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		<id>https://wiki.synfig.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Grondilu</id>
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		<updated>2026-05-01T19:41:41Z</updated>
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	<entry>
		<id>https://wiki.synfig.org/index.php?title=Doc:Slideshow_Tutorial/fr&amp;diff=11924</id>
		<title>Doc:Slideshow Tutorial/fr</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Doc:Slideshow_Tutorial/fr&amp;diff=11924"/>
				<updated>2010-04-18T15:26:32Z</updated>
		
		<summary type="html">&lt;p&gt;Grondilu: /* Description Technique */ partial translation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Tutoriel pour faire un diaporama animé}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Intermediate}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig propose plusieurs manières de créer un diaporama depuis une séries d'images. La plus imple est probablement d'utiliser {{l|ListImporter|List Importer}} pour importer une séries d'images. Cependant, cette méthode fonctionne pour des images matricielles et est incapable de générer des transitions. La technique expliquée ici est légérement plus complexe, mais elle permet de créer une présentation depuis une série de layer de Synfig, en fonction de la taille. Cette méthode produit uniquement des effets de disparition; un effet plus complexe nécessite un technique plus avancée. &lt;br /&gt;
&lt;br /&gt;
== Description Technique==&lt;br /&gt;
&lt;br /&gt;
Synfig crée une animation à partir d'une série de dégradés, chacune d'entre elle existe tout le long de la ligne de temps. Ici, l'objectif est de faire un seul dégradé visible sur un temps donné. Même s'il existe plusieurs façons d'atteindre cet objectif, ce tutoriel permet qu'un seul dégradé soit utilisé par {{l|Blend_Method_Parameter|Blend}} et par {{l|Amount_Parameter|Amount}} les paramètres de chaque dégradé. &lt;br /&gt;
&lt;br /&gt;
Toutes les couches (''layers'') graphiques dans Synfig ont ces deux propriétés essentielles. Le {{l|Blend_Method_Parameter|mode Blend}} définit comment l'image doit être dégradée sur chacune d'elle, et la quantité définit de quelle manière le fondu est réalisé.  Dans le mode Blend par défaut, dît mode composition, ou {{l|Blend_Method_Parameter#Composite|Composite}}, les objets sont simplement placés les un au dessus des autres.  Dans ce cas, le montant (''Amount'') détermine le niveau de transparence global de la couche :  pour une valeur de 1.0, la couche est entièrement visible, pour une valeur de 0.0, elle est entièrement transparente.  Entre les deux les valeurs correspondent à une transparence partielle, qui crée une transition.  These properties can be used to display a series of pictures. Each is its own layer and at any given point in time, one layer's amount is set to 1.0 while all others equal 0. However, there is a more efficient way of accomplishing the task. This method requires switching all images to the {{l|Blend_Method_Parameter#Straight|Straight}} blend mode.&lt;br /&gt;
&lt;br /&gt;
This blend mode has an advantage: all layers below the current one are hidden. Therefore it is no longer necessary for layers below the current one to have a an Amount of 0. Using the Amount for crossfade still works, but it now needs to be changed only once: all layers start with a value of 1, and then be made transparent from the highest to the lowest.&lt;br /&gt;
&lt;br /&gt;
The effect could be animated with two waypoints per layer. However, Synfig offers an even simpler method that does not require using the animation mode. Instead, linking functionality can be used. The data type for Amount is currently set to be a real number. Instead, let's replace that with a special function by converting the layer to {{l|Convert#Timed_Swap|Timed Swap}}.&lt;br /&gt;
&lt;br /&gt;
{{l|Image:Slideshow_amount4.png}}&lt;br /&gt;
&lt;br /&gt;
Now we examine the parameters of this new data type. The first is the initial value (1.0), the second is the final value (0.0), and the third is the time when the values will switch. If we want the image to display for two seconds, we can set the Swap Time to &amp;quot;2s&amp;quot;. (Note: this assumes we are starting at 0s). Then the amount will be 1.0 for three seconds (image visible) and 0 for the remainder of the timeline (image hidden). The last value will be the duration of the crossfade transition. Note that the transition takes away from the time for which the image will be displayed. For example, a value of &amp;quot;1s&amp;quot; means that the image will be fully opaque for one second, fade in one second, and then remain faded for the remainder of the animation.&lt;br /&gt;
&lt;br /&gt;
Applying successive times to layers from the top down will fade them one by one, creating the desired slideshow effect.&lt;br /&gt;
&lt;br /&gt;
==Step-by-Step Instructions==&lt;br /&gt;
Here are step-by-step instructions for applying this principle to an animation.&lt;br /&gt;
&lt;br /&gt;
===Setting Up===&lt;br /&gt;
Open a Synfig document and import any images, canvases, etc. Images can be imported using &amp;gt;File&amp;gt;Import (The first &amp;quot;&amp;gt;&amp;quot; signifies the {{l|Canvas_Menu_Caret|Caret Menu}}). Note that importing ''links'' to the image using a ''relative'' path. Take care to maintain the relative positions of the files when moving them. If multiple layers represent a single image, encapsulate them into an {{l|Inline Canvas}}.&lt;br /&gt;
Then arrange the images in the order they will be displayed, first image on top.&lt;br /&gt;
&lt;br /&gt;
===Blend Method===&lt;br /&gt;
Select all layers in the layer panel. Then go to the parameters panel and set the Blend Method to Straight.&lt;br /&gt;
{{l|Image:Slideshow_blend1.png}}{{l|Image:Slideshow_blend2.png}}&lt;br /&gt;
&lt;br /&gt;
===Timed Swap===&lt;br /&gt;
Unlike Blend Mode, converting to {{l|Convert#Timed_Swap|Timed Swap}} must be done individually for each layer.&lt;br /&gt;
Set &amp;quot;Before&amp;quot; to 1.0 and &amp;quot;After&amp;quot; to 0.&lt;br /&gt;
Suppose you want the images to swap every 4 seconds, using 1 second transitions. Then set the &amp;quot;Duration&amp;quot; to &amp;quot;1s&amp;quot;. Afterwards, set Time for the first layer to 4+1=5. Then increase the time for each successive layer (5,10,15,20,...). The Swap Time is the point where the image fully disappears. Configure these values to fit your needs.&lt;br /&gt;
&lt;br /&gt;
{{l|Image:Slideshow_amount1.png}} {{l|Image:Slideshow_amount2.png}}&lt;br /&gt;
{{l|Image:Slideshow_amount3.png}} {{l|Image:Slideshow_amount4.png}}&lt;br /&gt;
&lt;br /&gt;
===Animation Length===&lt;br /&gt;
Now that times have been configured, your file must be configured to render the full animation length. Go to &amp;gt;Edit&amp;gt;Properties and switch to the &amp;quot;Time&amp;quot; tab. Set the end time to equal the last of your time values. You can add a few seconds if you want a blank/black screen at the end, after the images have faded.&lt;br /&gt;
&lt;br /&gt;
===Extra: Background===&lt;br /&gt;
You may have noticed that the Straight Blend Mode removes any backgrounds from the image. Here are two methods to add a background:&lt;br /&gt;
&lt;br /&gt;
a) Encapsulate all image layers. Now the Straight blend mode only works within the inline canvas. Once this is done, add any backgrounds below the canvas, and any foreground above the canvas.&lt;br /&gt;
&lt;br /&gt;
b) Add a background layer/canvas to the ''top'' of the layer list. Since it is above all other layers, the Straight layering mode doesn't affect it. However, it would normally shroud all the images. To make it appear below everything else, set the Blend Mode to {{l|Blend_Method_Parameter#Behind|Behind}}.&lt;br /&gt;
&lt;br /&gt;
==Endnotes==&lt;br /&gt;
&lt;br /&gt;
Congratulations! You have now finished reading the slideshow tutorial. Please leave me (nikitakit) a comment about your thoughts concerning this page.&lt;br /&gt;
&lt;br /&gt;
GNU/Linux users may also be interested in [http://akhilman.googlepages.com/images2sif.sh AkhIL's imag2sif shell script]. It imports  images into Synfig and creates a rotate and translate layer for each.&lt;br /&gt;
&lt;br /&gt;
The explanation of the &amp;quot;Straight&amp;quot; blend mode in this tutorial lacks a screenshot. Feel free to add one.&lt;/div&gt;</summary>
		<author><name>Grondilu</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Doc:How_Do_I&amp;diff=11851</id>
		<title>Doc:How Do I</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Doc:How_Do_I&amp;diff=11851"/>
				<updated>2010-04-13T22:39:18Z</updated>
		
		<summary type="html">&lt;p&gt;Grondilu: /* General outline / Polygon-based Outline / &amp;quot;Set Tangents to Zero&amp;quot; button */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|How Do I...}}&lt;br /&gt;
{{Category|Manual}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Basic}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Feel free to add your own questions here or {{l|Contact|contact}} us with them. Or put them on the {{l|Wiki Wish List}}.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Insert some text? ==&lt;br /&gt;
&lt;br /&gt;
With recent development versions, there is a text tool. If you are using 0.61.08 or earlier, use right click on your canvas and choose Layer &amp;gt; New &amp;gt; Other &amp;gt; Text.&lt;br /&gt;
&lt;br /&gt;
== How to change shortcut keys? ==&lt;br /&gt;
'''1.''' Find your Synfig config file under:&lt;br /&gt;
  '''Ubuntu (and other GNU/Linux):''' /home/{username}/.synfig/&lt;br /&gt;
  '''Mac OS:''' /Users/{username}/Library/Synfig/&lt;br /&gt;
  '''Windows XP:''' C:\Documents and Settings\{username}\Synfig\&lt;br /&gt;
  '''Windows Vista:''' C:\Users\{username}\Synfig\&lt;br /&gt;
'''2.''' Open the file, named '''accelrc''', using any text editing software (GEdit, Kate, Notepad).&lt;br /&gt;
&lt;br /&gt;
'''3.''' Change the shortcuts you want, save and close. Remember to remove the ; at the start of the line to make the custom shortcut active.&lt;br /&gt;
&lt;br /&gt;
== How to have a Flash-like shortcut keys? ==&lt;br /&gt;
'''1.''' Follow the step on {{l|Tips#How_to_change_shortcut_keys.3F|how to change shortcut keys}}, except for step 3.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Copy the code below and paste it on the very last part of '''accelrc''' then save and close it.&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 ; misc&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//redo&amp;quot; &amp;quot;&amp;lt;Control&amp;gt;y&amp;quot;)&lt;br /&gt;
 ; tools&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-text&amp;quot; &amp;quot;t&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-rectangle&amp;quot; &amp;quot;r&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-rotate&amp;quot; &amp;quot;&amp;lt;Shift&amp;gt;q&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-zoom&amp;quot; &amp;quot;z&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-polygon&amp;quot; &amp;quot;n&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-bline&amp;quot; &amp;quot;p&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-normal&amp;quot; &amp;quot;v&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-eyedrop&amp;quot; &amp;quot;i&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-fill&amp;quot; &amp;quot;k&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-circle&amp;quot; &amp;quot;o&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-scale&amp;quot; &amp;quot;q&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-gradient&amp;quot; &amp;quot;g&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-draw&amp;quot; &amp;quot;y&amp;quot;)&lt;br /&gt;
 ; navigation&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//seek-next-frame&amp;quot; &amp;quot;period&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//seek-prev-frame&amp;quot; &amp;quot;comma&amp;quot;)&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Apply a gradient to an object instead of the entire canvas? ==&lt;br /&gt;
&lt;br /&gt;
# Create the region you want to fill with a gradient, and the gradient layer, if you haven't already.&lt;br /&gt;
# Make sure that the gradient layer is above the region layer in the {{l|Layers Panel}}.&lt;br /&gt;
# Select both layers, right click, and select {{l|Encapsulate}}.&lt;br /&gt;
# Expand the new {{l|Paste Canvas|Inline Canvas}} layer if it's not already, and select your gradient layer.&lt;br /&gt;
# In the {{l|Params Panel}} select the {{l|Blend Method}} parameter, and choose {{l|Blend Method#Onto|Onto}} from the drop-down menu.&lt;br /&gt;
&lt;br /&gt;
The gradient will clip to the visible area of the region below it inside the {{l|Paste Canvas|Inline Canvas}}. (and any other layers in that section).&lt;br /&gt;
&lt;br /&gt;
== Show or hide a layer, or fade the effect of a blur? ==&lt;br /&gt;
In the {{l|Params Panel}}, look for an option labeled {{l|Amount Parameter|Amount}} - this controls how much of the blended result of the layer is composited with the blend of the layers beneath it.&lt;br /&gt;
&lt;br /&gt;
In other words, for a typical layer, this will 'fade it out'. For a {{l|Blur Layer}} set to &amp;quot;{{l|Blend Method#Straight|Straight}}&amp;quot;, this will fade ''between'' the blurred version and the unblurred version of the canvas. If you want it to become less blurry, adjust the {{l|Blur Layer#Size|Blur Layer's 'size' parameter}}.&lt;br /&gt;
&lt;br /&gt;
== Fill an outline? ==&lt;br /&gt;
(Requested by {{l|User:Karlb|Karlb}})&lt;br /&gt;
&lt;br /&gt;
There are several options:&lt;br /&gt;
* The easiest way is to link a new region layer to the outline's shape.&lt;br /&gt;
*# Select the outline you want to fill.&lt;br /&gt;
*# In the Params Panel, right-click the Vertices parameter, select &amp;quot;Export&amp;quot;, enter a name for the shape, and hit return.  This will export the shape of the outline, making it visible in the {{l|Children Panel}}.&lt;br /&gt;
*# In the Children panel, open the ValueBase Nodes tree and select the name you just saved the shape as.&lt;br /&gt;
*# From the {{l|Layer Menu}} (either context-click on the {{l|Layers Panel}} or use the {{l|Canvas Menu Caret}}) create a new {{l|Region Layer}} by selecting &amp;quot;New Layer -&amp;gt; Geometry -&amp;gt; Region&amp;quot;. Ensure that the created layer is selected.&lt;br /&gt;
*# In the parameter dialog, right-click the Vertices parameter and click &amp;quot;Connect&amp;quot;.&lt;br /&gt;
*# Now, if you don't need exported shape, you can unexport it: right click name of the shape in the Children panel and click &amp;quot;Unexport&amp;quot;.&lt;br /&gt;
* Similar to the above, but using a different method:&lt;br /&gt;
*# Create a new region layer as above, and leave it selected.&lt;br /&gt;
*# Don't make any changes to the outline layer, which you want to fill! (see the Tier 5 on the {{l|Linking}} page for details).&lt;br /&gt;
*# Select both layers in the {{l|Layers Panel}} This will display only the parameters shared by both layers in the {{l|Params Panel}}.&lt;br /&gt;
*# Context-click on the {{l|Vertices Parameter}}, and select {{l|Linking|Link}}.&lt;br /&gt;
*# The {{l|Region Layer}} will snap to the shape of the {{l|Outline Layer}}.&lt;br /&gt;
* When you create an {{l|Outline Layer|outline}} with the {{l|Bline Tool}} that you intend to be a filled area as well, make sure you select the Fill checkbox in the {{l|Bline Tool#Options|tool options dialog}}. Obviously, this doesn't help much if you realise later that you needed a fill here.&lt;br /&gt;
* If you are using the {{l|draw tool}}, there is a button at the bottom of the {{l|draw tool#Options|tool options dialog}} labeled &amp;quot;Fill Last Stroke&amp;quot;, which creates a new {{l|Region Layer}} and links its shape to the previously drawn outline. Unfortunately, it doesn't work as of Synfig Studio v0.61.04.  It has been fixed in the current SVN version of the code.&lt;br /&gt;
* Create a {{l|Region Layer|region}} with the same number of ducks, and manually link each duck. If you want a region that depends on multiple outline layers, this is really your only choice for now.&lt;br /&gt;
* Use the draw tool, select only the outline to fill, draw a stroke roughly following the outline and make sure you're holding the Control key when you left go of the mouse button at the end of the stroke.  This doesn't work 100% right at the moment.&lt;br /&gt;
&lt;br /&gt;
== Dock windows together? ==&lt;br /&gt;
&lt;br /&gt;
*To dock (join) separate windows into one you must drag the tab ''icons'' for each of the tools into another window. &lt;br /&gt;
*You can create subdivisions inside the windows by dragging the icons into the side tabs (located around the edges, the look like rectangles). &lt;br /&gt;
*Tool tabs inside the window can be arranged by dragging them on top of one another, therefore changing the order.&lt;br /&gt;
*''How Do I min/maximize all Synfig windows on a Windows pc''? There must be an easy way/tool to do this?&lt;br /&gt;
&lt;br /&gt;
== Use an external bitmap? ==&lt;br /&gt;
&lt;br /&gt;
* In the image menu (&amp;gt;) choose file--&amp;gt;import. PNG with alpha channel works fine.&lt;br /&gt;
* To animate it without accidental stretching, right-click on the layer and choose encapsulate. You can then animate the position of the new &amp;quot;Inline Canvas&amp;quot; layer instead of the bbox.&lt;br /&gt;
&lt;br /&gt;
== Use an image as a fill colour? ==&lt;br /&gt;
&lt;br /&gt;
Make a new object (bline, region, squares, circles, polygons all work) &lt;br /&gt;
Import the image you want as the fill colour, and put it on the layer underneith your object. Set the blend method of the image (using the {{l|Params Panel}}) to &amp;quot;onto&amp;quot; or &amp;quot;straightonto&amp;quot;. &lt;br /&gt;
 Encapsulate the object and the fill colour image, otherwise everthing below the image will have the same fill colour.&lt;br /&gt;
Be sure to have a look at what the other composite options do as well.&lt;br /&gt;
&lt;br /&gt;
== Use an external Vector? ==&lt;br /&gt;
&lt;br /&gt;
Synfig doesn't yet support vector import because no-one has written an import process yet. You can use the Svg2synfig {{l|Converters|converter}}, or import it as a bitmap and trace over it in synfig. If you want to implement vector import we would gladly accept your patch.&lt;br /&gt;
&lt;br /&gt;
== Close a bline? ==&lt;br /&gt;
&lt;br /&gt;
* Right click on the starting point and then click on loop bline.&lt;br /&gt;
&lt;br /&gt;
Note: It doesn't work unless the initial point has a tangent - ie the first segment is curved. But you can hide tangent ducks (Alt+3, or &amp;quot;Caret Menu &amp;gt; View &amp;gt; Show/Hide Ducks &amp;gt; Show tangent ducks&amp;quot;) and process as described. Don't forget to press (Alt+3) after that to show tangent ducks again.&lt;br /&gt;
&lt;br /&gt;
== How do I transform encapsulated objects? ==&lt;br /&gt;
&lt;br /&gt;
* Right click on the Encapsulated object in the Layer dialog and choose &amp;quot;select all child layers&amp;quot;. Then you select the ducks you want to transform (usually just all of them, like for rotating the object), and the rotate or scale tool and do the work.&lt;br /&gt;
&lt;br /&gt;
== Make objects go behind each other, without moving layers? ==&lt;br /&gt;
&lt;br /&gt;
You'll notice each layer you make has a number in the z depth column in the Layers Panel. Say you have 3 layers, they will be numbered 2 (lowest, e.g. a square) 1 (eg a circle) 0 (highest, the default, e.g. a line). In order to make layer 1, the circle, pass behind layer 2, the square, change its z depth to be 3 or more. The z depth of the circle needs to be greater than 2 in order to be behind the square. To make the square on top of everything, you'd change its z depth to -1 or less. &lt;br /&gt;
&lt;br /&gt;
Positive numbers on the z axis go into the screen, and negative numbers go out of the screen, towards the viewer.  &lt;br /&gt;
&lt;br /&gt;
It is possible to animate this effect, but each layer is discrete. They seem to go from 0 to 0.9999.&lt;br /&gt;
&lt;br /&gt;
In addition, objects in encapsulated layers can only go behind other objects in the same encapsulated layer. However an encapsulated layer can go behind another encapsulated layer.&lt;br /&gt;
&lt;br /&gt;
== Copy a complex convert combination between parameters of different layers? ==&lt;br /&gt;
&lt;br /&gt;
For example: you want to copy a complicated {{l|Convert|conversion}} type that you have in one parameter from a layer, to other parameter (maybe not a root parameter, but a sub-parameter) of other layer. If you {{l|Export|export}} the complicated conversion type from the original layer and then go to the other layer and select {{l|Connect}} (right click and the exported and the parameter both selected) then you have the parameter form the second layer to be exactly the same than the original one. But there is a drawback: if you modify one of the sub-parameters in the complicated conversion type (e.g. you change the value of one of them) then automatically the same sub-parameter of the other layer is changed.&lt;br /&gt;
&lt;br /&gt;
How can you copy the conversion but allow modify the sub-parameters independently on each layer? &lt;br /&gt;
&lt;br /&gt;
Once you have achieved the complex conversion type in the original layer, &amp;lt;u&amp;gt;don't export the root parameter!&amp;lt;/u&amp;gt; If you have done yet {{l|Export|unexport}} it. (Why?. You will understand it later.) Now duplicate the original layer. Then you should obtain the same layer with the same conversion type placed at the same parameter (but not exported). NOW export the parameter from the duplicated layer. Then go to the (sub) parameter of the layer where you want to copy the complex conversion type and Connect it to the just exported parameter form the duplicated layer. Now delete the duplicated layer (!). Then the exported {{l|ValueNode}} still undeleted and the layer where you wanted to copy the complex convert type have a (sub) parameter connected to it. You can {{l|Export|unexport}} the ValueNode or not. It is up to you. But notice that the conversion type is already copied into other (sub) parameter of other layer and they are independent as well as you can change one of them (by modifying the sub-parameters) and the other remains untouched.&lt;br /&gt;
&lt;br /&gt;
== Make an existing animation run at half speed? ==&lt;br /&gt;
&lt;br /&gt;
If you have an animation that runs from 0s to 10s and you want it to run at half speed from 0s to 20s, how can you do that?&lt;br /&gt;
&lt;br /&gt;
* Either: encapsulate it, and use the 'time offset' parameter in the encapsulation layer to slow it down:&lt;br /&gt;
** Right-click 'time offset' in the encapsulation layer, convert&amp;gt;linear, rate -0.5 offset 0.  That means offset the time by -0.5 seconds per second - or in other words, run at half speed&lt;br /&gt;
** Or, putting waypoints on the 'time offset' param would work too: 0 at 0s and -10 at 20s.  (The choice between using a linear convert and valuenodes is entirely up to you.  They both achieve the same result in this simple case).&lt;br /&gt;
&lt;br /&gt;
* Or: use a {{l|Time Loop Layer}}.  The first method seems better and more intuitive in this case, but there are ways of getting the same effect from the Time Loop layer.  Perhaps the Time Loop layer is better if the animation doesn't run from 0s, but from some other time.  Anyway: put a Time Loop layer over the layers you wish to slow down, and:&lt;br /&gt;
** Either: set duration to 0, local time to 0, convert-&amp;gt;linear the link time and set rate to 0.5 - this slows the animation down *to* 50% of its original speed;  use bigger rates to slow it down less&lt;br /&gt;
** Or: set duration to 1h (*), link time to 0, convert-&amp;gt;linear the local time and set rate to 0.5 - this slows the animation down *by* 50%; use bigger rates to slow it down more&lt;br /&gt;
(*) if your animation is longer than 1h then set this parameter to EOT (End Of Time) what is the same as Infinite (INF) for a real number but for a time parameter.&lt;br /&gt;
&lt;br /&gt;
== Draw a rectangle with a given width and height? ==&lt;br /&gt;
&lt;br /&gt;
I was asked on IRC how to specify the width and height of a rectangle, rather than having to specify the position of two opposite corners.  Here's how:&lt;br /&gt;
&lt;br /&gt;
* draw a rectangle&lt;br /&gt;
* go to the {{l|Params Panel}}&lt;br /&gt;
* right-click the 'point 1' parameter and {{l|Export}}&lt;br /&gt;
* give it a name, &amp;quot;p1&amp;quot; say&lt;br /&gt;
* right-click the 'point 2' parameter and {{l|Convert}} to {{l|Convert#Add|Add}}&lt;br /&gt;
* (that's saying that rather than specifying the absolute position of the other point, you want synfig to calculate it for you)&lt;br /&gt;
* (it will make 2 new sub-parameters for 'point 2', and the value used for point 2 will be their sum so we want to tell it to use 'point 1' and your (width,height))&lt;br /&gt;
* open up the sub-parameters of 'point 2' by clicking the triangle to its left&lt;br /&gt;
* go to the {{l|Children Panel}}, open up the values and select the one you exported earlier (p1)&lt;br /&gt;
* right-click the &amp;quot;LHS&amp;quot; parameter in the parameters dialog and {{l|Connect}} it&lt;br /&gt;
* then enter the width and height you want in the 'RHS' parameter&lt;br /&gt;
&lt;br /&gt;
== Make linked BLine vertices not affected by Rotate layer? ==&lt;br /&gt;
Look at the http://dooglus.rincevent.net/synfig/logs/2008/%23synfig-2008-02-07.log &lt;br /&gt;
See also: {{l|Convert}}.&lt;br /&gt;
&lt;br /&gt;
== Create dashed outlines? ==&lt;br /&gt;
&lt;br /&gt;
If you want to make simple dashed outlines the faster way is proceed like this:&lt;br /&gt;
&lt;br /&gt;
* Create a Curve Gradient and an Outline over the same {{l|BLine|Bline}} using the {{l|Bline Tool}} options. Check both Outline and Gradient at the {{l|Tool Options Panel}}.&lt;br /&gt;
* Raise up the gradient layer (it is created below the {{l|Outline Layer}}).&lt;br /&gt;
* Modify the gradient {{l|Blend Method}} parameter to be Straight Onto. That would render the gradient onto the outline width. Also it wouldn't render the outline, so transparent portions of the gradient are transparent.&lt;br /&gt;
* Check the 'Perpendicular' parameter of the Curve Gradient Layer.&lt;br /&gt;
* {{l|Convert}} the Gradient Parameter of the Curve Gradient Layer to be one of those types: Stripes or Repeat Gradient.&lt;br /&gt;
* Modify the properties of the sub parameters to achieve the desired effect.&lt;br /&gt;
&lt;br /&gt;
== Render to AVI with higher quality? ==&lt;br /&gt;
&lt;br /&gt;
=== Using raw video ===&lt;br /&gt;
The module used by Synfig to render AVI files is ffmpeg. For the moment there is not interface to control ffmpeg options so you render with a fixed bitrate and quality. If you want the maximum quality in your AVI file, follow these steps:&lt;br /&gt;
&lt;br /&gt;
* Render your animation to yuv420p format. To do that select that target at the drop down list of the render dialog and add the &amp;quot;.yuv&amp;quot; extension to your animation name (without quotes).&lt;br /&gt;
* Once rendered (it would produce a huge size yuv file) you can quickly convert it to AVI using this command:&lt;br /&gt;
&lt;br /&gt;
 ffmpeg -i animation.yuv -sameq animation.avi&lt;br /&gt;
&lt;br /&gt;
Change the animation file name to your one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rendering through a .png sequence. ===&lt;br /&gt;
Render your sif to png sequence &lt;br /&gt;
 mkdir render&lt;br /&gt;
 synfig my_animation.sifz -o render/frame.png&lt;br /&gt;
Then convert it to movie with ffmpeg&lt;br /&gt;
 ffmpeg -r &amp;lt;frame rate&amp;gt; -i render/frame.%04d.png &amp;lt;more settings from ffmpeg's manual&amp;gt; my_animation.mov&lt;br /&gt;
If you need nice open source format without any tweaks you may try ffmpeg2theora:&lt;br /&gt;
 ffmpeg2theora render/frame.%04d.png --inputfps &amp;lt;frame rate&amp;gt; -o my_animation.ogg&lt;br /&gt;
png takes less disk space then yuv.&lt;br /&gt;
--{{l|User:AkhIL|AkhIL}} 21:38, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
If you want you can also use [http://www.mplayerhq.hu/ mplayer].&lt;br /&gt;
&lt;br /&gt;
 mencoder mf://render/frame.*.png -mf fps=25 -o my_animation.avi -ovc lavc -lavcopts vcodec=mpeg4&lt;br /&gt;
&lt;br /&gt;
==Increase performance by optimizing during compilation time? ==&lt;br /&gt;
&lt;br /&gt;
I would like to know what parameters do I need to apply to configure to improve performance. {{l|User:Genete|Genete}} 11:04, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
To optimize program you should set two environment variables&lt;br /&gt;
 export CFLAGS=&amp;quot;&amp;quot;&lt;br /&gt;
 export CXXFLAGS=&amp;quot;${CFLAGS}&amp;quot;&lt;br /&gt;
&lt;br /&gt;
First flag will be &amp;quot;-O3&amp;quot; (ow three). &amp;quot;-02&amp;quot; is normal optimization. &amp;quot;-03&amp;quot; is hard optimization.&lt;br /&gt;
&lt;br /&gt;
Now you should get info about your CPU&lt;br /&gt;
 cat /proc/cpuinfo&lt;br /&gt;
&lt;br /&gt;
find your cpu model name&lt;br /&gt;
&lt;br /&gt;
now go to man gcc and search &amp;quot;-mtune&amp;quot;&lt;br /&gt;
&lt;br /&gt;
find your cpu and add &amp;quot;-mtune=your-cpu -march=your-cpu&amp;quot; to CFLAGS. &lt;br /&gt;
&lt;br /&gt;
Then look at flags from /proc/cpuinfo and search it in gcc manual&lt;br /&gt;
For example I have 3dnow. So I can find &amp;quot;-m3dnow&amp;quot;. For sse I can find &amp;quot;-msse&amp;quot; and &amp;quot;-mfpmath=sse&amp;quot; (can make program unstable). &lt;br /&gt;
&lt;br /&gt;
Finaly you may add &amp;quot;-ffast-math&amp;quot; to disable math checks. But it can make program unstable.&lt;br /&gt;
&lt;br /&gt;
For my AthlonXP I'm using this flags:&lt;br /&gt;
 export CFLAGS=&amp;quot;-O3 -pipe -mtune=athlon-xp -march=athlon-xp -mmmx -msse -m3dnow -mfpmath=sse -ffast-math -funsigned-char -fno-strict-aliasing&amp;quot;&lt;br /&gt;
 export CXXFLAGS=&amp;quot;${CFLAGS}&amp;quot;&lt;br /&gt;
--{{l|User:AkhIL|AkhIL}} 12:05, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
For my Pentium3 i use the line:&lt;br /&gt;
 export CFLAGS=&amp;quot;-O3 -pipe -mtune=pentium3 -march=pentium3 -msse -mfpmath=sse -funsigned-char -fno-strict-aliasing&amp;quot;&lt;br /&gt;
 export CXXFLAGS=&amp;quot;${CFLAGS}&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The additional switches -mmmx and -ffast-math does seem to '''not''' yield any gain in computing performance! So you could leave them out.&lt;br /&gt;
--{{l|User:SvH|SvH}} 03:46, 20 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Import a movie into Synfig? ==&lt;br /&gt;
&lt;br /&gt;
To import a movie (image only, not sound) into synfig there is only one option for the moment: Extract an image sequence from the movie and import them using {{l|ListImporter}}. Before you can load the image sequence you have to extract it from the movie. There are several software to do that but a straight and easy way is to use mplayer:&lt;br /&gt;
&lt;br /&gt;
 mplayer mymovie.avi -vo png:z=1 -ss seconds-start -endpos duration &lt;br /&gt;
&lt;br /&gt;
where ''seconds-start'' are the seconds where you want to extract form and ''duration'' is the number of seconds you want to extract from ''mymovie.avi''. Also the image format specified in this case is png but jpeg or tga can be used also. See [http://www.mplayerhq.hu/DOCS/man/en/mplayer.1.html mplayer manual page] for more info.&lt;br /&gt;
&lt;br /&gt;
It would extract a set of files of the selected section of the movie. Each file takes the frame number padded with leading zeros as name.&lt;br /&gt;
&lt;br /&gt;
To put all the filenames into a ''.lst'' file just type this in the folder wehre the files are:&lt;br /&gt;
&lt;br /&gt;
 ls *.png &amp;gt;&amp;gt; mymovie.lst&lt;br /&gt;
&lt;br /&gt;
and add a line specifying the frame rate at the beginning of the text file:&lt;br /&gt;
&lt;br /&gt;
 FPS 25&lt;br /&gt;
&lt;br /&gt;
if the movie was 25 fps.&lt;br /&gt;
&lt;br /&gt;
== Granted Wishes ==&lt;br /&gt;
&lt;br /&gt;
=== MNG target filetype ===&lt;br /&gt;
&lt;br /&gt;
The ability to save as/in the Free/Open MNG (.mng) format [http://libpng.org/pub/mng/]&lt;br /&gt;
&lt;br /&gt;
A partial implementation was committed in SVN r470.&lt;br /&gt;
&lt;br /&gt;
It was implemented in svn 986. See {{l|Render options}}. --{{l|User:Genete|Genete}} 13:12, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Optionally display RGB in Hex in Color dialog ===&lt;br /&gt;
&lt;br /&gt;
(3) When colors are quoted as 3 bytes of hexadecimal, you have to convert them to decimal, divide by 255, multiply by 100 to get a number to type into the dialog box.  It's painful to match color schemes for example, with the [http://tango.freedesktop.org/Tango_Icon_Theme_Guidelines Tango Icon Theme style guidelines].  {{l|User:pxegeek|PXEGeek}} 3/16/07&lt;br /&gt;
&lt;br /&gt;
: Added in [http://kibi.dyndns.org:8083/~dooglus/gitweb.pl?p=synfig;a=commitdiff;h=40dda9d27b5249ee32f62d84c819ff569f078929 svn r354].  You can type 3 or 6 digit hex codes and hit return to use.  3 digit code 36a gives colour 3366aa (each digit is duplicated) -- {{l|User:Dooglus|dooglus}} 3/18/07&lt;br /&gt;
&lt;br /&gt;
:: Many thanks - already used many times! PXEGeek.&lt;br /&gt;
&lt;br /&gt;
::: Did you notice that you can use single digit codes too?  '5' gives 555555 for instance, giving you 16 equally spaces shades of black through white. -- {{l|User:Dooglus|dooglus}} 17:51, 25 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Restore Default Layout ===&lt;br /&gt;
&lt;br /&gt;
(3) &amp;amp;mdash; It's very difficult to put all the dialogs back where they were when you started the program, if you've closed them. In addition, with many programs, if you've done something with your window manager to take a window's position off screen, this command is sometimes the only way to bring them back.&lt;br /&gt;
-&amp;gt; I'd like to second this one - especially with the bug where dialog boxes sometime shrink to nothing or offscreen, and no amount of maximizing or minimizing restores them.  The only solution is to kill the windows, and none of the combo options in the dialog menu match the default configuration.  4/4/07 PXEGeek&lt;br /&gt;
&lt;br /&gt;
: Implemented in [http://kibi.dyndns.org:8083/~dooglus/gitweb.pl?p=synfig;a=commitdiff;h=036306f3c2c265a604971728d50fcce258766552 svn r757] -- {{l|User:Dooglus|dooglus}} 17:48, 25 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== General outline / Polygon-based Outline / &amp;quot;Set Tangents to Zero&amp;quot; button ===&lt;br /&gt;
(3.5) I'm no artist, thus my primary form of art is stick figures, not to mention, many interesting animations are done in stick-figure style. Stick figures must be perfectly straight to get the effect across, so when I'm making an outline using B-Curves, it is too time consuming to set the tangents to 0 each time. Similarly, outlines of other shapes like squares, circles and so forth would be very useful. Whichever of the above is easiest, please implement right away. --{{l|User:Dragontamer|Dragontamer}} 02:35, 19 November 2007 (EST)&lt;br /&gt;
: For perfectly straight lines, click without moving the mouse.  You will get a single point with no tangents.  Outline shapes would require some development, particularly with some thought given to backward compatibility.  A workaround you might consider is to create a duplicate shape with a different color and make the top one slightly smaller, so the outline of the one below shows.  {{l|User:Pxegeek|Pxegeek}} 21:58, 19 November 2007 (EST)&lt;br /&gt;
:: Well, in general, whenever I click on a point to edit it (say, to make it move somewhere in animation mode), there is a decent chance that I click on a tangent instead. Then, if I want to right click the point itself, I usually right click the tangent marker instead. It isn't that big a deal, but simplicity at the cost of power generally is a good thing, especially when it will save a few mouse clicks. &lt;br /&gt;
:: As for the outlines, yeah, I've tried that and it is a decent solution for now, although it is no replacement for a real outline. I am going to also experiment with a clamp to see if I can make the center of the shape have 100% alpha... but I don't have synfig on the computer I'm on right now. Thanks for the tips Pxegeek. --{{l|User:Dragontamer|Dragontamer}} 01:58, 27 November 2007 (EST)&lt;br /&gt;
::: You can press Alt+3 to hide tangent ducks. --{{l|User:Zelgadis|Zelgadis}} 09:27, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What to do when I've made a mistake and added tangents to a point wich had none initially ?  How can I &amp;quot;remove&amp;quot; tangents ?  The only way I see is to go to the &amp;quot;param&amp;quot; panel, look for the correct tangent, and manually enter a zero value for its lengh.--[[User:Grondilu|Grondilu]] 22:34, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Copy &amp;amp; Paste/Image Importing ===&lt;br /&gt;
&lt;br /&gt;
(4) I sometimes make graphics in other programs, or use clipart and other images. Would it be possible for Synfig to be able to import images and/or copy and paste them?--Khlieeq 2007-07-19&lt;br /&gt;
Well, it doesn't support Copy &amp;amp; paste from the clipboard, but you can import images using &amp;quot;New Layer -&amp;gt; Other -&amp;gt; Import&amp;quot;.  This will create an Import layer, for which you can then edit the properties to point to the file containing your image.  PXEGeek.  2007-07-19&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Recursive Waypoint Manipulation ===&lt;br /&gt;
&lt;br /&gt;
(4) it is really tiresome to revert changes to waypoints created by manipulating tangent/position ducks or change their interpolation functions. making it possible to right-click-modify the waypoint shown for objects that have some waypoint in a referenced sub-object would be great! -- timonator 2007-06-01&lt;br /&gt;
:You can do it in two ways: changing the interpolation method of the waypoint of paste canvas or editing the keyframe properties. The first allow to modify the waypoints interpolation method for all the waypoints of all the parameters of all the layers that are inside the paste canvas layer. You can right click on the left or right part of the waypoint to edit by a context menu the left or the right interpolation method of the waipoints. The second method would add and modify all the parameters that have any waypoint in the animation. See {{l|Keyframe}} for more detail. --{{l|User:Genete|Genete}} 13:10, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tweening for images developed in other imaging programs ===&lt;br /&gt;
&lt;br /&gt;
It's obvious I am a beginner at image movement, but morphing is not enough: movement across the page is needed.  Thanks for listening. {{l|User:Comwell@bellsouth.net|Comwell}}&amp;lt;br&amp;gt;&lt;br /&gt;
Imported images can be moved across the page.  They can also be scaled, rotated and deformed.  Was there a specific example you had in mind?  {{l|User:Pxegeek|pxegeek}}&amp;lt;br&amp;gt;&lt;br /&gt;
:I also would like a way to tween images that have been drawn in other programs. I've had trouble drawing with Bline tool and the drawing tool in Synfig, and I'd rather just draw with a paint brush (like the one in Photoshop). Another problem I have is that Synfig tends to shut down on me every 20 minutes or so, and it's really frustrating even with the auto recover feature, because my sketches disappear. It'd be nice if I'm able to draw all of the keyframes in Photoshop or another image program and import it to Synfig so that Synfig can tween and animate them. Thank you. {{l|User:xychefoo@gmail.com|Huina}}&lt;br /&gt;
::You CAN use images, drawn in other programs. Just select &amp;quot;File-&amp;gt;Import&amp;quot; from {{l|Canvas Menu Caret|canvas menu}} --{{l|User:Zelgadis|Zelgadis}} 01:39, 24 November 2007 (EST)&lt;br /&gt;
:::But how do you animate using images from other sources? I tried to make 2 keyframes with 2 different images, and it doesn't animate. It just stays as 1 picture for the entire render. The closest thing I saw to importing images from another source into Synfig and having it animate is the Walking Cycle Tutorial, but I would still have to trace the images to make it animate. As I said earlier, I'm not entirely fond of using the draw/Bline tool.  {{l|User:xychefoo@gmail.com|Huina}}&lt;br /&gt;
:::: Huina, there's no way to do what you want right now.  Interpolating between two images that are not created in Synfig is well beyond its scope right now.  However, what you could do is take an image and separate elements of the picture onto different layers (e.g. have a picture of an arm and another of the rest of the body) and you can move those around, stretch and rotate them.  (If you're familiar with the work of Terry Gilliam on Monty Python you'll know what I mean) I don't know how feasible it is to implement your request (I suspect some heavy lifting).  We'll keep it on the list, but don't hold your breath.  {{l|User:Pxegeek|Pxegeek}} 19:57, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: I think, you hardly find any other animation package  which allow you to do such things. You could use a special tools for this task, like xmorph (http://xmorph.sourceforge.net/). But to do the tween between two bitmap images you STILL need to set points. It's not tracing, but very similar. Anyway, result may be poor and I'd better suggest to use technique, described in Walking Cycle Tutorial or which the {{l|User:Pxegeek|Pxegeek}} meant. --{{l|User:Zelgadis|Zelgadis}} 02:08, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: There is a technique called &amp;quot;optical flow&amp;quot;.  It takes two input frames and calculates the movement of each individual pixel between the frames, allowing interpolation to be done. Here's an example: http://www.fxguide.com/article333.html.  It doesn't require setting of control points, but it has problems it's own set of problems: http://www.fxguide.com/article333.html. --{{l|User:Yoyobuae|Yoyobuae}} 13:32, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Auto-link option in {{l|Draw tool}} ===&lt;br /&gt;
&lt;br /&gt;
(4) so that you can draw a line, and have its endpoint automatically link to a duck - or if Auto-connect is off, you can get a line object linked to the end of another line object. / I missed this too, it even should be like that by default I think. {{l|User:Maxy|Maxy}} 13:22, 25 Apr 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Isn't this done already?  We don't have line objects, but blines are automatically linked to if auto-connect is on.  Am I missing something? -- {{l|User:Dooglus|dooglus}} 17:29, 27 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::To clarify dooglus' comments - If you have an outline created by the draw tool highlighted in the layer dialog and the &amp;lt;b&amp;gt;auto-extend&amp;lt;/b&amp;gt; checkbox is checked, then you can continue drawing with the draw tool in that same layer.  Blines created with the Bline tool cannot be extended once a different tool or layer is selected.  {{l|User:Pxegeek|Pxegeek}} 23:46, 12 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: A line is a line - Synfig doesn't remember whether it was created with the Bline tool or the Draw tool - so you can extend blines created with the bline tool using the draw tool.  Just make sure the line is selected (so that its ducks are visible), not looped (so that it has end points to extend from), enable the draw tool, check 'auto extend' and start drawing at one of its end ducks. {{l|User:Dooglus|dooglus}} 05:47, 13 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
So this sounds like it is already done.  But on a related note, being able to open an existing bline in the bline tool to extend it would be useful. -- {{l|User:Dooglus|dooglus}} 04:51, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Layer hide boolean parameter ===&lt;br /&gt;
&lt;br /&gt;
(3) &amp;amp;mdash; An animatable way to remove a layer from visibility and consideration in tools. And as an option, to hide the layer in the layer list while it is invisible. This crosses over functionality from the {{l|Amount Parameter}}, the Show/Hide checkbox in the {{l|Layers Panel}}, and builds upon it as well, allowing the {{l|Layers Panel}} to dynamically unclutter. ''(This feature request is a refactoring of the {{l|Amount Parameter}})''&lt;br /&gt;
: With the addition of the {{l|Convert#Switch|Switch}} type conversion it is not needed this feature request. You can convert the Amount parameter to a Switch value and give 0 and 1 to the Linked OFF/ON values. --{{l|User:Genete|Genete}} 13:20, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Riding ducks ===&lt;br /&gt;
&lt;br /&gt;
(2) &amp;amp;mdash; Not chocobos. The ability to link a duck from one shape to an arbitrary position on another path, without creating an extra shape duck on that path.&lt;br /&gt;
:Already done in SVN.{{l|User:Genete|Genete}} 18:59, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Image filmstrip import ===&lt;br /&gt;
&lt;br /&gt;
(2) &amp;amp;mdash; Allow import of a series of images (TGA, etc) as frames of an animation, on a layer. &amp;lt;br&amp;gt;&lt;br /&gt;
Response - 'lst' files of a list of images can be imported.  I've used this to develop a walk cycle.  See {{l|Walk_Cycle|Walk cycle}} for an example.  {{l|user:pxegeek|pxegeek}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Character Animation Tools ===&lt;br /&gt;
&lt;br /&gt;
I have seen some interesting methods for helping character design/animation in different 2d/3d software.  Hash's animation master has 'poses' which are extremes of a model, for example smiling and frowning, once you add these extremes ot a set you can use slider to create a pose that somewhere inbetween.  The real power of this is when you have serveral different poses on the same object, a face say,  you can easily come up with new facial expressions. Maybe something similar could be done with synfig using layers and groups, the implementation could something similar to Moho's switch layers. --{{l|User:Triclops|Triclops}} 09:52, 9 Aug 2006 (PDT)&lt;br /&gt;
: Have you read this tutorial? {{l|Reuse Animations}}. It is very close to the Switch layer of Moho/Anime Studio. Also You can change the Canvas parameter to any other canvas dynamically in the time line by clicking on it and selecting other exported canvas. Other option is convert the canvas to a Switch type and alternate between two different canvas.  --{{l|User:Genete|Genete}} 13:26, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== More Animation Tools ===&lt;br /&gt;
&lt;br /&gt;
{{l|New Animation Tools|Added here}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Improved User Experience for First Contact ===&lt;br /&gt;
* Single file download and installer (at least for Windows)&lt;br /&gt;
* Ability to draw the first object directly after starting the application (start with an empty document)&lt;br /&gt;
* Ability to animate the object directly after drawing the first object (new documents have a say 3 seconds timeline)&lt;br /&gt;
In my opinion this is crucial to attract potential users. Because if I see how easy it is to create my first animation I'm going to accept all the bugs and clumsyness. A good example is the Pencil animation software. --{{l|User:Dmd|Dmd}} 13:50, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: I've implemented #2 and #3 above in svn r1519 &amp;amp; 1520.  If no files are specified to be opened when running studio, it'll make a new one.  It won't pop up the canvas properties dialog when making new canvases by default.  And the default end time is 5s (3s is small enough to cause the time slider to show &amp;quot;1s 12f&amp;quot;, whereas 5s looks cleaner). -- {{l|User:Dooglus|dooglus}} 04:00, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Automatic attach and manipulate a Vertex to a Bline ===&lt;br /&gt;
&lt;br /&gt;
Please see {{l|Inverse Duck Manipulation|this}} page to understand what we want. --{{l|User:Genete|Genete}} 12:43, 3 March 2008 (EST).&lt;br /&gt;
:Already done in SVN. {{l|User:Genete|Genete}} 19:00, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Toggle visible ducks ===&lt;br /&gt;
(3) So pressing, say, tab while editing a Bline toggles which vertices/ducks are visible - so we can easily move the actual vertices around without having the view cluttered by tangeants (and also make it easier to select 'Loop' rather than 'Split Tangeants' when creating the thing.)&lt;br /&gt;
&lt;br /&gt;
Given that extra ducks such as the width ones listed above may be added, this might become more and more necessary. If too many different sets are added for toggling to be feasible, each visibility for each set can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
: Synfig already have hotkeys to toggle visibility of the ducks. See {{l|Keyboard_Shortcuts#Hotkeys_Visual_Guide}}. --{{l|User:Zelgadis|Zelgadis}} 00:39, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Remove the thin line from stitched regions===&lt;br /&gt;
When you stitch or {{l|Sewing_BLines|sew two regions together}} with the same color (or different even?) it can appear a thin line in the common edge that reveals the background color (see the problem {{l|Sewing_BLines#Removing_thin_line_bug|here}}). This is due to that the antialiasing effect is keeping the background pixels information and displays it on the region. To solve this issue it is needed to:&lt;br /&gt;
:1) Uncheck all the antialias parameter of all the regions involved&lt;br /&gt;
:2) Add a Supersample Layer over the layers that has the antialiasing parameter disabled. A value of 4 for the height and width values is usually enough. Maybe you need to check &amp;quot;Alpha Safe&amp;quot; for better results.&lt;br /&gt;
:3) Render normally.&lt;br /&gt;
This tip is particularly useful when you want to have a region over and under other composition at the same time.&lt;br /&gt;
{| &lt;br /&gt;
|'''SAMPLE SHOWING THE THIN LINE'''&lt;br /&gt;
|''' REMOVED THIN LINE AFTER SUPER SAMPLE'''&lt;br /&gt;
|- &lt;br /&gt;
|{{l|Image: planet-saturn2.png}}&lt;br /&gt;
|{{l|Image: planet-saturn2ss.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It has the draw back that intermediate layers has to be super sampled too (line the planet in the example) because the super sample has to be done at the same time to the involved regions (the back and top half rings).&lt;/div&gt;</summary>
		<author><name>Grondilu</name></author>	</entry>

	<entry>
		<id>https://wiki.synfig.org/index.php?title=Doc:How_Do_I&amp;diff=11850</id>
		<title>Doc:How Do I</title>
		<link rel="alternate" type="text/html" href="https://wiki.synfig.org/index.php?title=Doc:How_Do_I&amp;diff=11850"/>
				<updated>2010-04-13T22:34:48Z</updated>
		
		<summary type="html">&lt;p&gt;Grondilu: /* General outline / Polygon-based Outline / &amp;quot;Set Tangents to Zero&amp;quot; button */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|How Do I...}}&lt;br /&gt;
{{Category|Manual}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Basic}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Feel free to add your own questions here or {{l|Contact|contact}} us with them. Or put them on the {{l|Wiki Wish List}}.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Insert some text? ==&lt;br /&gt;
&lt;br /&gt;
With recent development versions, there is a text tool. If you are using 0.61.08 or earlier, use right click on your canvas and choose Layer &amp;gt; New &amp;gt; Other &amp;gt; Text.&lt;br /&gt;
&lt;br /&gt;
== How to change shortcut keys? ==&lt;br /&gt;
'''1.''' Find your Synfig config file under:&lt;br /&gt;
  '''Ubuntu (and other GNU/Linux):''' /home/{username}/.synfig/&lt;br /&gt;
  '''Mac OS:''' /Users/{username}/Library/Synfig/&lt;br /&gt;
  '''Windows XP:''' C:\Documents and Settings\{username}\Synfig\&lt;br /&gt;
  '''Windows Vista:''' C:\Users\{username}\Synfig\&lt;br /&gt;
'''2.''' Open the file, named '''accelrc''', using any text editing software (GEdit, Kate, Notepad).&lt;br /&gt;
&lt;br /&gt;
'''3.''' Change the shortcuts you want, save and close. Remember to remove the ; at the start of the line to make the custom shortcut active.&lt;br /&gt;
&lt;br /&gt;
== How to have a Flash-like shortcut keys? ==&lt;br /&gt;
'''1.''' Follow the step on {{l|Tips#How_to_change_shortcut_keys.3F|how to change shortcut keys}}, except for step 3.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Copy the code below and paste it on the very last part of '''accelrc''' then save and close it.&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 ; misc&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//redo&amp;quot; &amp;quot;&amp;lt;Control&amp;gt;y&amp;quot;)&lt;br /&gt;
 ; tools&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-text&amp;quot; &amp;quot;t&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-rectangle&amp;quot; &amp;quot;r&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-rotate&amp;quot; &amp;quot;&amp;lt;Shift&amp;gt;q&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-zoom&amp;quot; &amp;quot;z&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-polygon&amp;quot; &amp;quot;n&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-bline&amp;quot; &amp;quot;p&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-normal&amp;quot; &amp;quot;v&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-eyedrop&amp;quot; &amp;quot;i&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-fill&amp;quot; &amp;quot;k&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-circle&amp;quot; &amp;quot;o&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-scale&amp;quot; &amp;quot;q&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-gradient&amp;quot; &amp;quot;g&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-draw&amp;quot; &amp;quot;y&amp;quot;)&lt;br /&gt;
 ; navigation&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//seek-next-frame&amp;quot; &amp;quot;period&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//seek-prev-frame&amp;quot; &amp;quot;comma&amp;quot;)&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Apply a gradient to an object instead of the entire canvas? ==&lt;br /&gt;
&lt;br /&gt;
# Create the region you want to fill with a gradient, and the gradient layer, if you haven't already.&lt;br /&gt;
# Make sure that the gradient layer is above the region layer in the {{l|Layers Panel}}.&lt;br /&gt;
# Select both layers, right click, and select {{l|Encapsulate}}.&lt;br /&gt;
# Expand the new {{l|Paste Canvas|Inline Canvas}} layer if it's not already, and select your gradient layer.&lt;br /&gt;
# In the {{l|Params Panel}} select the {{l|Blend Method}} parameter, and choose {{l|Blend Method#Onto|Onto}} from the drop-down menu.&lt;br /&gt;
&lt;br /&gt;
The gradient will clip to the visible area of the region below it inside the {{l|Paste Canvas|Inline Canvas}}. (and any other layers in that section).&lt;br /&gt;
&lt;br /&gt;
== Show or hide a layer, or fade the effect of a blur? ==&lt;br /&gt;
In the {{l|Params Panel}}, look for an option labeled {{l|Amount Parameter|Amount}} - this controls how much of the blended result of the layer is composited with the blend of the layers beneath it.&lt;br /&gt;
&lt;br /&gt;
In other words, for a typical layer, this will 'fade it out'. For a {{l|Blur Layer}} set to &amp;quot;{{l|Blend Method#Straight|Straight}}&amp;quot;, this will fade ''between'' the blurred version and the unblurred version of the canvas. If you want it to become less blurry, adjust the {{l|Blur Layer#Size|Blur Layer's 'size' parameter}}.&lt;br /&gt;
&lt;br /&gt;
== Fill an outline? ==&lt;br /&gt;
(Requested by {{l|User:Karlb|Karlb}})&lt;br /&gt;
&lt;br /&gt;
There are several options:&lt;br /&gt;
* The easiest way is to link a new region layer to the outline's shape.&lt;br /&gt;
*# Select the outline you want to fill.&lt;br /&gt;
*# In the Params Panel, right-click the Vertices parameter, select &amp;quot;Export&amp;quot;, enter a name for the shape, and hit return.  This will export the shape of the outline, making it visible in the {{l|Children Panel}}.&lt;br /&gt;
*# In the Children panel, open the ValueBase Nodes tree and select the name you just saved the shape as.&lt;br /&gt;
*# From the {{l|Layer Menu}} (either context-click on the {{l|Layers Panel}} or use the {{l|Canvas Menu Caret}}) create a new {{l|Region Layer}} by selecting &amp;quot;New Layer -&amp;gt; Geometry -&amp;gt; Region&amp;quot;. Ensure that the created layer is selected.&lt;br /&gt;
*# In the parameter dialog, right-click the Vertices parameter and click &amp;quot;Connect&amp;quot;.&lt;br /&gt;
*# Now, if you don't need exported shape, you can unexport it: right click name of the shape in the Children panel and click &amp;quot;Unexport&amp;quot;.&lt;br /&gt;
* Similar to the above, but using a different method:&lt;br /&gt;
*# Create a new region layer as above, and leave it selected.&lt;br /&gt;
*# Don't make any changes to the outline layer, which you want to fill! (see the Tier 5 on the {{l|Linking}} page for details).&lt;br /&gt;
*# Select both layers in the {{l|Layers Panel}} This will display only the parameters shared by both layers in the {{l|Params Panel}}.&lt;br /&gt;
*# Context-click on the {{l|Vertices Parameter}}, and select {{l|Linking|Link}}.&lt;br /&gt;
*# The {{l|Region Layer}} will snap to the shape of the {{l|Outline Layer}}.&lt;br /&gt;
* When you create an {{l|Outline Layer|outline}} with the {{l|Bline Tool}} that you intend to be a filled area as well, make sure you select the Fill checkbox in the {{l|Bline Tool#Options|tool options dialog}}. Obviously, this doesn't help much if you realise later that you needed a fill here.&lt;br /&gt;
* If you are using the {{l|draw tool}}, there is a button at the bottom of the {{l|draw tool#Options|tool options dialog}} labeled &amp;quot;Fill Last Stroke&amp;quot;, which creates a new {{l|Region Layer}} and links its shape to the previously drawn outline. Unfortunately, it doesn't work as of Synfig Studio v0.61.04.  It has been fixed in the current SVN version of the code.&lt;br /&gt;
* Create a {{l|Region Layer|region}} with the same number of ducks, and manually link each duck. If you want a region that depends on multiple outline layers, this is really your only choice for now.&lt;br /&gt;
* Use the draw tool, select only the outline to fill, draw a stroke roughly following the outline and make sure you're holding the Control key when you left go of the mouse button at the end of the stroke.  This doesn't work 100% right at the moment.&lt;br /&gt;
&lt;br /&gt;
== Dock windows together? ==&lt;br /&gt;
&lt;br /&gt;
*To dock (join) separate windows into one you must drag the tab ''icons'' for each of the tools into another window. &lt;br /&gt;
*You can create subdivisions inside the windows by dragging the icons into the side tabs (located around the edges, the look like rectangles). &lt;br /&gt;
*Tool tabs inside the window can be arranged by dragging them on top of one another, therefore changing the order.&lt;br /&gt;
*''How Do I min/maximize all Synfig windows on a Windows pc''? There must be an easy way/tool to do this?&lt;br /&gt;
&lt;br /&gt;
== Use an external bitmap? ==&lt;br /&gt;
&lt;br /&gt;
* In the image menu (&amp;gt;) choose file--&amp;gt;import. PNG with alpha channel works fine.&lt;br /&gt;
* To animate it without accidental stretching, right-click on the layer and choose encapsulate. You can then animate the position of the new &amp;quot;Inline Canvas&amp;quot; layer instead of the bbox.&lt;br /&gt;
&lt;br /&gt;
== Use an image as a fill colour? ==&lt;br /&gt;
&lt;br /&gt;
Make a new object (bline, region, squares, circles, polygons all work) &lt;br /&gt;
Import the image you want as the fill colour, and put it on the layer underneith your object. Set the blend method of the image (using the {{l|Params Panel}}) to &amp;quot;onto&amp;quot; or &amp;quot;straightonto&amp;quot;. &lt;br /&gt;
 Encapsulate the object and the fill colour image, otherwise everthing below the image will have the same fill colour.&lt;br /&gt;
Be sure to have a look at what the other composite options do as well.&lt;br /&gt;
&lt;br /&gt;
== Use an external Vector? ==&lt;br /&gt;
&lt;br /&gt;
Synfig doesn't yet support vector import because no-one has written an import process yet. You can use the Svg2synfig {{l|Converters|converter}}, or import it as a bitmap and trace over it in synfig. If you want to implement vector import we would gladly accept your patch.&lt;br /&gt;
&lt;br /&gt;
== Close a bline? ==&lt;br /&gt;
&lt;br /&gt;
* Right click on the starting point and then click on loop bline.&lt;br /&gt;
&lt;br /&gt;
Note: It doesn't work unless the initial point has a tangent - ie the first segment is curved. But you can hide tangent ducks (Alt+3, or &amp;quot;Caret Menu &amp;gt; View &amp;gt; Show/Hide Ducks &amp;gt; Show tangent ducks&amp;quot;) and process as described. Don't forget to press (Alt+3) after that to show tangent ducks again.&lt;br /&gt;
&lt;br /&gt;
== How do I transform encapsulated objects? ==&lt;br /&gt;
&lt;br /&gt;
* Right click on the Encapsulated object in the Layer dialog and choose &amp;quot;select all child layers&amp;quot;. Then you select the ducks you want to transform (usually just all of them, like for rotating the object), and the rotate or scale tool and do the work.&lt;br /&gt;
&lt;br /&gt;
== Make objects go behind each other, without moving layers? ==&lt;br /&gt;
&lt;br /&gt;
You'll notice each layer you make has a number in the z depth column in the Layers Panel. Say you have 3 layers, they will be numbered 2 (lowest, e.g. a square) 1 (eg a circle) 0 (highest, the default, e.g. a line). In order to make layer 1, the circle, pass behind layer 2, the square, change its z depth to be 3 or more. The z depth of the circle needs to be greater than 2 in order to be behind the square. To make the square on top of everything, you'd change its z depth to -1 or less. &lt;br /&gt;
&lt;br /&gt;
Positive numbers on the z axis go into the screen, and negative numbers go out of the screen, towards the viewer.  &lt;br /&gt;
&lt;br /&gt;
It is possible to animate this effect, but each layer is discrete. They seem to go from 0 to 0.9999.&lt;br /&gt;
&lt;br /&gt;
In addition, objects in encapsulated layers can only go behind other objects in the same encapsulated layer. However an encapsulated layer can go behind another encapsulated layer.&lt;br /&gt;
&lt;br /&gt;
== Copy a complex convert combination between parameters of different layers? ==&lt;br /&gt;
&lt;br /&gt;
For example: you want to copy a complicated {{l|Convert|conversion}} type that you have in one parameter from a layer, to other parameter (maybe not a root parameter, but a sub-parameter) of other layer. If you {{l|Export|export}} the complicated conversion type from the original layer and then go to the other layer and select {{l|Connect}} (right click and the exported and the parameter both selected) then you have the parameter form the second layer to be exactly the same than the original one. But there is a drawback: if you modify one of the sub-parameters in the complicated conversion type (e.g. you change the value of one of them) then automatically the same sub-parameter of the other layer is changed.&lt;br /&gt;
&lt;br /&gt;
How can you copy the conversion but allow modify the sub-parameters independently on each layer? &lt;br /&gt;
&lt;br /&gt;
Once you have achieved the complex conversion type in the original layer, &amp;lt;u&amp;gt;don't export the root parameter!&amp;lt;/u&amp;gt; If you have done yet {{l|Export|unexport}} it. (Why?. You will understand it later.) Now duplicate the original layer. Then you should obtain the same layer with the same conversion type placed at the same parameter (but not exported). NOW export the parameter from the duplicated layer. Then go to the (sub) parameter of the layer where you want to copy the complex conversion type and Connect it to the just exported parameter form the duplicated layer. Now delete the duplicated layer (!). Then the exported {{l|ValueNode}} still undeleted and the layer where you wanted to copy the complex convert type have a (sub) parameter connected to it. You can {{l|Export|unexport}} the ValueNode or not. It is up to you. But notice that the conversion type is already copied into other (sub) parameter of other layer and they are independent as well as you can change one of them (by modifying the sub-parameters) and the other remains untouched.&lt;br /&gt;
&lt;br /&gt;
== Make an existing animation run at half speed? ==&lt;br /&gt;
&lt;br /&gt;
If you have an animation that runs from 0s to 10s and you want it to run at half speed from 0s to 20s, how can you do that?&lt;br /&gt;
&lt;br /&gt;
* Either: encapsulate it, and use the 'time offset' parameter in the encapsulation layer to slow it down:&lt;br /&gt;
** Right-click 'time offset' in the encapsulation layer, convert&amp;gt;linear, rate -0.5 offset 0.  That means offset the time by -0.5 seconds per second - or in other words, run at half speed&lt;br /&gt;
** Or, putting waypoints on the 'time offset' param would work too: 0 at 0s and -10 at 20s.  (The choice between using a linear convert and valuenodes is entirely up to you.  They both achieve the same result in this simple case).&lt;br /&gt;
&lt;br /&gt;
* Or: use a {{l|Time Loop Layer}}.  The first method seems better and more intuitive in this case, but there are ways of getting the same effect from the Time Loop layer.  Perhaps the Time Loop layer is better if the animation doesn't run from 0s, but from some other time.  Anyway: put a Time Loop layer over the layers you wish to slow down, and:&lt;br /&gt;
** Either: set duration to 0, local time to 0, convert-&amp;gt;linear the link time and set rate to 0.5 - this slows the animation down *to* 50% of its original speed;  use bigger rates to slow it down less&lt;br /&gt;
** Or: set duration to 1h (*), link time to 0, convert-&amp;gt;linear the local time and set rate to 0.5 - this slows the animation down *by* 50%; use bigger rates to slow it down more&lt;br /&gt;
(*) if your animation is longer than 1h then set this parameter to EOT (End Of Time) what is the same as Infinite (INF) for a real number but for a time parameter.&lt;br /&gt;
&lt;br /&gt;
== Draw a rectangle with a given width and height? ==&lt;br /&gt;
&lt;br /&gt;
I was asked on IRC how to specify the width and height of a rectangle, rather than having to specify the position of two opposite corners.  Here's how:&lt;br /&gt;
&lt;br /&gt;
* draw a rectangle&lt;br /&gt;
* go to the {{l|Params Panel}}&lt;br /&gt;
* right-click the 'point 1' parameter and {{l|Export}}&lt;br /&gt;
* give it a name, &amp;quot;p1&amp;quot; say&lt;br /&gt;
* right-click the 'point 2' parameter and {{l|Convert}} to {{l|Convert#Add|Add}}&lt;br /&gt;
* (that's saying that rather than specifying the absolute position of the other point, you want synfig to calculate it for you)&lt;br /&gt;
* (it will make 2 new sub-parameters for 'point 2', and the value used for point 2 will be their sum so we want to tell it to use 'point 1' and your (width,height))&lt;br /&gt;
* open up the sub-parameters of 'point 2' by clicking the triangle to its left&lt;br /&gt;
* go to the {{l|Children Panel}}, open up the values and select the one you exported earlier (p1)&lt;br /&gt;
* right-click the &amp;quot;LHS&amp;quot; parameter in the parameters dialog and {{l|Connect}} it&lt;br /&gt;
* then enter the width and height you want in the 'RHS' parameter&lt;br /&gt;
&lt;br /&gt;
== Make linked BLine vertices not affected by Rotate layer? ==&lt;br /&gt;
Look at the http://dooglus.rincevent.net/synfig/logs/2008/%23synfig-2008-02-07.log &lt;br /&gt;
See also: {{l|Convert}}.&lt;br /&gt;
&lt;br /&gt;
== Create dashed outlines? ==&lt;br /&gt;
&lt;br /&gt;
If you want to make simple dashed outlines the faster way is proceed like this:&lt;br /&gt;
&lt;br /&gt;
* Create a Curve Gradient and an Outline over the same {{l|BLine|Bline}} using the {{l|Bline Tool}} options. Check both Outline and Gradient at the {{l|Tool Options Panel}}.&lt;br /&gt;
* Raise up the gradient layer (it is created below the {{l|Outline Layer}}).&lt;br /&gt;
* Modify the gradient {{l|Blend Method}} parameter to be Straight Onto. That would render the gradient onto the outline width. Also it wouldn't render the outline, so transparent portions of the gradient are transparent.&lt;br /&gt;
* Check the 'Perpendicular' parameter of the Curve Gradient Layer.&lt;br /&gt;
* {{l|Convert}} the Gradient Parameter of the Curve Gradient Layer to be one of those types: Stripes or Repeat Gradient.&lt;br /&gt;
* Modify the properties of the sub parameters to achieve the desired effect.&lt;br /&gt;
&lt;br /&gt;
== Render to AVI with higher quality? ==&lt;br /&gt;
&lt;br /&gt;
=== Using raw video ===&lt;br /&gt;
The module used by Synfig to render AVI files is ffmpeg. For the moment there is not interface to control ffmpeg options so you render with a fixed bitrate and quality. If you want the maximum quality in your AVI file, follow these steps:&lt;br /&gt;
&lt;br /&gt;
* Render your animation to yuv420p format. To do that select that target at the drop down list of the render dialog and add the &amp;quot;.yuv&amp;quot; extension to your animation name (without quotes).&lt;br /&gt;
* Once rendered (it would produce a huge size yuv file) you can quickly convert it to AVI using this command:&lt;br /&gt;
&lt;br /&gt;
 ffmpeg -i animation.yuv -sameq animation.avi&lt;br /&gt;
&lt;br /&gt;
Change the animation file name to your one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rendering through a .png sequence. ===&lt;br /&gt;
Render your sif to png sequence &lt;br /&gt;
 mkdir render&lt;br /&gt;
 synfig my_animation.sifz -o render/frame.png&lt;br /&gt;
Then convert it to movie with ffmpeg&lt;br /&gt;
 ffmpeg -r &amp;lt;frame rate&amp;gt; -i render/frame.%04d.png &amp;lt;more settings from ffmpeg's manual&amp;gt; my_animation.mov&lt;br /&gt;
If you need nice open source format without any tweaks you may try ffmpeg2theora:&lt;br /&gt;
 ffmpeg2theora render/frame.%04d.png --inputfps &amp;lt;frame rate&amp;gt; -o my_animation.ogg&lt;br /&gt;
png takes less disk space then yuv.&lt;br /&gt;
--{{l|User:AkhIL|AkhIL}} 21:38, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
If you want you can also use [http://www.mplayerhq.hu/ mplayer].&lt;br /&gt;
&lt;br /&gt;
 mencoder mf://render/frame.*.png -mf fps=25 -o my_animation.avi -ovc lavc -lavcopts vcodec=mpeg4&lt;br /&gt;
&lt;br /&gt;
==Increase performance by optimizing during compilation time? ==&lt;br /&gt;
&lt;br /&gt;
I would like to know what parameters do I need to apply to configure to improve performance. {{l|User:Genete|Genete}} 11:04, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
To optimize program you should set two environment variables&lt;br /&gt;
 export CFLAGS=&amp;quot;&amp;quot;&lt;br /&gt;
 export CXXFLAGS=&amp;quot;${CFLAGS}&amp;quot;&lt;br /&gt;
&lt;br /&gt;
First flag will be &amp;quot;-O3&amp;quot; (ow three). &amp;quot;-02&amp;quot; is normal optimization. &amp;quot;-03&amp;quot; is hard optimization.&lt;br /&gt;
&lt;br /&gt;
Now you should get info about your CPU&lt;br /&gt;
 cat /proc/cpuinfo&lt;br /&gt;
&lt;br /&gt;
find your cpu model name&lt;br /&gt;
&lt;br /&gt;
now go to man gcc and search &amp;quot;-mtune&amp;quot;&lt;br /&gt;
&lt;br /&gt;
find your cpu and add &amp;quot;-mtune=your-cpu -march=your-cpu&amp;quot; to CFLAGS. &lt;br /&gt;
&lt;br /&gt;
Then look at flags from /proc/cpuinfo and search it in gcc manual&lt;br /&gt;
For example I have 3dnow. So I can find &amp;quot;-m3dnow&amp;quot;. For sse I can find &amp;quot;-msse&amp;quot; and &amp;quot;-mfpmath=sse&amp;quot; (can make program unstable). &lt;br /&gt;
&lt;br /&gt;
Finaly you may add &amp;quot;-ffast-math&amp;quot; to disable math checks. But it can make program unstable.&lt;br /&gt;
&lt;br /&gt;
For my AthlonXP I'm using this flags:&lt;br /&gt;
 export CFLAGS=&amp;quot;-O3 -pipe -mtune=athlon-xp -march=athlon-xp -mmmx -msse -m3dnow -mfpmath=sse -ffast-math -funsigned-char -fno-strict-aliasing&amp;quot;&lt;br /&gt;
 export CXXFLAGS=&amp;quot;${CFLAGS}&amp;quot;&lt;br /&gt;
--{{l|User:AkhIL|AkhIL}} 12:05, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
For my Pentium3 i use the line:&lt;br /&gt;
 export CFLAGS=&amp;quot;-O3 -pipe -mtune=pentium3 -march=pentium3 -msse -mfpmath=sse -funsigned-char -fno-strict-aliasing&amp;quot;&lt;br /&gt;
 export CXXFLAGS=&amp;quot;${CFLAGS}&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The additional switches -mmmx and -ffast-math does seem to '''not''' yield any gain in computing performance! So you could leave them out.&lt;br /&gt;
--{{l|User:SvH|SvH}} 03:46, 20 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Import a movie into Synfig? ==&lt;br /&gt;
&lt;br /&gt;
To import a movie (image only, not sound) into synfig there is only one option for the moment: Extract an image sequence from the movie and import them using {{l|ListImporter}}. Before you can load the image sequence you have to extract it from the movie. There are several software to do that but a straight and easy way is to use mplayer:&lt;br /&gt;
&lt;br /&gt;
 mplayer mymovie.avi -vo png:z=1 -ss seconds-start -endpos duration &lt;br /&gt;
&lt;br /&gt;
where ''seconds-start'' are the seconds where you want to extract form and ''duration'' is the number of seconds you want to extract from ''mymovie.avi''. Also the image format specified in this case is png but jpeg or tga can be used also. See [http://www.mplayerhq.hu/DOCS/man/en/mplayer.1.html mplayer manual page] for more info.&lt;br /&gt;
&lt;br /&gt;
It would extract a set of files of the selected section of the movie. Each file takes the frame number padded with leading zeros as name.&lt;br /&gt;
&lt;br /&gt;
To put all the filenames into a ''.lst'' file just type this in the folder wehre the files are:&lt;br /&gt;
&lt;br /&gt;
 ls *.png &amp;gt;&amp;gt; mymovie.lst&lt;br /&gt;
&lt;br /&gt;
and add a line specifying the frame rate at the beginning of the text file:&lt;br /&gt;
&lt;br /&gt;
 FPS 25&lt;br /&gt;
&lt;br /&gt;
if the movie was 25 fps.&lt;br /&gt;
&lt;br /&gt;
== Granted Wishes ==&lt;br /&gt;
&lt;br /&gt;
=== MNG target filetype ===&lt;br /&gt;
&lt;br /&gt;
The ability to save as/in the Free/Open MNG (.mng) format [http://libpng.org/pub/mng/]&lt;br /&gt;
&lt;br /&gt;
A partial implementation was committed in SVN r470.&lt;br /&gt;
&lt;br /&gt;
It was implemented in svn 986. See {{l|Render options}}. --{{l|User:Genete|Genete}} 13:12, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Optionally display RGB in Hex in Color dialog ===&lt;br /&gt;
&lt;br /&gt;
(3) When colors are quoted as 3 bytes of hexadecimal, you have to convert them to decimal, divide by 255, multiply by 100 to get a number to type into the dialog box.  It's painful to match color schemes for example, with the [http://tango.freedesktop.org/Tango_Icon_Theme_Guidelines Tango Icon Theme style guidelines].  {{l|User:pxegeek|PXEGeek}} 3/16/07&lt;br /&gt;
&lt;br /&gt;
: Added in [http://kibi.dyndns.org:8083/~dooglus/gitweb.pl?p=synfig;a=commitdiff;h=40dda9d27b5249ee32f62d84c819ff569f078929 svn r354].  You can type 3 or 6 digit hex codes and hit return to use.  3 digit code 36a gives colour 3366aa (each digit is duplicated) -- {{l|User:Dooglus|dooglus}} 3/18/07&lt;br /&gt;
&lt;br /&gt;
:: Many thanks - already used many times! PXEGeek.&lt;br /&gt;
&lt;br /&gt;
::: Did you notice that you can use single digit codes too?  '5' gives 555555 for instance, giving you 16 equally spaces shades of black through white. -- {{l|User:Dooglus|dooglus}} 17:51, 25 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Restore Default Layout ===&lt;br /&gt;
&lt;br /&gt;
(3) &amp;amp;mdash; It's very difficult to put all the dialogs back where they were when you started the program, if you've closed them. In addition, with many programs, if you've done something with your window manager to take a window's position off screen, this command is sometimes the only way to bring them back.&lt;br /&gt;
-&amp;gt; I'd like to second this one - especially with the bug where dialog boxes sometime shrink to nothing or offscreen, and no amount of maximizing or minimizing restores them.  The only solution is to kill the windows, and none of the combo options in the dialog menu match the default configuration.  4/4/07 PXEGeek&lt;br /&gt;
&lt;br /&gt;
: Implemented in [http://kibi.dyndns.org:8083/~dooglus/gitweb.pl?p=synfig;a=commitdiff;h=036306f3c2c265a604971728d50fcce258766552 svn r757] -- {{l|User:Dooglus|dooglus}} 17:48, 25 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== General outline / Polygon-based Outline / &amp;quot;Set Tangents to Zero&amp;quot; button ===&lt;br /&gt;
(3.5) I'm no artist, thus my primary form of art is stick figures, not to mention, many interesting animations are done in stick-figure style. Stick figures must be perfectly straight to get the effect across, so when I'm making an outline using B-Curves, it is too time consuming to set the tangents to 0 each time. Similarly, outlines of other shapes like squares, circles and so forth would be very useful. Whichever of the above is easiest, please implement right away. --{{l|User:Dragontamer|Dragontamer}} 02:35, 19 November 2007 (EST)&lt;br /&gt;
: For perfectly straight lines, click without moving the mouse.  You will get a single point with no tangents.  Outline shapes would require some development, particularly with some thought given to backward compatibility.  A workaround you might consider is to create a duplicate shape with a different color and make the top one slightly smaller, so the outline of the one below shows.  {{l|User:Pxegeek|Pxegeek}} 21:58, 19 November 2007 (EST)&lt;br /&gt;
:: Well, in general, whenever I click on a point to edit it (say, to make it move somewhere in animation mode), there is a decent chance that I click on a tangent instead. Then, if I want to right click the point itself, I usually right click the tangent marker instead. It isn't that big a deal, but simplicity at the cost of power generally is a good thing, especially when it will save a few mouse clicks. &lt;br /&gt;
:: As for the outlines, yeah, I've tried that and it is a decent solution for now, although it is no replacement for a real outline. I am going to also experiment with a clamp to see if I can make the center of the shape have 100% alpha... but I don't have synfig on the computer I'm on right now. Thanks for the tips Pxegeek. --{{l|User:Dragontamer|Dragontamer}} 01:58, 27 November 2007 (EST)&lt;br /&gt;
::: You can press Alt+3 to hide tangent ducks. --{{l|User:Zelgadis|Zelgadis}} 09:27, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What to do when I've made a mistake and added tangents to a point wich had none initially ?  How can I &amp;quot;remove&amp;quot; tangents (apart from manually set then to zero lengh, which is not accurate) ?--[[User:Grondilu|Grondilu]] 22:34, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Copy &amp;amp; Paste/Image Importing ===&lt;br /&gt;
&lt;br /&gt;
(4) I sometimes make graphics in other programs, or use clipart and other images. Would it be possible for Synfig to be able to import images and/or copy and paste them?--Khlieeq 2007-07-19&lt;br /&gt;
Well, it doesn't support Copy &amp;amp; paste from the clipboard, but you can import images using &amp;quot;New Layer -&amp;gt; Other -&amp;gt; Import&amp;quot;.  This will create an Import layer, for which you can then edit the properties to point to the file containing your image.  PXEGeek.  2007-07-19&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Recursive Waypoint Manipulation ===&lt;br /&gt;
&lt;br /&gt;
(4) it is really tiresome to revert changes to waypoints created by manipulating tangent/position ducks or change their interpolation functions. making it possible to right-click-modify the waypoint shown for objects that have some waypoint in a referenced sub-object would be great! -- timonator 2007-06-01&lt;br /&gt;
:You can do it in two ways: changing the interpolation method of the waypoint of paste canvas or editing the keyframe properties. The first allow to modify the waypoints interpolation method for all the waypoints of all the parameters of all the layers that are inside the paste canvas layer. You can right click on the left or right part of the waypoint to edit by a context menu the left or the right interpolation method of the waipoints. The second method would add and modify all the parameters that have any waypoint in the animation. See {{l|Keyframe}} for more detail. --{{l|User:Genete|Genete}} 13:10, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tweening for images developed in other imaging programs ===&lt;br /&gt;
&lt;br /&gt;
It's obvious I am a beginner at image movement, but morphing is not enough: movement across the page is needed.  Thanks for listening. {{l|User:Comwell@bellsouth.net|Comwell}}&amp;lt;br&amp;gt;&lt;br /&gt;
Imported images can be moved across the page.  They can also be scaled, rotated and deformed.  Was there a specific example you had in mind?  {{l|User:Pxegeek|pxegeek}}&amp;lt;br&amp;gt;&lt;br /&gt;
:I also would like a way to tween images that have been drawn in other programs. I've had trouble drawing with Bline tool and the drawing tool in Synfig, and I'd rather just draw with a paint brush (like the one in Photoshop). Another problem I have is that Synfig tends to shut down on me every 20 minutes or so, and it's really frustrating even with the auto recover feature, because my sketches disappear. It'd be nice if I'm able to draw all of the keyframes in Photoshop or another image program and import it to Synfig so that Synfig can tween and animate them. Thank you. {{l|User:xychefoo@gmail.com|Huina}}&lt;br /&gt;
::You CAN use images, drawn in other programs. Just select &amp;quot;File-&amp;gt;Import&amp;quot; from {{l|Canvas Menu Caret|canvas menu}} --{{l|User:Zelgadis|Zelgadis}} 01:39, 24 November 2007 (EST)&lt;br /&gt;
:::But how do you animate using images from other sources? I tried to make 2 keyframes with 2 different images, and it doesn't animate. It just stays as 1 picture for the entire render. The closest thing I saw to importing images from another source into Synfig and having it animate is the Walking Cycle Tutorial, but I would still have to trace the images to make it animate. As I said earlier, I'm not entirely fond of using the draw/Bline tool.  {{l|User:xychefoo@gmail.com|Huina}}&lt;br /&gt;
:::: Huina, there's no way to do what you want right now.  Interpolating between two images that are not created in Synfig is well beyond its scope right now.  However, what you could do is take an image and separate elements of the picture onto different layers (e.g. have a picture of an arm and another of the rest of the body) and you can move those around, stretch and rotate them.  (If you're familiar with the work of Terry Gilliam on Monty Python you'll know what I mean) I don't know how feasible it is to implement your request (I suspect some heavy lifting).  We'll keep it on the list, but don't hold your breath.  {{l|User:Pxegeek|Pxegeek}} 19:57, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: I think, you hardly find any other animation package  which allow you to do such things. You could use a special tools for this task, like xmorph (http://xmorph.sourceforge.net/). But to do the tween between two bitmap images you STILL need to set points. It's not tracing, but very similar. Anyway, result may be poor and I'd better suggest to use technique, described in Walking Cycle Tutorial or which the {{l|User:Pxegeek|Pxegeek}} meant. --{{l|User:Zelgadis|Zelgadis}} 02:08, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: There is a technique called &amp;quot;optical flow&amp;quot;.  It takes two input frames and calculates the movement of each individual pixel between the frames, allowing interpolation to be done. Here's an example: http://www.fxguide.com/article333.html.  It doesn't require setting of control points, but it has problems it's own set of problems: http://www.fxguide.com/article333.html. --{{l|User:Yoyobuae|Yoyobuae}} 13:32, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Auto-link option in {{l|Draw tool}} ===&lt;br /&gt;
&lt;br /&gt;
(4) so that you can draw a line, and have its endpoint automatically link to a duck - or if Auto-connect is off, you can get a line object linked to the end of another line object. / I missed this too, it even should be like that by default I think. {{l|User:Maxy|Maxy}} 13:22, 25 Apr 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Isn't this done already?  We don't have line objects, but blines are automatically linked to if auto-connect is on.  Am I missing something? -- {{l|User:Dooglus|dooglus}} 17:29, 27 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::To clarify dooglus' comments - If you have an outline created by the draw tool highlighted in the layer dialog and the &amp;lt;b&amp;gt;auto-extend&amp;lt;/b&amp;gt; checkbox is checked, then you can continue drawing with the draw tool in that same layer.  Blines created with the Bline tool cannot be extended once a different tool or layer is selected.  {{l|User:Pxegeek|Pxegeek}} 23:46, 12 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: A line is a line - Synfig doesn't remember whether it was created with the Bline tool or the Draw tool - so you can extend blines created with the bline tool using the draw tool.  Just make sure the line is selected (so that its ducks are visible), not looped (so that it has end points to extend from), enable the draw tool, check 'auto extend' and start drawing at one of its end ducks. {{l|User:Dooglus|dooglus}} 05:47, 13 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
So this sounds like it is already done.  But on a related note, being able to open an existing bline in the bline tool to extend it would be useful. -- {{l|User:Dooglus|dooglus}} 04:51, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Layer hide boolean parameter ===&lt;br /&gt;
&lt;br /&gt;
(3) &amp;amp;mdash; An animatable way to remove a layer from visibility and consideration in tools. And as an option, to hide the layer in the layer list while it is invisible. This crosses over functionality from the {{l|Amount Parameter}}, the Show/Hide checkbox in the {{l|Layers Panel}}, and builds upon it as well, allowing the {{l|Layers Panel}} to dynamically unclutter. ''(This feature request is a refactoring of the {{l|Amount Parameter}})''&lt;br /&gt;
: With the addition of the {{l|Convert#Switch|Switch}} type conversion it is not needed this feature request. You can convert the Amount parameter to a Switch value and give 0 and 1 to the Linked OFF/ON values. --{{l|User:Genete|Genete}} 13:20, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Riding ducks ===&lt;br /&gt;
&lt;br /&gt;
(2) &amp;amp;mdash; Not chocobos. The ability to link a duck from one shape to an arbitrary position on another path, without creating an extra shape duck on that path.&lt;br /&gt;
:Already done in SVN.{{l|User:Genete|Genete}} 18:59, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Image filmstrip import ===&lt;br /&gt;
&lt;br /&gt;
(2) &amp;amp;mdash; Allow import of a series of images (TGA, etc) as frames of an animation, on a layer. &amp;lt;br&amp;gt;&lt;br /&gt;
Response - 'lst' files of a list of images can be imported.  I've used this to develop a walk cycle.  See {{l|Walk_Cycle|Walk cycle}} for an example.  {{l|user:pxegeek|pxegeek}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Character Animation Tools ===&lt;br /&gt;
&lt;br /&gt;
I have seen some interesting methods for helping character design/animation in different 2d/3d software.  Hash's animation master has 'poses' which are extremes of a model, for example smiling and frowning, once you add these extremes ot a set you can use slider to create a pose that somewhere inbetween.  The real power of this is when you have serveral different poses on the same object, a face say,  you can easily come up with new facial expressions. Maybe something similar could be done with synfig using layers and groups, the implementation could something similar to Moho's switch layers. --{{l|User:Triclops|Triclops}} 09:52, 9 Aug 2006 (PDT)&lt;br /&gt;
: Have you read this tutorial? {{l|Reuse Animations}}. It is very close to the Switch layer of Moho/Anime Studio. Also You can change the Canvas parameter to any other canvas dynamically in the time line by clicking on it and selecting other exported canvas. Other option is convert the canvas to a Switch type and alternate between two different canvas.  --{{l|User:Genete|Genete}} 13:26, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== More Animation Tools ===&lt;br /&gt;
&lt;br /&gt;
{{l|New Animation Tools|Added here}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Improved User Experience for First Contact ===&lt;br /&gt;
* Single file download and installer (at least for Windows)&lt;br /&gt;
* Ability to draw the first object directly after starting the application (start with an empty document)&lt;br /&gt;
* Ability to animate the object directly after drawing the first object (new documents have a say 3 seconds timeline)&lt;br /&gt;
In my opinion this is crucial to attract potential users. Because if I see how easy it is to create my first animation I'm going to accept all the bugs and clumsyness. A good example is the Pencil animation software. --{{l|User:Dmd|Dmd}} 13:50, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: I've implemented #2 and #3 above in svn r1519 &amp;amp; 1520.  If no files are specified to be opened when running studio, it'll make a new one.  It won't pop up the canvas properties dialog when making new canvases by default.  And the default end time is 5s (3s is small enough to cause the time slider to show &amp;quot;1s 12f&amp;quot;, whereas 5s looks cleaner). -- {{l|User:Dooglus|dooglus}} 04:00, 29 January 2008 (EST)&lt;br /&gt;
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=== Automatic attach and manipulate a Vertex to a Bline ===&lt;br /&gt;
&lt;br /&gt;
Please see {{l|Inverse Duck Manipulation|this}} page to understand what we want. --{{l|User:Genete|Genete}} 12:43, 3 March 2008 (EST).&lt;br /&gt;
:Already done in SVN. {{l|User:Genete|Genete}} 19:00, 5 April 2008 (EDT)&lt;br /&gt;
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&lt;br /&gt;
=== Toggle visible ducks ===&lt;br /&gt;
(3) So pressing, say, tab while editing a Bline toggles which vertices/ducks are visible - so we can easily move the actual vertices around without having the view cluttered by tangeants (and also make it easier to select 'Loop' rather than 'Split Tangeants' when creating the thing.)&lt;br /&gt;
&lt;br /&gt;
Given that extra ducks such as the width ones listed above may be added, this might become more and more necessary. If too many different sets are added for toggling to be feasible, each visibility for each set can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
: Synfig already have hotkeys to toggle visibility of the ducks. See {{l|Keyboard_Shortcuts#Hotkeys_Visual_Guide}}. --{{l|User:Zelgadis|Zelgadis}} 00:39, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Remove the thin line from stitched regions===&lt;br /&gt;
When you stitch or {{l|Sewing_BLines|sew two regions together}} with the same color (or different even?) it can appear a thin line in the common edge that reveals the background color (see the problem {{l|Sewing_BLines#Removing_thin_line_bug|here}}). This is due to that the antialiasing effect is keeping the background pixels information and displays it on the region. To solve this issue it is needed to:&lt;br /&gt;
:1) Uncheck all the antialias parameter of all the regions involved&lt;br /&gt;
:2) Add a Supersample Layer over the layers that has the antialiasing parameter disabled. A value of 4 for the height and width values is usually enough. Maybe you need to check &amp;quot;Alpha Safe&amp;quot; for better results.&lt;br /&gt;
:3) Render normally.&lt;br /&gt;
This tip is particularly useful when you want to have a region over and under other composition at the same time.&lt;br /&gt;
{| &lt;br /&gt;
|'''SAMPLE SHOWING THE THIN LINE'''&lt;br /&gt;
|''' REMOVED THIN LINE AFTER SUPER SAMPLE'''&lt;br /&gt;
|- &lt;br /&gt;
|{{l|Image: planet-saturn2.png}}&lt;br /&gt;
|{{l|Image: planet-saturn2ss.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It has the draw back that intermediate layers has to be super sampled too (line the planet in the example) because the super sample has to be done at the same time to the involved regions (the back and top half rings).&lt;/div&gt;</summary>
		<author><name>Grondilu</name></author>	</entry>

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