Help Shape the Future of Anime Studio

General Moho topics.

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KuzKuz
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Re: Help Shape the Future of Anime Studio

Post by KuzKuz »

Add "Paste to scene" button in frame render window, to snapshot for rigging in frame 0 with reference.
eric1223
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Re: Help Shape the Future of Anime Studio

Post by eric1223 »

Hi.

I feel certain aspects of the copying keyframes and rescaling keyframes should be enhanced from the animation tab/menu. Do you know how there's an option when adding keyframes to a parent bone/group (layer), AS asks, "would you like to add Keyframes to sublayers too?" (something along those lines. It's the same way with deleteing keyframes too). How about giving you the option of copying the keyframes of the sublayers AND with only the channels that you've used? As of now, the only way u can can do something like this is if you copy the whole document, which is a big no no if you have other things animated in other parent groups/bone layers. Plus there would be alot of clutter on the timeline.

The same sublayer option would help for rescaleing keyframes as well.

Maybe there could be a checkbox called "copy all sub layer" in the channel option thing. This would speed up the workflow, and it would be eaiser to inbetween after adding all major keyframes. :)
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jezjones29
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Re: Help Shape the Future of Anime Studio

Post by jezjones29 »

I would still like to see a clone layer option.
Here's how I see it working:
http://www.animestudiotutor.com/updates_wanted#clone
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KuzKuz
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Re: Help Shape the Future of Anime Studio

Post by KuzKuz »

Add option to use colored bones without separated colored channels in timeline.
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synthsin75
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Re: Help Shape the Future of Anime Studio

Post by synthsin75 »

KuzKuz wrote:Add option to use colored bones without separated colored channels in timeline.
I agree.
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KuzKuz
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Re: Help Shape the Future of Anime Studio

Post by KuzKuz »

1 - Add feature to copy bezier interpolation parameter from one key to another.
2 - Mix few smart bone actions: bone 1 rotate = action 1, bone 2 rotate = action 2, bone 1 rotate + bone 2 rotate = action 3. This feature must be helpful to fix hard mixed actions. I do this (hand-made method) in my rigs, control chain of bones with angle percents of few addition bones, but this difficult. it would be great if this feature has been provided without unnecessary movements.. I hope explained clearly. I find it difficult to write in English. Sorry.
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3 - Add panel with recently selected layers, to quick switch between several layers.
eric1223
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Re: Help Shape the Future of Anime Studio

Post by eric1223 »

Hi!

I think adding a global XYZ indicator, and marking the orgin with XYZ would be useful for 3d usage, and for using depth.

For the orgin/transform layer: When you move the layers around and need to twist, move, them, its kind of hard to tell which way is which unless you have multiple screens up displayed. (split screens). Maybe this could be displayed when u click the Transform layer tool, and the orgin tool. sometimes I like to flip my layers around and i forget which way is up...or right lol. I know its kind of shown with the arrows on the end, but i dont know which way is X or Y (Z would be useful too to show which way the layer would move if your using the orbit tool. helps if u want to constrain i guess.)

The global is for the same reason. This is definitely would be useful for the orbital rotation tool, esp. if you are making a 3d environment.
dkwroot
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Re: Help Shape the Future of Anime Studio

Post by dkwroot »

The blob brush tool badly needs to be re-designed. Here are some of my major complaints about it:

Problem 1: It creates too many points and has stuttering issues.

Solution: Improve the tracing algorithm so that it takes proximity of points being placed down into account as well as angle tolerance. If a new point is placed down and it's very close to a point that has already been placed down behind it, the algorithm should check their angle. If the angle between the points is small, the program should delete the old point and leave the new one. This gives the effect of sliding the point along until it reaches an angle threshold. The tracing algorithm should also use the curve value more efficiently to avoid all those bunched up points that make up rounded edges.

=====================

Problem 2: The program converts drawn shapes to pixels and then constantly retraces them. This results in an image that gets more and more distorted as the user draws and is the biggest problem with the blob brush.

Solution: Instead of retracing the entire canvas every time the user draws, the program should only trace what the user has actively drawn and then use an algorithm to determine where the newly drawn shape intersects with existing shapes. The algorithm will test to see if the new shape has the same fill color as the existing shape it intersects and if it does, it combines their curves into a new one.
If the fill colors are different, the algorithm will cut into the existing shape and erase the shape of the new curve out of it.


ALTERNATIVE SOLUTIONS:
The developers could also try improving the "TraceWhitePixels" function so that it more reliably traces shapes. This would mean that if a user draws on another side of a shape, the program would trace the unaltered areas of the shape the exact same way every time.
Last edited by dkwroot on Sat Aug 09, 2014 2:18 am, edited 1 time in total.
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Víctor Paredes
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Re: Help Shape the Future of Anime Studio

Post by Víctor Paredes »

KuzKuz wrote:2 - Mix few smart bone actions: bone 1 rotate = action 1, bone 2 rotate = action 2, bone 1 rotate + bone 2 rotate = action 3. This feature must be helpful to fix hard mixed actions. I do this (hand-made method) in my rigs, control chain of bones with angle percents of few addition bones, but this difficult. it would be great if this feature has been provided without unnecessary movements.. I hope explained clearly. I find it difficult to write in English. Sorry.
Image
I have been thinking in a similar idea for long. I will try to push for it :)
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dkwroot
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Re: Help Shape the Future of Anime Studio

Post by dkwroot »

A fantastic improvement would be the ability to scrub value boxes. I know we can use the mouse wheel to increase/decrease values in check boxes, but this isn't useful to tablet users. It would be great if we could just tap a box with the pen and scrub its value range.
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KuzKuz
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Re: Help Shape the Future of Anime Studio

Post by KuzKuz »

Add bone position constraints, and several advanced bone look style for rigs. This will be great to flexible controlling smartbones with targetbone position. Or add bone position constraints and support for control smart bone actions directly from smartbone position.
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Nicohk92
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Re: Help Shape the Future of Anime Studio

Post by Nicohk92 »

I've always had problems with frame 0. Mainly because when you need to make a change upon seeing it doesn't look right somewhere in your timeline, you 're supposed to do it on frame 0 which is impossible since you cannot see what you're modifying in context. I end up making the changes at the given spot in the timeline and then copying and pasting the keyframe to frame 0 and this often brings problem and is generaly troublesome.


How hard would it be to allow us to switch to a special edit mode wherever you are in the timeline, where any changes you make doesn't create a keyframe right there, but applies it to frame 0 instead. and/or applies to the latest keyframe for that change in the timeline.


This change would make of anime studio pro the very very best soft out there and I dream of it at night.

Let me know if my description isn't clear
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heyvern
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Re: Help Shape the Future of Anime Studio

Post by heyvern »

Nicohk92 wrote:I've always had problems with frame 0. Mainly because when you need to make a change upon seeing it doesn't look right somewhere in your timeline, you 're supposed to do it on frame 0 which is impossible since you cannot see what you're modifying in context. I end up making the changes at the given spot in the timeline and then copying and pasting the keyframe to frame 0 and this often brings problem and is generaly troublesome.


How hard would it be to allow us to switch to a special edit mode wherever you are in the timeline, where any changes you make doesn't create a keyframe right there, but applies it to frame 0 instead. and/or applies to the latest keyframe for that change in the timeline.


This change would make of anime studio pro the very very best soft out there and I dream of it at night.

Let me know if my description isn't clear
I have pitched this idea a few times to the developers. The problem is that they feel it would be confusing to have tools that aren't intended to create key frames that work on frames above frame 0. They are afraid that users might expect the tool to create a key frame because it works on those frames. For example a new user might use the bone strength tool on frame 150 and it would work but it wouldn't create a key frame... thus... confusion. They feel tools that aren't "animated" should ONLY work on frame 0.

What I do is modify the core tools or create new alternates, that allow me to edit non-animated properties on any frame I want (bone offset, bone strength etc). I also create alternate point and bone tools to allow me to transform points and bones from any frame but the results only change on frame 0.

Another option that I feel works very well, is onion skin which allows you to edit on frame 0 and see the results of the changes on any frame in the timeline. This is actually better than one frame at a time. You can see the results on multiple frames to find the best solution.
eric1223
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Re: Help Shape the Future of Anime Studio

Post by eric1223 »

I'm proposing saving tracing images for each project. When you hop from tab to tab, it disappears when u hop back to it.
ruscular3d
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Re: Help Shape the Future of Anime Studio

Post by ruscular3d »

I wish there was a way to do better with the tracing images conversion.

I imagine it something like being able to detect edges and make a tracing images with a single line with thickness at the edges, instead of a stroke and filled line.

another possibility that I see is be able to adjust photo color level before tracing images.

If I made a line art drawing with simple line, it would be nice to have a trace of that image be as clean as a single line.
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