Animatie

27 articles

Hoe de kleding van het personage aan te passen na het toevoegen van een sjabloon voor zittende beweging

Laatst geüpdatet: januari 30, 2023

When adding sitting motions to characters, some characters may have clothes that are off their body, this is because the end of the clothes is not attached to the body. The following is the solution. 1. From the parent node, add a curved bone to the end of the clothes; 2. Click the bone frame…

Gezichtsuitdrukkingen toevoegen, zoals knipogen en praten

Laatst geüpdatet: januari 3, 2023

When creating a character, it is often necessary to add facial expressions to it. There are two situations for adding facial expressions to the character: 1. Use a custom character; 2. Use a template character. Here is an example of adding a wink expression, with the following tutorial. 1. Use a custom character (1) Add…

Hoe de kleur van het haar van het personage te veranderen in de animatiemodus

Laatst geüpdatet: december 26, 2022

In the animate mode, double-click on the hair layer; Click [Change Color] in the [Replace Layer] pop-up > [Pick Screen Color] > [Select New Color] > select a color > [OK].

Hoe sommige lagen van een personage in de animatiemodus te vervangen

Laatst geüpdatet: februari 1, 2023

Sometimes you need to add a motion such as a hand holding things to a character, and then you need to replace the layer of the character’s hand. The following is a tutorial on how to do this. 1. Move the playhead to any frame > [+Bone] > move the bone to add actions; 2….

Een sjabloonkarakter spiegelen

Laatst geüpdatet: februari 1, 2023

Normally the character’s side view is leftward, you can flip it horizontally in the animation editor. In the animation editor, after adding all the motions to the character, the character can be flipped over. Hold down the Ctrl key to select all the bone frames > click [Flip] at the top left of the interface….

Wat is de rol van buiging in rechte boteigenschappen

Laatst geüpdatet: februari 1, 2023

Bend is for straight bones, and it can adjust the flexibility of the character’s bones. Click a straight bone > set the bend value in the properties panel. The higher the value, the greater the curvature of the straight bone.

Wat is de rol van IK

Laatst geüpdatet: februari 1, 2023

The movement of the child bone drives the movement of the parent bone, which is Inverse Kinematics (IK). IK is used for straight bones to constrain the length of the figure’s legs and arms. Tick IK when adjusting the figure’s reach and leg lifts to prevent the changing of the figure’s leg and arm lengths….

De weergavevolgorde van lagen aanpassen

Laatst geüpdatet: januari 4, 2023

When animating, when a part of a character’s layers is misaligned it is necessary to adjust the order of the layers to correct their position. In the animation editor, find out the misaligned layers > click and drag the layer to reorder it.

Animatie tijdlijn

Laatst geüpdatet: januari 30, 2023

After adding a skeleton to the character, you can proceed to the animation editor to animate it. Today we’re going to take a closer look at the animation timeline in the animation editor. In the animation timeline you can add motions, expressions, etc. by adding layers frames and bone frames; preview character motions; customize the…

Laagkaders gebruiken

Laatst geüpdatet: maart 9, 2023

A layer frame is a frame in which the character’s layer changes. Adding layer frames within the timeline allows you to add expressions to your character and enables layer replacement. A layer frame allows multiple layers to be replaced. The following is a tutorial on how to add and edit layer frames. Move the playhead…

Hoe botframes te gebruiken

Laatst geüpdatet: januari 4, 2023

How to use bone frames? A bone frame is a frame in which a character’s bone motion changes. Adding bone frames within the timeline allows you to add body actions to your character. You can only set one action in a bone frame, if you want to add more continuous actions to your character, you…

Audio toevoegen

Laatst geüpdatet: juni 15, 2023

The purpose of adding audio is to provide a reference for the subsequent application of the character to your animated video. Click [+Audio] > select a local MP3/WAV/WAM/FLAC/APE/ACC file > click [Open] > click on the Preview animation button to preview the overall effect.

GIF toevoegen

Laatst geüpdatet: januari 3, 2023

The purpose of adding a GIF is to provide a reference for the subsequent application of the character to the animated video. Click [+GIF] > select a GIF file from the local folder > [Open]. You can drag the border of the GIF display box to scale it in the canvas, and click the preview…

Voeg video toe

Laatst geüpdatet: januari 3, 2023

The purpose of adding a video is to provide a reference for the subsequent application of the character to the animated video. Click [+Video] > select an MP4 file in the local folder > [Open]. You can drag the border of the video display box to scale it in the canvas, and click the preview…

Hoe Auto Keyframe te gebruiken

Laatst geüpdatet: februari 1, 2023

Within the timeline, setting auto keyframe makes it quicker to add layer frames and bone frames. Click [Edit] in the timeline > tick [Auto Keyframe] > move the playhead to any frame > adjust the character’s movement and replace the character’s layer, and a bone frame and layer frame will be added automatically.

Hoe een stuk animatie te publiceren

Laatst geüpdatet: januari 3, 2023

When you want to publish only a piece of your character’s motion, you can use the [Export] feature to select any animation segment to publish. By dragging the left and right ends of the slider and moving the slider, you can select a piece of animation to publish.

Aangepaste beweging opslaan

Laatst geüpdatet: januari 4, 2023

The [Save Motion] feature within the timeline allows you to combine your custom character motions and save them to the [Custom] motion library, making it easy to add motion to your next custom character. 1. Hold down Ctrl to select all the layer frames and bone frames; Or combine the layer frames and bone frames…

Laagframes of botframes groeperen en degroeperen

Laatst geüpdatet: januari 4, 2023

Grouping layer frames/bone frames make it more convenient to manage multiple layer frames/bone frames. Ungrouping layer frames/bone frames to modify the layers and modify the bone movements. Group layer frames/bone frames: Hold down Ctrl to select all the layer frames/bone frames > right-click to select [Group] in the pop-up window. Ungroup layer frames/bone frames: Click…

Layer Frames en Bone Frames' Step and Indent

Laatst geüpdatet: februari 1, 2023

Use the [Step] and [Indent] features of the timeline right-click operation to adjust the position of layer frames/bone frames in the timeline more precisely. Click a layer frame/bone frame > right-click to select [Step]/[Indent] in the pop-up window. Note: step affects only the selected frame, indent affects all subsequent frames.

Hoe de bewegingssporen en botten van het personage te verbergen of te tonen

Laatst geüpdatet: januari 4, 2023

Tick [Movement] can show the character’s movement tracks when previewing bone movements, helping to edit bone motion more accurately. Tick [Bone] provides a clear view of the character’s bones and allows for easier setting of bone properties. In the timeline, click [Edit] > tick [Movement] and [Bone]. When you need to hide them, uncheck them.

Een sjabloonbeweging toevoegen

Laatst geüpdatet: januari 30, 2023

Use template motions to quickly add motions to your character. After adding a skeleton to your character, enter animation editor > drag a template motion to the timeline. Note: The skeleton of a template motion may not match the skeleton of a custom character, and you will need to ungroup the bone frames to adjust…

Hoe de functie Capture te gebruiken

Laatst geüpdatet: januari 4, 2023

When you want to save a certain frame of your character’s motion, you can use the [Capture] feature to save a screenshot of that frame as a PNG image. Move the playhead to any frame > click [Capture] > name the file > [Save].

Loop Start/End gebruiken

Laatst geüpdatet: januari 4, 2023

Select the period to loop, preview the range of the animation and check the motion is correct for that period. Fill in the loop start and end frames in the loop area to loop only the period between the start and end frames.

Hoe het visuele venster te gebruiken

Laatst geüpdatet: januari 30, 2023

The visual window is the visible area of the published content. Adding a visual window to a character and adjusting its size and position can achieve the effect of displaying only a part of the character after publishing. Tick [Visual Window] at the top of the editors > click [Edit] to set the size and…

Hoe de snelheid van de beweging aan te passen

Laatst geüpdatet: februari 1, 2023

The higher the frame rate, the faster the action, and vice versa. Select any number in the timeline to adjust the frame rate. The frame rate is the number of frames or images shown per second, the default setting is 24 frames per second. The following is the effect when the frame rate is at…

Hoe u gidsen maakt

Laatst geüpdatet: februari 1, 2023

Adding guides while animating allows you to adjust the character’s motions more precisely. Drag from the horizontal/vertical ruler to create a guide. Right-click to delete the guides.

Hoe de versoepelingsfunctie te gebruiken

Laatst geüpdatet: januari 30, 2023

Adjusting the easing function allows you to adjust the speed of the character’s bone movement between two keyframes. 1. Using the system’s preset easing function (1) Select a bone of the character; (2) Click on the [Edit] button of the Easing Function in the properties panel; (3) Select an easing function from the system list;…

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