I have used both programs. I can say with certainty that Toon Boom's audience are mostly interested in Frame-by-Frame animation. You guys did a fantastic job improving Frame-by-Frame with AS11, but there is still a lot that needs to be addressed if you're going to win over Toon Boom users. Here are a few advantages that Toon Boom has over AS.
1. TOON BOOM SUPPORTS BITMAP DRAWING
Toon Boom supports bitmap drawing, while Anime Studio does not. This is a big deal because a lot of Toon Boom users start off by sketching out keyframes using bitmap layers and then use vector layers to ink them. You should also note that Toon Boom allows users to work with vector and raster layers in the same project, so sometimes we use a vector for line art and then a bitmap for coloring and shading.
This is a very common workflow in Toon Boom and even well known artists like Jazza use it:
https://youtu.be/5L2QQj1xmps?t=2m34s
2. TOOM BOOM ALLOWS NATIVE IMPORT OF VECTOR FILES
Here is another HUGE issue. Toon Boom allows users to import adobe illustrator and other vector files and display them with no conversion necessary. This is a big deal because a lot of artists and studios work with resources that they carryover from previous projects or that they paid some studio in Korea to make. These art props and assets often come in the form of adobe illustrator, SWF or SVG format. With Toon Boom, I can import vector files and use them without any trouble, but Anime Studio tries for force the vectors through a badly designed vector converter. The end result either crashes the program or gives terrible converted images, either way it gives an absolutely terrible impression of the program.
My suggested fix for this problem is that you allow SVG, SWF and AI files to be imported and then displayed like image layers without conversion to Anime Studio's point manipulation system. If you guys want to keep bezier curves out of Anime Studio, that's fine ... but you have to find a way to live in harmony with them. Giving users the ability to at least import vectors as image layers is a happy compromise.
3. TOOM BOOM STRESSES WORKING IN THE CANVAS MORE THAN THE LAYERS PANEL
Like Flash, Toon Boom allows users to build symbols. Once a symbol is made, all layers within the symbol are moved around and manipulated together. It is similar to Anime Studio's grouping system, but slightly different.
Anime Studio could EASILY replicate the feel of this kind of system by using
GROUP LOCKING. Basically, give the ability to close and LOCK a group layer. When a group layer is locked, the group is interacted with in the canvas FROM the group layer, not the individual layers within that group. For example, if I created a bunch of mouth layers and placed them within a group and locked the group. When I click on the mouth within the canvas, the GROUP that the mouth is a part of it selected instead of the currently active layer. This would allow me to move the mouths around as if they were a Flash or Toon Boom symbol.
You guys could also go the extra mile and create hotkeys that allow the user to dig deeper into their group selection without using the layer panel. For example, if they alt+double click a layer in the canvas they could select into a locked layer. This is like diving into nested symbols which is familiar to Flash and Toon Boom users. You could also add the ability to set certain layers to be unselectable from the canvas. This would be extremely useful for reference layers or layers that the user doesn't want altered.
Yet another feature would be the ability to set the layers panel so that it doesn't auto-expand groups when the user is selecting layers from the canvas. This would be extremely useful for controlling scenes while keeping only the most important layers visible in the layer palette. All of these improvements promote a more natural way of working with the canvas and pushes the user away from the layers panel
If you want more clarification on this, let me know.
4. TOON BOOM HAS A MORE FAMILIAR AND COHERENT TIMELINE
This might not seem like a big deal, but the grid timeline is EXTREMELY important. Every time I show AS to other Toon Boom and Flash users the typical response is that they HATE the look of the timeline. I have to agree with them on this one. The empty space timeline that you guys are rocking is hard to use. For example, when I try to estimate where a keyframe is positioned, I usually have to drag the keyframe marker to that keyframe position because there aren't any guide lines for my eyes to follow. If you guys can revamp the timeline to make it mesh better with Toon Boom and Flash, animators will feel more comfortable with switching over. Also, the new 'pill' looking keyframes are awful! I know that I'm being harsh about this, but no one seems to like them. They're confusing to look at and need to be changed.
http://www.animationmagazine.net/wordpr ... post-1.jpg
5. TOON BOOM HAS A SUPERIOR UI
This one pretty much speaks for itself. Despite all of Anime Studio's improvements, the program still looks bad. I've had other artists seriously laugh and ask me if Anime Studio was freeware because of how bad the UI looks. I'm not saying this to hurt feelings or anything, but you guys are asking for criticism from Toon Boom users and I've never been one to pull punches. You guys need to look at the UI of Toon Boom and Flash and play their game if you want to tap their market.