Overview

From Synfig Studio :: Documentation
Jump to: navigation, search
m (<br style=" clear: both;">)
 
(37 intermediate revisions by 7 users not shown)
Line 3: Line 3:
 
{{Navigation|Category:Manual|Doc:Getting Started}}
 
{{Navigation|Category:Manual|Doc:Getting Started}}
 
[[Category:Manual]]
 
[[Category:Manual]]
[[Category:Unverified]]
+
{{NewTerminology}}
 
<!-- Page info end -->
 
<!-- Page info end -->
 +
As you probably know, animation is the rapid display of a sequence of images in order to create an illusion of movement. Traditionally 2D animation is created by drawing each displayed image individually. Those images are called "frames" and thus such method called "frame-by-frame animation". To create good illusion of movement you need to draw many frames, that's why his method requires a lot of time and resources.
 +
[[File:Traditional-animation.gif|x150px|frame|center|A traditional frame-by-frame animation, taken from : http://flipily.com|link=http://flipily.com]]
 +
{{literal|Synfig Studio}} is [https://en.wikipedia.org/wiki/Free_software open-source] 2D vector animation software. It is designed to produce film-quality animation with fewer people and resources.
  
Animation is the rapid display of a sequence of images ("[[frame]]s") to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called "frame-by-frame animation".
+
Synfig Studio is built to eliminate the need to draw each frame individually. There are two techniques for that:
 +
* Morphing animation
 +
* Cutout animation
  
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently. It introduced concepts such as automatic [[tweening|in-betweening]] of frames and [[Reuse Animations|reuse of small animations]].
+
== Morphing ==
 +
[[File:Rose4b.gif|thumb|100px|right|Morphing animation of a rose, by Rore]] '''Morphing''' is a technique that takes two images and creates a smooth transition between them. In the process of morphing, one shape is deformed into another and this transformation is usually defined by control points. In Synfig Studio images are constructed from vector shapes and the morphing is done automatically. That allows us to create animation by drawing only key positions at relatively wide time intervals. You need only draw a few frames as needed to create a basic sense of motion for the scene, and Synfig Studio will create the in-between frames.
 +
<br style="    clear: both;">
  
Synfig Studio is free, open source, 2D animation software that implements those concepts.
+
== Cutout animation ==
 +
[[Image:Cutoutsample.gif|thumb|100px|left|Cutout animation in Synfig's tutorials]]
 +
'''Cutout animation''' is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale) at different moments of time.
 +
Synfig Studio uses those values to interpolate the motion for in-between frames. Cutout animation can be produced from bitmap images or vector graphics.
 +
<br style="    clear: both;">
  
==What are Layers?==
+
== Synthesis and other functionalities==
 +
In both cases the role of Synfig Studio is to fill the gaps between the drawn frames (also called "keyframes") and produce smooth and fluid animation. This process is called "tweening".
  
[[File:overview-layers.png|thumb|Each shape is a layer.]]
+
Although Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your hand-drawn frame-by-frame animation to the film-quality level by converting bitmap data of each frame into vector format. This process is called "tracing" and usually done by hand by constructing vector shapes on top of bitmap image. In the process of construction you can apply a lot of fascinating effects built into Synfig Studio to achieve a professional look for your animations.
The [[Layer]] in Synfig is a different structure than in most 2D vector editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or fill is a layer on its own. The properties of layers control how they look and change in relation to other properties.
+
<!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio -->
  
==ValueNodes==
+
Whether you do frame-by frame animation or not, Synfig Studio gives you flexible control over the repeated data, such as colors, outline characteristics, textures, images and many more - even animation trajectories and their sets (actions). Reusing repeated data is achieved via linking. This is a power of Synfig Studio, which is especially important for big animation projects.
  
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships. All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that '''they can be animated and tweened'''; in fact, the vertices of a shape are ValueNodes, and tweening them morphs the shape.
+
Among the plain linking pieces of artwork data you can also define relations between them using a set of functions. That allows to create automatic animation based on the defined laws and bring whole animation process to the new level.
 +
[[Image:Parabolic-shot.gif|frame|center|Parabolic shot in Synfig's tutorials]]
  
A feasible example of ValueNodes' capabilities is clothing.  If a character's clothing must be colored the same throughout a project, their colors can be [[linking|linked]].
+
<!-- TODO: Write a few lines here that Synfig can be used to produce simple animations too -->
  
==Morphing==
+
All those features of Synfig Studio are covered in detail in the chapters of this manual.
  
'''Morphing''' takes two images and creates a smooth transition between them. This is done by changing one shape into another, often assisted by the use of '''control points'''. Synfig Studio morphs vector shapes automatically. Animation is done simply by supplying drawings in key positions at relatively wide time intervals. The artist supplies as many frames as needed to create the basic sense of motion for a scene. Synfig Studio takes care of creating the in-between frames.
 
<!-- TODO: Insert illustration of morphing animation here -->
 
 
==Cutout==
 
 
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen], an example of cutout animation]]
 
'''Cutout animation''' is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale) at different points in time. Synfig Studio uses those values to interpolate the motion for in-between frames. Cutout animation can be produced from both bitmap images and vector graphics.
 
 
In either case Synfig Studio's role is to fill the gaps between frames (also called "keyframes") to produce smooth, fluid animation. This process is called "tweening".
 
 
Although Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your hand-drawn frame-by-frame animation to film-quality level. The artist converts each frame's bitmap data into vector format. This process, called "tracing", is usually done by hand by constructing vector shapes on top of bitmap images. Some fun and fascinating effects can be applied during the creation process to achieve a professional animation look.
 
<!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio -->
 
 
Among the plain linking pieces of artwork data you can also define relations between them using a set of functions. That allows the artist to create automatic animation based on the defined laws and brings the whole animation process to a new level.
 
<!-- TODO: Example illustration of parabolic shot -->
 
<!-- TODO: Write a few lines here that Synfig can be used to produce simple animations too -->
 
 
Synfig Studio's features are covered in detail within this manual.
 
  
 
<!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. -->
 
<!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. -->
 
{{Navigation|Category:Manual|Doc:Getting Started}}
 
{{Navigation|Category:Manual|Doc:Getting Started}}
 
<!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. -->
 

Latest revision as of 04:19, 9 October 2016


Navigation Navigation:  Manual>>

As you probably know, animation is the rapid display of a sequence of images in order to create an illusion of movement. Traditionally 2D animation is created by drawing each displayed image individually. Those images are called "frames" and thus such method called "frame-by-frame animation". To create good illusion of movement you need to draw many frames, that's why his method requires a lot of time and resources.

A traditional frame-by-frame animation, taken from : http://flipily.com

"Synfig Studio" is open-source 2D vector animation software. It is designed to produce film-quality animation with fewer people and resources.

Synfig Studio is built to eliminate the need to draw each frame individually. There are two techniques for that:

  • Morphing animation
  • Cutout animation

Morphing

Morphing animation of a rose, by Rore
Morphing is a technique that takes two images and creates a smooth transition between them. In the process of morphing, one shape is deformed into another and this transformation is usually defined by control points. In Synfig Studio images are constructed from vector shapes and the morphing is done automatically. That allows us to create animation by drawing only key positions at relatively wide time intervals. You need only draw a few frames as needed to create a basic sense of motion for the scene, and Synfig Studio will create the in-between frames.


Cutout animation

Cutout animation in Synfig's tutorials

Cutout animation is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale) at different moments of time. Synfig Studio uses those values to interpolate the motion for in-between frames. Cutout animation can be produced from bitmap images or vector graphics.

Synthesis and other functionalities

In both cases the role of Synfig Studio is to fill the gaps between the drawn frames (also called "keyframes") and produce smooth and fluid animation. This process is called "tweening".

Although Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your hand-drawn frame-by-frame animation to the film-quality level by converting bitmap data of each frame into vector format. This process is called "tracing" and usually done by hand by constructing vector shapes on top of bitmap image. In the process of construction you can apply a lot of fascinating effects built into Synfig Studio to achieve a professional look for your animations.

Whether you do frame-by frame animation or not, Synfig Studio gives you flexible control over the repeated data, such as colors, outline characteristics, textures, images and many more - even animation trajectories and their sets (actions). Reusing repeated data is achieved via linking. This is a power of Synfig Studio, which is especially important for big animation projects.

Among the plain linking pieces of artwork data you can also define relations between them using a set of functions. That allows to create automatic animation based on the defined laws and bring whole animation process to the new level.

Parabolic shot in Synfig's tutorials


All those features of Synfig Studio are covered in detail in the chapters of this manual.


Navigation Navigation:  Manual>>