Sorry, I uploaded some sample images, and then lost my internet connection at home. Anyway, here's what's going on. By the way, The400th basically got the answer right - but here's some more detail.
First of all, I want to make it clear what we're talking about here. I don't want new users to think the image is totally blurry. Rhoel's initial post showed an image blown up 1200%. Here's what we're really talking about. Below is an image at 640x480 pixels, with some one-pixel-wide lines on it:
And here's what you get if you create a 640x480 project in Anime Studio, import that image, and render it out:
The blur is quite slight, and to me the image looks slightly darker, rather than blurred. Keep in mind that this is a very high-contrast image, with very fine details. If your target was TV broadcast, a one-pixel line isn't going to come through anyway.
Here's a comparison of the two images at 600%:
Also, although Rhoel has been using Anime Studio for years I think, he just noticed this now. Please don't take that as an excuse - I don't mean to brush off your concerns, I just want to put this in perspective. For most real-life images, I don't think this will be a huge quality issue.
OK, now here's the reason why it's happening. As The400th pointed out, Anime Studio, although it's a "2d animation program", is really a 3D tool. Every layer, plus the camera live in a 3D space. An image you import is initially positioned directly in front of the camera so that it looks like it's flat on the canvas, but it's really floating in 3D space.
What this means is, to render a scene, the pixels of an image need to be resampled into the final output image. Resampling is bound to introduce errors. However, I'm about to make an argument that these aren't necessarily errors.
Take the following example:
http://www.lostmarble.com/misc/ImageSam ... egrees.mov
I took that image an rotated it slowly by 6 degrees in Anime Studio. The result looks pretty good. At every frame of the animation, except when the image is rotated 0 degrees, the image will have to be resampled. That's a fact of life: even if we could preserve the pixels exactly at 0 degrees rotation, it's impossible when you start rotating.
So let's say we did something special and preserved the pixels exactly at 0 degrees. Here's what you'd get:
http://www.lostmarble.com/misc/ImageSam ... rees_2.mov
The change is subtle. Use the timeline scrubber in the QuickTime player to look at the first couple of frames. Notice how the first frame is exactly perfect, but none of the other frames are. What you get is a slight "pop" when you go from that perfect frame to the resampled frames.
Here's a blown up view:
On the left is Anime Studio's rendering at 0 degrees. In the middle it's at 6 degrees, and at the right is the original image.
I'd say that although the right image is "perfect" compared to the original, it looks out of place compared to the rotated image. Since Anime Studio is, after all, an animation program, we have to assume that most image will move at some point. And movement implies resampling. So if you sometimes show a perfect original copy, and sometimes a resampled image, I'd argue that that's not really a desired result.
Back to the real world, I'd suggest not using harsh one-pixel lines anyway. If you're going to broadcast on TV, it won't look right. And even if you're going to stay on the computer, you'll probably be going out to a compressed format sooner or later that won't deal well with such abrupt edges.
By the way, I tried this in AfterEffects too. At 0 degrees rotation, they do produce a perfect copy of the input. However, if you do a slight rotation like I did, and resampling happens, I found that AfterEffects "pops" a little bit going in and out of a "perfect" keyframe at 0 degrees. So although that one frame does look more true to the original, for animation purposes I'm not convinced it's the right thing to do.
Having said all this, if it's still a big issue, we could consider adding a "background image" that doesn't behave like a normal image layer. Maybe it can't move at all, but would copied exactly to the output image behind everything else.
-Mike