want to keep. Then click OK to set the
new combination.
Layer Settings
Opens the Layer Settings dialog, discussed in “Chapter 12:
Layer Settings” on page 196.
Keyframe
Use the Window > Keyframe command to apply changes
to a selected group of keyframes. For more information
about the Keyframe dialog, see “Editing Keyframe
Settings” on page 328.
Tutorials
Opens the PDF version of the Anime Studio Tutorial Manual,
which is installed on your hard disk.
Online Tutorials
Opens a web browser with Anime Studio online tutorials.
Internet connection will be required.
Community Forums
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
forum is extremely large with over ten thousand registered
members.
Help Menu
Deactivate License
Online Video Gallery
Choose this command to deactivate the license before
Opens your browser to a page that displays some of the you uninstall Anime Studio, or if you want to activate the
animations that have been created with Anime Studio. This license on another computer.
is a great place to get inspired and see what others have
created with Anime Studio.
License Manager
Download Bonus Content Pack Opens your browser to a page where you can manage
your Anime Studio and other Smith Micro product
Navigates to the Bonus Content Pack page on Content activations.
Paradise. You will need a Content Paradise account and a
valid Anime Studio serial number to obtain the content.
Register Your Product
Buy Content Register your product to receive information on updates
and upgrades. Internet connection will be required.
Help speed up your animation workflow with ready to
use content. Buy content from Content Paradise. Internet
connection will be required. Welcome Screen
Opens the Welcome Screen.
Chapter 26: Help Menu
469 Anime Studio Pro 11
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Edit Keyboard Shortcuts categories: Menus, Tools, and Windows. Simply start typing
a command or action name to scroll it into view and select
The Help > Edit Keyboard Shortcuts command opens the it.
Keyboard Shortcuts dialog shown in the following figure. You cannot edit the default configuration. In order to
create your own shortcut configurations, you’ll need to
create a custom settings file.
The following options appear in the dialog:
• Action Filter: Enter the name of the action that you Adding Shortcuts
want to search for in the field provided. This will filter the
list to show actions that contain the text that you enter. To create a custom keyboard shortcut file, follow these
steps:
• Shortcut List: Displays all shortcuts by category: Menu,
Tools, and Windows. You can use the scrollbar at the If a user content folder is defined, Anime will
right side of the shortcut list to scroll further down the list. save custom keyboard shortcuts files to a
The left side of the list displays a menu command, tool Keyboard Shortcuts folder in the user content folder.
name, or window; and the right side of the list displays If names conflict with custom files saved to the
the associated shortcut if one is configured. default location, the user location will supercede the
default location.
• Scroll To: Jumps to a specific shortcut category. The
categories are named in the order in which they
1. Choose Help > Keyboard Shortcut Editor to open the
appear in the shortcut list. Select the desired category
Keyboard Shortcut window.
to jump to that location. The group will be scrolled as
close to the top of the list as possible. 2. If a custom configuration file has not yet been
created, click the New button to assign a name for a
• Shortcut Suggestions: Click this button to have Anime
new configuration file. Otherwise, select the custom
Studio suggest an unused keyboard shortcut.
configuration that you want to edit from the Current
Settings dropdown list.
• Done: Click the Done button when you are finished
editing your shortcuts.
3. Scroll through the keyboard shortcut list until you find
the menu command, tool, or window item that you
If the shortcut list is edited outside of Anime
want to modify. Click inside the shortcut field to edit it.
Studio, the settings in the external file will be
loaded from disk. If you are in the shortcut editor at
4. With the shortcut field selected, press the associated
the time, you will receive an alert before you reload
keys on your keyboard that you want to assign for the
them that the settings have been modified outside
command.
of the application.
Chapter 26: Help Menu
471 Anime Studio Pro 11
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Customized shortcuts will override default Actions whose shortcuts are already used by
shortcuts unless there is a conflict with a other actions will appear with a red number
default. If a conflict with a default shortcut exists, the that indicates how many actions already use that
default shortcut will take precedence over the shortcut. Hover over the number to display a list of
custom shortcut. actions that use that shortcut. The number and
tooltip only appear when editing custom shortcuts,
and not when viewing default shortcuts.
It is possible to create duplicate shortcuts. The
editor will warn you when multiple actions
have the same shortcut when you assign a shortcut After you are finished with your keyboard shortcuts,
that is already used by another action. When click Done to save the configuration file.
multiple actions use the same shortcut, the first
enabled action found will be triggered.
If you change your locale, there may be
localized shortcuts that conflict with your
custom shortcuts. Your settings will be updated to
eliminate conflicts.
About Scripts
Displays some information about all the scripts currently
loaded by Anime Studio. All of Anime Studio tools, and
all the entries in the Scripts menu are implemented
in a scripting language called Lua. Although some
programming/scripting experience is required, Anime
Studio users are welcome to write their own scripts to
Update Shortcuts dialog. extend Anime Studio’s built-in features.
Appendix
Particles
Black and white only
Read only
Black and white,
color, and edges
Read and
Create
The differences between Anime Studio Debut and Pro Import Photoshop Files Yes (1) Yes (2)
Select Points X X
Add Point X X
Feature Anime Studio Anime Studio
Debut Pro Hide/Show Points X X
Layers X X Freehand X X
Style X X Multi-brushes X X
Library X X Eraser X X
Arrow X X
(1) Character Wizard in Pro lets you use and create
reusable actions that can be applied to any character Shear Points X X
Perspective Points H X
Perspective Points V X
Bone Features
Fill Features
Feature Anime Studio Anime Studio
Debut Pro
Feature Anime Studio Anime Studio
Debut Pro Select Bone X X
Layer Features
Colorize Layer X X
Frame-By-Frame Animation X
Feature Anime Studio Anime Studio
Debut Pro Layer Referencing X
Switch Layer X X
Patch X
Layer Modifiers
Text X X
Track Camera X X
Layer Types
Zoom Camera X X
Roll Camera X X
Pan/Tilt Camera X
Feature Anime Studio Anime Studio
Debut Pro Orbit Workspace X
Image X X
Workspace Features
Bone X X
Switch X X
Group X
Feature Anime Studio Anime Studio
Group with Selection X Debut Pro
Hide/Show Channels X X
Style Features
Ruler X X
Onionskins X
Graph Mode X
Feature Anime Studio Anime Studio
Smooth Interpolation X Debut Pro
Elastic Interpolation X
Stagger Interpolation X
Preferences Content
Feature Anime Studio Anime Studio Feature Anime Studio Anime Studio
Debut Pro Debut Pro
View OBJ X
MP4 Video X X
BMP X X
(2) Directly through File menu.
PSD X (1) X (2) (3) AVI Import works on Windows, and on Macintosh
PNG X X systems depending on codecs. If you can play the AVI file
TGA X X in QuickTime on a Mac, you should be able to import it into
EPS, AI, Tracing Image X
Anime Studio.
3D FORMATS
HD movies X
TGA X X
Sequential JPEG X
Preview Animation X
Creative Services
Diego Nargoli Vladimir Osmjanski
Development
Mike Clifton
Erik Martin
Eric Long
Mitch Jones
Technology and Content
David Swan
The following companies and individuals provided
Product Management technology or content used in Anime Studio.
Fahim Niaz Ulrich Klumpp
Michi Catanese • Víctor Paredes (Studio: Taza Triste): https://www.
youtube.com/tazatriste
Quality Assurance
Jason Cozy Gerard Espinoza • Charles Kenway (Studio: Square Brush): http://
James Feathers Vukasin Vlajic
Colin Gerbode Brian Romero squarebrush.com/
• ToonProps http://www.toonprops.com
Appendix C: Acknowledgements
486 Anime Studio Pro 11
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Appendix C: Acknowledgements
487 Anime Studio Pro 11
Users Manual
Appendix C: Acknowledgements
488 Anime Studio Pro 11
Users Manual
Appendix D: Anime
Ctrl Shift R Shift Cmd R File > Preview Animation
Ctrl E Cmd E File > Export Animation
Ctrl B Cmd B File > Batch Export
Studio Shortcuts
Ctrl Q Cmd Q File > Quit
Edit Menu
Windows Mac Command
File Menu
Windows Mac Command Bone Menu
Ctrl N Cmd N File > New
Ctrl O Cmd O File > Open Windows Mac Command
Ctrl W Cmd W File > Close Ctrl Shift F Shift Cmd F Bone > Use Selected Bones
Ctrl S Cmd S File > Save for Flexi-Binding
Ctrl Shift S Shift Cmd S File > Save As Ctrl F Cmd F Bone > Freeze Pose
Ctrl Alt Shift S Alt Shift_Cmd S File > Save All
Shift Ctrl P Shift Cmd P File > Project Settings
Shift Ctrl M Shift Cmd M File > Refresh Media
Ctrl R Cmd R File > Preview
Alt Shift { Alt Shift { Rotate View Left Depending on your setting, the following shortcuts will be
Alt Shift } Alt Shift } Rotate View Right
affected:
Classic Binding New Binding Operation
Bone Tools
Tool Shortcut Tool
B Select Bone
T Transform Bone
A Add Bone
P Reparent Bone
Press the T key to activate the Transform Points tool. S Bone Strength
Z Manipulate Bones
I Bind Points
Draw Tools
Layer Tools
Tool Shortcut Tool
G Select Points Tool Shortcut Tool
T Transform Points M Transform Layer
A Add Point O Set Origin
F Freehand L Eyedropper
J Blob Brush
S
E
Draw Shape
Eraser
Camera Tools
R Point Reduction Tool Shortcut Tool
D Delete Edge 4 Track Camera
C Curvature 5 Zoom Camera
X Magnet 6 Roll Camera
N Noise 7 Pan/Tilt Camera
Fill Tools
Tool Shortcut Tool
sections below lists all the shortcuts and when they can be
Working with Bone Tools
used.
Keyboard Shortcut Function
The following keyboard shortcuts can be used at any time: Delete/Backspace Delete the selected bone (and any child
bones)
Spacebar Bind points to selected bone
Keyboard Shortcut Function
Up Arrow Select parent of current bone
Escape Automatically adjust the view to see
Down Arrow Select child of current bone (only works if
everything in the active layer - hold the shift
current bone has just one child)
key to zoom in on the currently selected
points
Home Reset the view to see the overall project Working with the Timeline Window
Enter/Return De-select all points
Tab Select all points that are connected to the Keyboard Shortcut Function
current selection Alt/Option+Left Arrow Previous Keyframe
Left Arrow Step back one frame in the timeline - hold Alt/Option+Right Arrow Next Keyframe
shift to rewind Alt/Option+Backspace Delete the selected keyframe(s)
Right Arrow Step forward one frame in the timeline - hold Alt/Option+C Copy the selected keyframe(s)
shift to advance to end of animation Alt/Option+V Paste the previously copied keyframe(s)
[ (left bracket) Decreases the line width setting in the Style Spacebar Play/stop the animation
window Page Up When in graph mode, zoom in on the timeline
] (right bracket) Increases the line width setting in the Style - hold shift to move the graph up
window Page Down When in graph mode, zoom out from the
timline - hold shift to move the graph down
End When in graph mode, auto-zoom the
timeline, based on the active animation
Working with Vector Layers channel
Ctrl/Cmd+Mouse Scroll wheel Zooms in/out from timeline
Keyboard Shortcut Function
Working in the Layers WIndow • To zoom the workspace, hold the shift key while
Keyboard Shortcut Function
dragging left or right with the right mouse button. You
Alt Click Alt-Click the child of a switch layer to can also zoom the workspace by rolling the mouse
activate it.
Alt+D When a switch layer is selected, this shortcut wheel back and forth over the workspace.
activates the previous switch layer.
Alt+C When a switch layer is selected, this shortcut
activates the next switch layer.
• To rotate the workspace, hold down the control key
while dragging with the right mouse button.
Mouse Shortcuts • To fit the view to a selected layer, select the layer that
you want to view in the Layers window. Then press the
There are a few shortcuts that take advantage of the Esc key to fit the selected layer into the view.
mouse, making work in Anime Studio more convenient
once you learn them.
Timeline Scrubbing
Workspace Navigation To scrub the timeline in small increments, press Alt and roll
the mouse wheel back and forth.
The right mouse button can be used to navigate the main
Anime Studio workspace.
Numeric Fields and Angle Knobs
To pan the workspace, click and drag with the right mouse
button. An easy way to make small adjustments in numeric text
fields and angle knobs is to hold the mouse over the control
If you hold down the spacebar while you and spin the mouse wheel back and forth. Of course, you
click and drag any tool with the mouse, it will can still enter values into a text field by typing them, but
let you pan the workspace. This is similar to the this method lets you make small adjustments and view the
panning navigation in Photoshop and other changes immediately.
graphics applications.
Draw tools that support multi-touch actions are Transform Workspace Tools
Points, Transform Points, Transform Points, Select Points,
Freehand, and Draw Shape. Workspace tools that support multi-touch actions are Pan
canvas, Scale canvas, and Rotate canvas.
Multi-touch Action Function
One-finger gesture Translates selected points
Two-finger gesture Scales or rotates selected points Multi-touch Action Function
More than two fingers Behaves similarly to two-finger gestures One-finger gesture Pans the canvas
Two-finger gesture Scales or rotates the canvas
More than two fingers Behaves similarly to two-finger gestures
Layer Tools Five fingers down on tablet Resets the canvas
Support
AVI Movie (DV) 720x 480
AVI Movie
(Uncompressed)
AVI (Video AVI Movie
for Windows)
Format Preset Video Audio Resolution Comments (Windows
Codec Codec Only)
Image JPEG n/a n/a n/a QuickTime QuickTime (H.264-
Sequence (Macintosh AAC)
BMP n/a n/a n/a Only)
QuickTime (H.264-
PCM)
Targa n/a n/a n/a
QuickTime (JPEG-
AAC)
PNG n/a n/a n/a
QuickTime (ProRes
PSD n/a n/a n/a 422-AAC)
QuickTime (ProRes Supports
iOS iPhone Movie (480 480 x 320 4444-AAC) exporting of
x 320) frames that
have Alpha
iPhone 4 Movie 960 x 640 Pro Only channels
(960 x 640)
QuickTime (ProRes Supports
iPhone 5 Movie 1136 x 640 Pro Only 4444-ALAC) exporting of
(1136 x 640) frames that
iPhone 6 Movie 1334 x 750 Pro Only have Alpha
(1334 x 750) channels
Writing Your Own Presets Preset files are XML files that define the output format,
video codec, and audio codec of the output. The
Some third-party video editing and playing software installs supported values for format and codec are dependent on
codecs that are not furnished with Windows. Anime Studio the media library for the platform. While AV Foundation on
does not prompt you to choose a third-party codec when the Mac may support exporting to the QuickTime ProRes
you choose AVI as an output format. codec, Media Foundation and DirectShow on Windows
cannot. See online documentation for those media libraries
When you create a User Content folder, a Media Preset
to get an understanding of what export formats and
folder is created within it, based on the plugins that are
codecs are possible.
supported for your product/platform. You can locate your
own custom preset XML files in this folder to add them to The preset files are in the same format the application uses
the application. for presets. You can see example preset files by navigating
to where Anime Studio is installed and opening the files
New to Anime Studio 11.1, the user has the ability to add
in a text editor. That is probably the best way to get an
their own presets in the <User Content Library>\Media
understanding of how preset files work. On Windows, the
Presets folder. Depending on the platform there should be
application preset files are locate here:
two subfolders within the Media Presets folder. Those folders
are used to differentiate the media libraries that are used • <Install Folder>\Media Plugins\P1_MPMediaFoundation
to create video exports. On Windows the two folders are
named: • <Install Folder>\Media Plugins\P2_MPQuickTime
On Mac, you would need to open the application bundle
• P1_MPMediaFoundation
(Show Package Contents) and navigate to one of these
• P2_MPDirectShow two folder locations:
• P2_MPQuickTime
Appendix E: Media Support
498 Anime Studio Pro 11
Users Manual
• Anime Studio Pro.app\Contents\PlugIns\P2_ Please don’t ever directly modify the preset
MPQuickTime.pmp\Contents\Resources files in the install folder or application bundle.
Use the user content library location. There are a
You can view the XML files in your favorite text editor. To
couple reasons for this. The preset files will get wiped
get your feet wet, what you may want to do is copy one
out if the software is ever upgraded. On Mac,
of the preset files from the install folder or application
modifying the files will break code signing of the
bundle into the similar folder in the User Content Library
application and will cause internal application issues
folder. So for example if the preset file is named MP4.
with the Content Library.
xml in the P1_MPMediaFoundation folder, you’ll want
to name it something like My MP4.xml in the analogous
<User Content Library>\Media Presets\P1_ The attributes for the MediaPlugin element in the XML file
MPMediaFoundation folder. In the Export Animation or are as follows:
Batch Export dialog, you’ll now see a menu item in the
• name: The name of the preset as you want it to appear
Format dropdown that says My MP4 with the same presets
on the Format menu in the Movie Settings dialog (as
that are in the MP4 format. You can than tailor the presets
shown in the following figure).
to how you like.
One thing to keep in mind if you do keep a name of the • extensions: The file extension(s) that are used with the
XML the same as an existing preset file name (including preset.
application preset names), any presets that are defined
• showUI: Displays the UI available for the codec.
there will be grouped with those same presets in the user
interface. As an example, let’s say you create a My MP4.
• video element: Describes the parameters that will
xml file in the P1_MPMediaFoundation folder and than
apply to the output video. It has the following optional
create a My MP4.xml file with different configured
attributes.
presets in the P2_MPDirectShow folder. In the Export
Animation or Batch Export dialogs, all the presets across codec: The name of the video codec that will be
both media libraries will be grouped in the My MP4 Format used to compress the video
drop down item.
Line Renderer The command tells Anime Studio to render the file
MyScene.anime and to produce a rendered output file in
the same folder as the project file (more on that below). It
can be used directly from a Windows Command Prompt,
OS X Terminal, or integrated into whatever scripting
Introduction environment you choose (eg. Poser, Ruby, Bash).
Starting in 5.1, Anime Studio Pro (previously Moho)
Windows and Mac OS X have some specific
introduced a command-line interface to its rendering
quirks when using Anime Studio from the
engine. This interface is different than the Export Animation
command-line. Be sure to read “Platform Notes” on
or Batch Export renderers in that users can launch renders
page 510 to learn about your particular platform.
without needing to interact with application windows or
buttons. It is a perfect environment for users who would like
to automate the rendering of their Anime Studio projects
without the need to do repetitive work of setting up Main Options
application dialogs.
The following are the main options for the renderer:
-r or -render
Usage
To use Anime Studio for command-line rendering, here is an Syntax:
example of the simplest command:
-r <anime project file> or -render <anime project file>
Syntax:
Explanation: • PSD
• JPEG Explanation:
If you skip this option, the output file will automatically have Explanation:
the same name as the input file, but with an extension
matching the format you choose. For example, if you are Specifies the last frame to render. If omitted, Anime Studio
rendering a file named MyScene.anime to a format of will render up through the last frame of the document.
“MP4 (H.264-AAC)”, the output will be placed in the same
folder as the document file with the name MyScene.mp4. -v or -verbose
If a folder is specified instead of a file name, the output
Syntax:
will be placed within the folder with a name matching the
document file and the appropriate output extension. -v or -verbose
-q or -quiet
Specifies the starting frame to render. If omitted, Anime
Studio will start rendering at the document’s start frame
Syntax:
(usually 1).
-q or -quiet
-end <frame number>
Explanation:
Syntax:
Runs the renderer in “quiet” mode. “quiet” mode disables
-end <frame number> all command-line output, both information and errors.
“quiet” mode overrides “verbose” mode. This option was -multithread or -multithreaded
introduced in Anime Studio Pro 9.5.
Syntax:
-log <logfile>
-multithread <yes|no> or -multithreaded <yes|no>
Syntax:
Explanation:
-log <logfile>
Used to turn on or off multithreaded rendering. If multi-
Explanation:
threaded rendering is on, the render will use up to 5 threads
(4 image frame threads + 1 movie encoding thread) to
Specifies a log file for the render. Information and errors render your output files. Set this option to no if you wish to
that are normally shown as command-line output are increase the system’s performance while a render is taking
instead logged to the log file. This option was introduced in place. The default is yes.
Anime Studio Pro 9.5.
-halfsize
Render Options
Syntax:
The following options control rendering options, just like you
-halfsize <yes|no>
see in the Export Animation or Batch Export dialog in Anime
Studio Pro. Most of the options can be turned on or off with Explanation:
a value of yes or no. If an option is not specified, the render
will perform the default. Render the output at half size. If the project dimensions
of the document is set to 720p (1280x720), the output
dimensions of the render would be 640x360 when using
this option. This option is useful if you want to get a quick
overview of your scene as it will dramatically reduce the
time it takes to render. The default is no.
Appendix F: Command Line Renderer
504 Anime Studio Pro 11
Users Manual
-halffps Explanation:
Render at half frame rate. If the project frame rate is set to -fewparticles <yes|no>
30 FPS, the output format would be 15 FPS when using this
Explanation:
option. The default is no.
-layercomp
Syntax:
Explanation:
Render shape effects. The default is yes.
AllLayerComps). Explanation:
This option was introduced in Anime Studio Pro 10.0. Premultiply alpha. The default is yes.
-aa -ntscsafe
Syntax: Syntax:
-aa <yes|no> -ntscsafe <yes|no>
Explanation: Explanation:
Antialiased edges. The default is yes. NTSC safe colors. The default is no.
-extrasmooth -variablewidths
Syntax: Syntax:
-extrasmooth <yes|no> -variablewidths <yes|no>
Explanation: Explanation:
Variable line widths (only applies to SWF format). The The command above renders a single frame of the file
default is no. “MyScene.anime”, frame 124 (the start and end frames
are the same. The result is in PNG format. Since no output
file is specified, the output file will be same as the input file,
Examples but with an appropriate extension for the format chosen -
in this case the output file would be automatically named
Here are a couple of examples exports using the render
“MyScene.png”.
options:
Regarding QuickTime: When rendering from the command
Syntax: line, Anime Studio will use the codec and codec settings
Anime\ Studio\ Pro\ x64.exe -r MyScene.anime -o C:\output\
that you last used in Anime Studio’s Export Animation or
preview.mp4 -f “MP4 (H.264-AAC)” -start 12 -aa no -halfsize Batch Export dialog. So, to change the QuickTime settings
yes
used by the command line mode, you need to render a
Explanation: QuickTime movie (even a short, tiny one) in those dialogs,
entering the settings you wish to use.
Reading the options left-to-right, the command above will
render (on Windows) the file “MyScene.anime”, creating Other Options
the result “C:\output\preview.mp4”, in MP4 format,
starting at frame 12 (and continuing to the document’s Most of the following options are not directly exposed
end frame), with no antialiasing and at half the file’s normal within the user interface of Anime Studio, but can help
pixel dimensions. organize or change the quality of your renderered output:
Syntax:
-addformatsuffix -createfolderforlayercomps
Syntax: Syntax:
Explanation: Explanation:
Append the format name to the file name of the output If -layercomp is specified, the rendered file(s) will be
path. This option is not new. It was available in 9.5. I just created in a subfolder of the output path (-output) or
wanted to point it out here. An example of this is if you output folder (-outfolder). The subfolder’s name will be the
specified a format of “MP4 (H.264-AAC)”, the output file layer comp name (e.g. C:\output\LayerCompName\
would be named: MyAnimation-MP4 (H.264-AAC). MyScene.mp4). The default is no. This option was
mp4. The default is no. This option was introduced in Anime introduced in Anime Studio Pro 11.2.
Studio Pro 10.0.
-videocodec
-addlayercompsuffix
Syntax:
Syntax:
-videocodec <number>
-addlayercompsuffix <yes|no>
Explanation:
Explanation:
The number is the fourcc value for the QuickTime codec.
If -layercomp is specified, adds a layer comp suffix to the This option ONLY works with a format of quicktime (aka qt
rendered file name(s) (e.g. MyScene-LayerCompName. or mov). Here is a list of FOURCC codes, not all work with
mp4). The default is no. This option was introduced in Anime QuickTime:
Studio Pro 11.2.
http://www.fourcc.org/codecs.php
Syntax:
-quality
-depth <number>
Syntax: Explanation:
-quality <number>
The pixel depth of the export. This option ONLY works with
Explanation: a format of quicktime (aka qt or mov). The value defaults
to 24, but for some codecs like Animation that support an
The quality of the export. This option ONLY works with a alpha channel, you can specify a depth of 32.
format of quicktime (aka qt or mov). Quality is a number
Specifying -depth does not work with the
between 0 and 5. The default is 3.
“QuickTime” presets on Mac. (e.g.
0 = Minimum Quality “QuickTime (H.264-AAC)”)
1 = Low Quality
2 = Normal Quality
Examples Explanation:
Here are a few examples using these options: Again, all defined layer comps will be rendered, but
instead of separate folders, a suffix will be added to the
Syntax: output files to prevent a name collision. The output paths
Anime\ Studio\ Pro\ x64.exe -r MyScene.anime -layercomp
would be named this:
“AllComps” -createfolderforlayercomp yes
MyScene-Background.mp4
Explanation: MyScene-Character 1.mp4
MyScene-Character 2.mp4
All defined layer comps in the project file MyScene.anime
will be rendered in one pass of the renderer. If the layer And simply:
comps were named Background, Character 1, Character
2, the output paths will be named this: Syntax:
Mac Notes
On Mac OS, GUI applications are wrapped up in
“bundles”. The Anime Studio application you see in the
Finder is actually a folder containing lots of little files. What
this means is that to run it from the command-line, you
need to do things a little differently. Instead of this:
Appendix F: Command Line Renderer
511 Anime Studio Pro 11
Users Manual
Index
Allow Frame Skipping 440 Bind Points Tool 102
Audio Level 445 Bone Constraints 87
Blend Morphs 464 Bone flipping 87
Clear Animation 444 Bone Layers 124
Consolidate Layer Channels 440 Bone Menu Commands 430
Copy Current Frame 443 Flexi-Bind Layer 431
Symbols Enable Bone Dynamics 440 Flexi-Bind Points 431
Mute Audio 445 Freeze Pose 437
3D Axes Nudge Physics Object 444 Freeze Selected Bones 437
Showing and hiding 458 Rescale Keyframes 441 Freeze Visible Bones 438
3D Conversion Thickness 266 Reset All Layer Channels 440, 441 Hide Controlled Bones 434
3D Layers 135, 136 Restart Audio Track 445 Hide/Show Shy Bones 434
3D Shadows 211 Restart Movie 445 Make Smart Bone Dial 434
Select All Keyframes 441 Release Layer 431
A Set Layer Start Time
Track Layer to Video
441
444
Release Points
Reset All Bones
431
438
Acknowledgements485 Animations Reset Bone 438
Actions Exporting381 Track Bone to Video 434
Creating new 342 Anime Studio Discussion Forum 484 Bone-Only Channels 325
Deleting346 Anime Studio Web Support 484 Bone Physics Tool 102
Editing343 Applied Styles 265 Bone Strength Tool 99
Using344 Arc IK Solver 90 Bone Tools 85
Actions Window 341 Arrows49 Bonus Content 16
Activation Audio Layers 136 Downloading468
Automatic8 Audio Recording 340 Brush angle drift 256
Logging15 Audio Sync Sources 230 Brushes
Manual9 Audio Tab 229 Saving258
Add Bone Tool 91 Auto shading 201 Brush Tool 52
Add Point Tool 40
Ambient occlusion
Analytics information
201
407
B C
Animated Shape Order 222 Background color 360 Camera Channels 324
Animated Strokes 448 Batch Export Camera movements
Animation channels 323 Render Option Configurations 399 Layers immune to 206
Animation Menu Commands 439 Bend Points Tool 60 Camera Tools 176
Add Keyframe 443 Bind Layer Tool 101 Character Wizard 282
Align Layer with Camera 441
Index
512 Anime Studio Pro 11
Users Manual
Arms287
Body Tab 285
-fewparticles504
-halffps504
D
Changing character views 283 -halfsize503 Deactivation
Clothing Tab 293 -layercomp504 Automatic13
Creating content for 306 -layerfx504 Manual14
Designing actions 304 -log503 Delete Edge Tool 50
Exporting views 284 -multithread503 Delete Shape Tool 72
Eyes290 -multithreaded503 Depth of field 360
Face Tab 288 -ntscsafe505 Layers immune to 206
Head289 -o501 Display Quality 185
Head props 291 -output501 Draw Menu Commands 420
Legs287 -premultiply505 Freeze Points 429
Making a character walk 298 -q502 Freeze Selected Points 429
Mouth290 -quality508 Freeze Visible Points 429
Movement Tab 291 -quiet502 Hide Shape 428
Nose290 -r500 Insert Text 421
Pants294 -render500 Lower Shape 422
Presets283 -shapefx504 Lower to Back 422
Proportions286 -start502 Peak421
Randomizing characters 285 -v502 Raise Shape 422
Rotating character views 300 -variablewidths505 Raise to Front 422
Shirt294 -verbose502 Random Line Width 421
Style Tab 295 -videocodec507 Reset All Points 429
Walk Cycles 296 Compositing Effects 200 Reset Line Width 421
Checker Selection 268 Content Folder Reset Points 429
Colorizing204 Creating17 Show All Shapes 429
Color Points 83 Maintaining276 Smooth421
Color Swatch 266, 267 Content Paradise 16 Snap to Grid 421
Command Line Renderer Crayon Trace Image 422
-aa505 Fill effects 251 Draw Shape Tool 47
-addformatsuffix 507 Create Shape Tool 65 Draw Tools 32
-addlayercompsuffix 507 Credits453 Drop Shadow 250
-createfolderforlayercomps507 Crop163
-depth508 Curvature Tool 43
-end502 Curve Profile Tool 77 E
-extrasmooth505
-f501 Edit Menu Commands 403
Index
513 Anime Studio Pro 11
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Index
514 Anime Studio Pro 11
Users Manual
Interpolation Method 314 Layer Effect Channels 324 Layer Shading 210
Introductory Tutorials 16 Layer List 189 Layer Shadows 209
Layer Motion Channels 323 Layers Window 189
Layer opacity 201 Shortcuts493
J Layer Referencing 195 Layer Toolbar 192
Layers Layer Tools 141
JSON353 3D136 Layer Types 118
Aligning120 Legacy Effects 252
K Animated effects
Changing settings
199
191
Library270
Adding items to Favorites 276
Keyboard Shortcuts Colorizing204 Adding items to scene 276
Bone Tools 492 Copying and pasting 191 Adding items to the Library 277
Common492 Creating new 192 Categories271
Fill Tools 492 Deleting193 Controlling appearance 272
Timeline Window 492 Duplicating192 Creating new folders 276
Vector Layers 492 Hiding199 Creating subfolders 277
Keyframes327 Naming199 Deleting items 278
Adding329 Patch137 Deleting items from library 276
Coloring331 Rendering off 199 Detail Options 275
Copying and pasting 330 Reordering191 Displaying and hiding 275
Deleting331 Settings193 Display Options 272
Editing multiple 332 Types191 Favorites Tab 280
Hold durations 332 Layer Selector 151 Library Tab 270
Moving331 Layer Settings List Options 274
Pasting relative 404 3D Options Tab 231 Loading items 275
Selecting330 Bones Tab 236 Saving items to library 276
Transitions333 Depth Sort Tab 224 Searching279
Keyframe window 466 General Tab 196, 198 Tree Options 273
Image Tab 225 Line Width Tool 73
Masking Tab 214
L Motion Blur Tab 213
M
Note Tab 234
Layer blending 208 Particles Tab 231
Layer blur radius 201 Physics Tab 234 Magnet Tool 51
Layer Colors 194 Shadows Tab 208 Manipulate Bones Tool 95
Layer Comps 193 Switch Tab 230 Markers
Renaming194 Vectors Tab 220 Fine-tuning167
Index
515 Anime Studio Pro 11
Users Manual
Masking
Tips and Tricks 216
P Render Option Configurations
Render styles
399
360
Media Support 496 Paint Bucket Tool 68 Reparent Bone Tool 98
Merge alpha 257 Pan/Tilt Camera Tool 177 Roll Camera Tool 177
Merge Strokes 47 Pan Workspace Tool 178 Rotate Points Tool 40
Morphs Particle Layers 132 Rotate Workspace Tool 179
Creating346 Particle Layer Tool 162 Rotating to face camera 206
Motion Graph 336 Particle-Only Channels 326 Rotating to follow path 205
Mouse Shortcuts 493 Patch Layers 137 Round End Caps 263
In Angle knobs 493 Perspective Points Tool 58
In numeric fields 493
Timeline Scrubbing 493
Photoshop S
Exporting from 378
Workspace Navigation 493 Importing files 373
Move Layer Tool 141, 146, 150 Scale compensation 205
Playback Buttons 185 Scale Points Tool 39
Multi-Brushes258 Point Reduction Tool 56
Creating260 Scatter Brush Tool 57
Points Script Menu Commands
Multiple Document Support 351 Translating37
Multiple layers Install Script 455
Poser Integration 370 Scripts Menu Command
Editing196 Poser tool 160
Multi-touch support 494 Other Popular Scripts 455
Preferences406 Scripts Menu Commands 446
Documents Tab 408 3D446
N Editor Colors 415 Auto-Scale446
General Tab 407 Cube447
Noise Tool 60 GUI Colors 416 Rotate X 447
Note Layers 135 Layers/Objects Tab 410 Rotate Y 447
Timeline Tab 411 Rotate Z 447
Tool Layout Tab 413 Torus447
O Tools Tab 412 Camera447
Product Comparison 474 Handheld Camera 447
Offset Bone Tool 100 Project Settings 358 Orbit Camera 447
Onion Skins 320 Draw
Orbit Workspace Tool 179
Origins R 448
Apply Sketchy Effect 448
Offsetting174 Auto Weld 448
Outline203 Real-time Media connection 369
Rectangles48 Polygon448
Ovals48 Simplify Curve 448
Registration16
Index
516 Anime Studio Pro 11
Users Manual
Index
517 Anime Studio Pro 11
Users Manual
Index