Difference between revisions of "Linking"

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{{Category|Glossary}}
 
{{Category|Glossary}}
 
== Introduction ==
 
== Introduction ==
  
It's possible to link two ducks together so that when one moves, the other moves with it.  This is done automatically when you create an outline and region at the same time in the bline tool; a single bline is created, and is linked to the vertices parameter of both the outline and the region.  This allows you to move the outline around and have the region it surrounds automatically move with it.
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It's possible to link two handles together so that when one moves, the other moves with it.  This is done automatically when you create an outline and region at the same time in the spline tool; a single spline is created, and is linked to the vertices parameter of both the outline and the region.  This allows you to move the outline around and have the region it surrounds automatically move with it.
  
To link some ducks together, select them by selecting their layer(s) and dragging a box around them, or by holding the control key and toggling individual ducks on, then right-click on one of the selected ducks and select 'link' from the context menu.
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To link some handles together, select them by selecting their layer(s) and dragging a box around them, or by holding the control key and toggling individual handles on, then right-click on one of the selected handles and select 'link' from the context menu.
  
All of the selected ducks must be of the same basic type.  You can't link a real value to a vector value.  You can {{l|Convert|usually}} link a vertex to a tangent if you like, because they are both vector values.  I'm not sure it makes much sense to do so, however.
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All of the selected handles must be of the same basic type.  You can't link a real value to a vector value.  You can {{l|Convert|usually}} link a vertex to a tangent if you like, because they are both vector values.  I'm not sure it makes much sense to do so, however.
  
== Which Duck Moves and Which Stays Still? ==
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== Which Handle Moves and Which Stays Still? ==
  
So you've selected a bunch of ducks, right clicked to bring up the menu and clicked 'link'.  Which of the ducks' positions is used as the new shared position?
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So you've selected a bunch of handles, right clicked to bring up the menu and clicked 'link'.  Which of the handles' positions is used as the new shared position?
  
 
It works like this: a tiered decision process:
 
It works like this: a tiered decision process:
  
 
=== Tier 0 ===
 
=== Tier 0 ===
Tier 0 is applied only for ducks which are simple values (ie. none of them correspond to a {{l|ValueNode}}). There could be two cases:
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Tier 0 is applied only for handles which are simple values (ie. none of them correspond to a {{l|ValueNode}}). There could be two cases:
  
* If each duck is from a different layer, then the 'first' one is the one from the topmost layer as of svn r1564.  Before that the one from the lowest layer was used.   
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* If each handle is from a different layer, then the 'first' one is the one from the topmost layer as of svn r1564.  Before that the one from the lowest layer was used.   
  
* If the ducks are from the same layer, it seems to be the duck listed last in the parameter dialog that has its value used.
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* If the handles are from the same layer, it seems to be the handle listed last in the parameter dialog that has its value used.
  
This case won't happen if any of the ducks are animated, converted, or already linked to anything else, including being part of a bline.
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This case won't happen if any of the handles are animated, converted, or already linked to anything else, including being part of a spline.
  
 
=== Tier 1 ===
 
=== Tier 1 ===
If any of the ducks are an exported value:
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If any of the handles are an exported value:
* If all the ducks which are an exported value are the same exported value, then that value is used.
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* If all the handles which are an exported value are the same exported value, then that value is used.
 
* Otherwise it's an error; linking isn't allowed to change an exported value.
 
* Otherwise it's an error; linking isn't allowed to change an exported value.
  
 
=== Tier 2 ===
 
=== Tier 2 ===
So none of the ducks are an exported value.
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So none of the handles are an exported value.
  
If any of the ducks are referenced more than the others, then one of those is used.
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If any of the handles are referenced more than the others, then one of those is used.
  
What does 'referenced' mean?  It's a count of how many times the value is used.  If 2 ducks are linked together, that value will be referenced twice.
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What does 'referenced' mean?  It's a count of how many times the value is used.  If 2 handles are linked together, that value will be referenced twice.
  
''Notice that if you draw an outline and region at once using the bline tool, the points in the created layers will each have a reference count of one, since the points themselves aren't linked to each other.  Rather, it is the blines (the lists of blinepoints) that are linked.  On the other hand, if you draw an outline and a region separately and link their vertices individually, then each vertex will have a reference count of 2.''
+
''Notice that if you draw an outline and region at once using the spline tool, the points in the created layers will each have a reference count of one, since the points themselves aren't linked to each other.  Rather, it is the blines (the lists of blinepoints) that are linked.  On the other hand, if you draw an outline and a region separately and link their vertices individually, then each vertex will have a reference count of 2.''
  
 
=== Tier 3 ===
 
=== Tier 3 ===
If it's still not decided which one to use, and some of the ducks are animated and others are constant values, then one of the animated ones will be used.
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If it's still not decided which one to use, and some of the handles are animated and others are constant values, then one of the animated ones will be used.
 
=== Tier 4 ===
 
=== Tier 4 ===
After that, if two or more ducks are animated, the one with the most waypoints gets priority.
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After that, if two or more handles are animated, the one with the most waypoints gets priority.
 
=== Tier 5 ===
 
=== Tier 5 ===
 
If it's still not decided, then the one that was least recently modified will get priority.
 
If it's still not decided, then the one that was least recently modified will get priority.
  
So if all other things are equal, you can decide which duck gets moved by nudging the one you want to move a little just before linking.
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So if all other things are equal, you can decide which handle gets moved by nudging the one you want to move a little just before linking.
  
 
''Note that until svn r1563 the modification time wasn't being initialised when layers were first created.  This had the effect of giving the modification time a random value, which usually came out around zero, and so newly created layers would appear to be older than old-but-edited layers.''
 
''Note that until svn r1563 the modification time wasn't being initialised when layers were first created.  This had the effect of giving the modification time a random value, which usually came out around zero, and so newly created layers would appear to be older than old-but-edited layers.''
  
 
=== Tier 6 ===
 
=== Tier 6 ===
If even the modification date of the ValueNodes is the same, there's nothing to base the decision on and so the 'first' duck's value is used.
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If even the modification date of the ValueNodes is the same, there's nothing to base the decision on and so the 'first' handle's value is used.

Revision as of 17:44, 4 February 2013

Languages Language: 

English • română


Introduction

It's possible to link two handles together so that when one moves, the other moves with it. This is done automatically when you create an outline and region at the same time in the spline tool; a single spline is created, and is linked to the vertices parameter of both the outline and the region. This allows you to move the outline around and have the region it surrounds automatically move with it.

To link some handles together, select them by selecting their layer(s) and dragging a box around them, or by holding the control key and toggling individual handles on, then right-click on one of the selected handles and select 'link' from the context menu.

All of the selected handles must be of the same basic type. You can't link a real value to a vector value. You can usually link a vertex to a tangent if you like, because they are both vector values. I'm not sure it makes much sense to do so, however.

Which Handle Moves and Which Stays Still?

So you've selected a bunch of handles, right clicked to bring up the menu and clicked 'link'. Which of the handles' positions is used as the new shared position?

It works like this: a tiered decision process:

Tier 0

Tier 0 is applied only for handles which are simple values (ie. none of them correspond to a ValueNode). There could be two cases:

  • If each handle is from a different layer, then the 'first' one is the one from the topmost layer as of svn r1564. Before that the one from the lowest layer was used.
  • If the handles are from the same layer, it seems to be the handle listed last in the parameter dialog that has its value used.

This case won't happen if any of the handles are animated, converted, or already linked to anything else, including being part of a spline.

Tier 1

If any of the handles are an exported value:

  • If all the handles which are an exported value are the same exported value, then that value is used.
  • Otherwise it's an error; linking isn't allowed to change an exported value.

Tier 2

So none of the handles are an exported value.

If any of the handles are referenced more than the others, then one of those is used.

What does 'referenced' mean? It's a count of how many times the value is used. If 2 handles are linked together, that value will be referenced twice.

Notice that if you draw an outline and region at once using the spline tool, the points in the created layers will each have a reference count of one, since the points themselves aren't linked to each other. Rather, it is the blines (the lists of blinepoints) that are linked. On the other hand, if you draw an outline and a region separately and link their vertices individually, then each vertex will have a reference count of 2.

Tier 3

If it's still not decided which one to use, and some of the handles are animated and others are constant values, then one of the animated ones will be used.

Tier 4

After that, if two or more handles are animated, the one with the most waypoints gets priority.

Tier 5

If it's still not decided, then the one that was least recently modified will get priority.

So if all other things are equal, you can decide which handle gets moved by nudging the one you want to move a little just before linking.

Note that until svn r1563 the modification time wasn't being initialised when layers were first created. This had the effect of giving the modification time a random value, which usually came out around zero, and so newly created layers would appear to be older than old-but-edited layers.

Tier 6

If even the modification date of the ValueNodes is the same, there's nothing to base the decision on and so the 'first' handle's value is used.


Languages Language: 

English • română