How do I get lines on my Vectors?

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Astrocloud
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Joined: Sun Mar 30, 2008 4:22 am

How do I get lines on my Vectors?

Post by Astrocloud »

Hi,

I am new to Anime Studio. I have just bought AS 5.6 and tried to import a vector.

The screenshot is here:

Image


How do you get the lines to show when it renders? It seems like it's only doing a couple of them.

Thanks in advance for your help.
Genete
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Post by Genete »

Where have you obtained the vector figure. It would say the reason to see only some outlines. I believe that you have imported a AI file (by the big amount of points).
It seems that the only solution is create your shapes (filled and outlines) by your self selecting the points and using the create shape tool.

If you feel you don't understand a word you can post a link to the file to allow us to download it and tell you exactly what's the problem.

Maybe simply some layer are not visible. Check out if all layers in the layers palette have the eyes icon visible.
Astrocloud
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Post by Astrocloud »

Genete wrote: It seems that the only solution is create your shapes (filled and outlines) by your self selecting the points and using the create shape tool.
Yes, I think I am going to do this. The problem is that it can be VERY SLOW to something that has a lot of details (such as a battleship or a Steyer Aug)

Thanks for the advice. Here is the original picture for those that wondered:

Image
Astrocloud
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Post by Astrocloud »

Okay now,

I took a different picture of the Steyr Aug and did exactly what everyone suggests -I took two hours and painstakingly put the details in... as shapes.

The problem is now I want to color each part and add details to the picture. I guess I'm like "what next"?

Here is another screenshot for those that wish to help:

Image
Genete
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Post by Genete »

Unless your animation is strictly focused on the weapon you should simplify the design with:

1) Overall less points
2) Create small shapes each time. You can always weld the points between shapes to animate them as single points.
3) Place other shapes (effects like shines shadows and so on) on other layers. It would help you to ride the big amount of shapes/points when a lot of details get around.
4) Download some of the art work that people has posted here. Learn from them.

Good luck.
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Rasheed
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Post by Rasheed »

This is a mostly design problem. You want a stylized representation of the gun, fitting the animation you want to create. Your prop should be animateable, relatively easy to draw from all sides, and still very recognizable and appealing. The trick is not to over-complicate, but keep it simple.
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slowtiger
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Post by slowtiger »

Think about how big that gun (ugh ...) shows on screen. Unless you're doing a TV ad for the company, it will be only a prop in the hands of your characters. If it is so important for your story to show which brand the gun is, maybe just a cut out photograph is enough.

I'd like to see the characters and the scenery the story is staged in. Then I could give better advice about how to stylize that gun.
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dueyftw
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Post by dueyftw »

To color each part, you need to make separate shapes on the same layer and then color each one. Or make a group and have each shape on it own layer. The group or bone layer has the advantage being easy to change each layer. Different shapes in one layer takes some time to get used to the way the program does fills, but you can use the edge of a shape to make another.

Dale
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Rasheed
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Post by Rasheed »

If times allows it, you could also try to model a 3D model (or perhaps buy one, if it's available for royalty free use and within budget), although so much detail in the hands of your character can make your animation "mushy".

Sometimes it's best to simplify the design, e.g. with an image editor, before you vectorize it, or even if you're using the image itself. This especially applies for scenes where the gun is not shot in close-up.
Astrocloud
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Post by Astrocloud »

http://www.youtube.com/v/6C7C3WVpg0g

Here it is in use.

This is my FIRST ANIMATION! Thanks to all who lent a helping voice.

I am having some issues with the user interface. Considering that my previous medium was Acrylics -this is to be expected. I was kinda hoping that I could simply vectorize some photos and wala!

As you can tell from the animation - I am having numerous issues with:

1) Timing (my dinosaur moves too fast)
2) Warping of animated (I saw something about this somewhere so I can look that up)
3) Green smoke when I specified white.

I am waiting for the Anime Studio book to come from the bookstore. I am assuming that this will have even more instructions in there.

Thanks again.
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heyvern
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Post by heyvern »

The book will help you a lot. The book covers all the basics.

Just keep in mind that it was written before the "new" features in 5.6 (animated layer order, motion point editing, texture fill update... etc). These features are not covered in the book. (huge oversight in my opinion considering that those features "existed" while the book was being written and could have been covered).

-vern
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Rasheed
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Post by Rasheed »

Just listened to the latest edition of The Animation Podcast, with part 3 of an interview with James Baxter, one of the greatest animators of this moment. Using realistic looking characters (and props, I assume) makes things so much complicated, because you have to add so much levels of realism to your animation. He loves the cartoony style of animation, probably because it is so open to invention.

Simplifying your design is obviously a choice, not a requirement, but it frees you from all the work you have to put into realism during production and enables you to make your story so much stronger.

I see a lot of impressive CG coming from Hollywood without any good storyline. Yes, it is a lot of wow, but it doesn't leave a lasting impression. Spirited Away doesn't really have realistic animation, but you are drawn so much into the story, you want to watch the movie over and over again (at least, that's what I'm doing).

Of course, simplification isn't easy, because it forces you to think what to leave out and what to merge together. It requires you to have knowledge of all kinds of things and a lot of drawing skills as well. Alas, the latter seems to be something that is missing in some of the amateur or semi-pro animators who are drawn to Anime Studio.
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heyvern
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Post by heyvern »

Spirited Away doesn't really have realistic animation, but you are drawn so much into the story, you want to watch the movie over and over again
Same here. That man is a genius. The "drawing" style is simple but the animation is so well done it comes to life. I've watched that movie a dozen times at least.

I've been struggling for years with my obsession with "perfection" and "realism". You have to be able to let some things go. I tend to focus on tiny details where they aren't needed.

----

I am currently working on a spoof of the Terminator movies which I'm doing in 3D. At first I planned to "keep it simple" and use a generic skeleton with a chrome texture. It just wasn't good enough... now... <sigh> I'm in the process of creating an accurate 3D model of a Terminator endoskeleton.

-vern
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Manu
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Post by Manu »

Most people are too lazy to keep things simple. That includes me.
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Rasheed
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Post by Rasheed »

Manu wrote:Most people are too lazy to keep things simple. That includes me.
Me too. KISS is just a lot of hard work.

Vern is right, sometimes a movie calls for more details (which is something else than realism). Unfortunately, that also calls for more work during animation, because you don't want it to appear lifeless.

That reminds me of Hellraiser, which gives the meaning of living hell a whole new meaning. The film is brilliant in its gory details and convincing horror scenes. The movie is not suited for younger viewers, because of the graphic nature of the violence and mutilation.

It is not very realistic, though, but, then, horror movies seldom are. Most horror movies make me laugh: "IT'S ALIVE, IT'S ALIVE!" I don't need the Munsters for that.
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