|
|
| (4 intermediate revisions by the same user not shown) |
| Line 1: |
Line 1: |
| − | <!-- Page info -->
| |
| − | {{Title|Skeleton Deformation Layer}}
| |
| − | {{Category|Layers}}
| |
| − | {{NewTerminology}}
| |
| − | <!-- Page info end -->
| |
| | | | |
| − | Rewrite preparation for 0.65
| |
| − |
| |
| − | I'm a Draft please help me to be efficient ...
| |
| − |
| |
| − |
| |
| − | <!-- {{l|Image:Layer_other_skeleton_deformation_icon.png|64px}} -->
| |
| − |
| |
| − | <!-- Page info -->
| |
| − | {{Title|Skeleton Deformation Layer}}
| |
| − | {{Category|Layers}}
| |
| − | {{NewTerminology}}
| |
| − | <!-- Page info end -->
| |
| − | {{l|Image:skeleton deformation icon.png|64px}}
| |
| − |
| |
| − | == About Skeleton Deformation Layers==
| |
| − |
| |
| − | {{l|Skeleton Deformation Layer}} is for raster deformation (pixel level) and can be used to image layers or whatever is in the context of the skeleton deformation layer (the rendered result of what's below it).
| |
| − |
| |
| − | Skeleton Deformation acts like a normal "raster" layer (i.e. Blur, Warp), it is a raster deformation.
| |
| − |
| |
| − | The Skeleton Distortion layer allows to set the distortion area and mesh resolution.
| |
| − |
| |
| − | ==Parameters of Skeleton Deformation Layers==
| |
| − |
| |
| − | The parameters of the Skeleton Deformation Layers are:
| |
| − |
| |
| − | {|border="0" align="none" style="border-collapse" cellpadding="3" cellspacing="0"
| |
| − | |-style="background:silver"
| |
| − | |'''Name'''||'''Value'''||'''Type'''
| |
| − | |-
| |
| − | ||{{l|Image:Real_icon.png|16px}} {{l|Z Depth Parameter|Z Depth}}
| |
| − | ||0.000000
| |
| − | ||real
| |
| − | |-style="background:#eeeeee"
| |
| − | ||{{l|Image:Real_icon.png|16px}} {{l|Amount Parameter|Amount}}
| |
| − | ||1.000000
| |
| − | ||real
| |
| − | |-
| |
| − | ||{{l|Image:Integer_icon.png|16px}} {{l|Blend Method|Blend Method}}
| |
| − | ||Composite
| |
| − | ||integer
| |
| − | |-style="background:#eeeeee"
| |
| − | ||{{l|Image:Integer_icon.png|16px}} {{l|Blur Layer|Type}}
| |
| − | ||Fast Gaussian Blur
| |
| − | ||integer
| |
| − | |-
| |
| − | ||{{l|Image:Bones_icon.png|16px}} {{l|Bones|Bones}}
| |
| − | ||
| |
| − | ||list
| |
| − | |-style="background:#eeeeee"
| |
| − | ||{{l|Image:Vector_icon.png|16px}} Point 1
| |
| − | ||
| |
| − | ||vector
| |
| − | |-
| |
| − | ||{{l|Image:Vector_icon.png|16px}} Point 2
| |
| − | ||
| |
| − | ||vector
| |
| − | |-style="background:#eeeeee"
| |
| − | ||{{l|Image:Integer_icon.png|16px}} Horizontal subdivisions
| |
| − | ||32
| |
| − | ||integer
| |
| − | |-
| |
| − | ||{{l|Image:Integer_icon.png|16px}} Vertical subdivisions
| |
| − | ||32
| |
| − | ||integer
| |
| − | |}
| |
| − |
| |
| − |
| |
| − | == Usage of the Skeleton Deformation Layer ==
| |
| − |
| |
| − | === Setup ===
| |
| − |
| |
| − | The Skeleton Deformation Layer's bound rectangle define the distortion area. You can modify it by dragging the handles of the first and second corners ({{literal|Point 1}} up left and {{literal|Point 2}} down right).
| |