Animation Module
In this module you will spend most of the time
when you are working with Tupi, you know why? Here is where
you build each frame of your animation to be exact, every line of
every character and every piece of the scenario in which you want
to tell your story.
In other words if, for example, you want to create the animation of
a character walking down a street, this tab is where you will
design the character and each of the positions in which it will
appear as you move:
Fig #13. Animation Interface Module
Tip: Whenever you wish to see the animation module, simply press the Ctrl + 1.
Fig #14. Animation Module Shortcut
In the previous section, we looked at the general components of the interface Tupi. Now let's look a little more detail to every resource available from this module:
1. Workspace/sector =>
Think of the workspace as a blank
canvas, the space available for the illustrations of each of the
frames that will be part of the animation. There are two rules
guide at the top and the left. In the center, has a rectangular
white background, symbolizing the dimensions of the frame, or if
you prefer your "paper" on the right side we find a dynamic panel
that contains the properties of the tool is selected that time and
at the bottom, a small set of controls related to the
Workspace.
Tip: That which does not draw into the frame, not visible in
the animation.
Fig #15. Workspace/sector =>
2. Senior Panel Editing
Functions
Located in the upper left, the Workspace, this panel offers
all the usual basic editing features when working on an
illustration: Do, Undo, Copy, Paste, Cut, Delete, Group and
Ungroup.
Additionally, it offers two very useful additional options: a
Mesh Guide to Illustrator, which can be activated or
deactivated at will and control of onion paper,
functionality that allows us to convert the current frame in
semi-transparent to see drawings have so much in previous frames,
as in subsequent frames. In the " Let an
example! " delve into the use of the latter.
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Fig #16. Senior Panel Editing Functions
3. Tools Panel
This panel is located on the left edge of the workspace and
provides us with the necessary tools to draw and perform special
operations on our illustration. Each resource is grouped by type in
the following sub-menus:
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Fig #17. Tools Panel
4. Left Sidebar
Color Palette
As its name implies, this is the panel where we choose the color
that we want to draw, regardless of shape or form that we are
working. It is important to note that while not modify the current
color, absolutely everything that drawing keeps the same color
until you select a different one.
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Fig #18. Color Palette
Tip: Note that in addition to using color matching, you can also use gradients, ie, combinations of colors that blend gradually on the same figure as in the following example, where the gradient starts at a green light and ends in black:
Fig #19. Gradient Example
Brush Properties
The brush in our context is the type of tool you use to
draw. You may want to think about the type of brush tip
you're going to put your pencil. This panel allows us to modify
characteristics of the brush, as its thickness, type of edges for
the ends of the strokes and the continuity of the line (for
example, you can make dotted lines, if you wish).
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Fig #20. Brush Properties
Object Library
The function of this component, you can store a copy of the figures
or images that are part of our project and we want to reuse in
other frames of the same animation or other project. This resource
is useful for animations where you know some of the components that
you drew will appear again and again.
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Fig #21. Object Library
5. Right Sidebar
Scene Manager
Do you know what a scene? Try to give a simple definition: think of
a movie or a TV commercial, you've noticed that always made up of
small pieces arranged so that a story? These fragments are usually
easily recognized by changes in the position of the camera or the
spectator's point of view, bone you.
Taking this concept clear, easy to describe this component, through
this panel we will be able to create and delete each of the scenes
that we include in our animation project.
Tip: It is important that before you start your animation
project, you have very clear which are the scenes that you will
develop and in what order you're going to create. Pay close
attention to the advice of the " First!
".
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Fig #22. Scene Manager
Exposure Table
Table Exhibition is a vital resource to illustrate when each
of the "moments" that are part of your animation. Through it, you
can add or delete new frameworks and new layers to each of your
scenes. Moreover, from this panel have the control to select the
frames you want to edit in the Workplace from a single
click. This functionality combined with the onion skinning Panel
editing features, will offer the necessary elements to make
your animations look fluid. This will be much easier to understand,
after you review the example of the next
chapter .
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Fig #23. Exposure Table
6. Bottom Bar
Timeline
This component is one of the most iconic in the world of digital
animation and is the most popular entertainers. Performs similar
functions to the Table of Exposure, the difference being
that through this component you can preview your animation. In the
case of Tupi, this component is still under development but
we hope to have ready in future releases.
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Fig #24. Timeline