Skeleton Deformation Layer

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==== Name ====
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==== Parent ====
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==== Origin ====
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Coordinate of the {{literal|Origin}} of the Bone.
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==== Angle ====
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Angle of the Bone.
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==== Local Length Scale====
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==== Bone Width====
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==== Recursive Length Scale====
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==== Tip Width====
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==== Z Depth ====
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This parameter can be used to change the 'depth' (order) of a Bone in a Skeleton Layer.
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==== Length Setup ====
  
 
=== Point 1 ===
 
=== Point 1 ===

Revision as of 22:10, 5 March 2015

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About Skeleton Deformation Layers

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.

The Layers Panel's Show/Hide checkbox of the Skeleton Deformation Layer activate/deactivate the deformation and the visibility of the distortion area.

Parameters of Skeleton Deformation Layers

The parameters of the Skeleton Deformation Layers are:

Name Value Type
Type real icon.png Z Depth 0.000000 real
Type real icon.png Amount 1.000000 real
Type integer icon.png Blend Method Composite integer
Type integer icon.png Type Fast Gaussian Blur integer
16px Bones list
Type vector icon.png Point 1 vector
Type vector icon.png Point 2 vector
Type integer icon.png Horizontal subdivisions 32 integer
Type integer icon.png Vertical subdivisions 32 integer


Usage of the Skeleton Deformation Layer

Set the distortion area

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 ("Point 1" up left and "Point 2" down right).

Build the skeleton

To setup the bones of the Skeleton Deformation Layer, first, deactivate the deformation unchecking the "Show" checkbox of from the Layers Panel. Now you can move the first bone using his "Origin" handle, change his orientation with the "Angle" handle and his length using the "Local Length Scale" handle. Right click in any handle of bones and choose "Create Child Bone" to create another bone and adjust it with his handles. Any child bones will follow recursively his parents position.

Once setup the armature, control the influence. Enable Width Handle (Alt5) and set the influence area for each bone.

Reset the Pose

Once you have terminated to setup the bones of your skeleton, from the Layers Panel, right click on the Skeleton Deformation Layer and from the contextual menu choose "Reset Pose" to create the initial pose (without deformation) of the skeleton.

Now you can animate your skeleton !

Specific parameters for Skeleton Deformation Layers

Some of the parameters of Skeleton Deformation Layers are common parameter that are shared for several types of Layers. Click on the links to see their definitions. Only the particular parameters for the Skeleton Deformation Layers are described here.

Bones

The "Bones" parameter is a list of Bone elements.

The parameters of a "Bone" are:

Name Value Type
Type string icon.png Name Bone 1 string
Parent No Parent bone_valuenode
Type vector icon.png Origin 0.00000, 0.00000 vector
Type angle icon.png Angle 0.00° angle
Type real icon.png Local Length Scale 1.00000 real
Type real icon.png Bone Width 0.10000 real
Type real icon.png Recursive Length Scale 1.00000 real
Type real icon.png Tip Width 0.10000 real
Type real icon.png Z Depth 0.00000 real
Type real icon.png Length Setup 1.00000 real

Name

Parent

Origin

Coordinate of the "Origin" of the Bone.

Angle

Angle of the Bone.

Local Length Scale

Bone Width

Recursive Length Scale

Tip Width

Z Depth

This parameter can be used to change the 'depth' (order) of a Bone in a Skeleton Layer.

Length Setup

Point 1

The parameter "Point 1" is a Vector point defining the upper left corner of the distortion area.

Point 2

The parameter "Point 2" is a Vector point defining the bottom right corner of the distortion area.

Horizontal Subdivisions

Horizontal definition of the meshes. This integer value affect the distortion quality.

Vertical Subdivisions

Vertical definition of the meshes. This integer value affect the distortion quality.

See also

Vector art specific Skeleton Layer.


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