Create Animation

This dialog box is used to create simple animations using the current brush image and can be found in the menu Animation. The brush is a texture and you can give it rotation and position values within the 3d space.

The idea is to define two keyframes and to set different brush position or rotation values for these keyframes. Then the frames in between are calculated automatically.

Frame is the frame number of the (first/second) keyframe of the animation sequence that is to be created.

First Position and First Rotation define the 3d-coordinates and the rotation position of the brush that are to be used for the first keyframe.

Last Position and Last Rotation are used for the second keyframe the same way.

The position coordinates are relative to the brush center.
Click on one of the two preview images to jump into interactive brush movement.
The rotation/position values relate to the Brush Grip which is the brush center by default (0,0,0).
You can see the look of these keyframes in the corresponding preview images. The brush is displayed as a bounding rectangle of corresponding size and the brush edges on the right and at the top are white for displaying the brush direction.
The images will be calculated using a perspective view. The positive z-axis is defined into the screen depth. So the brush gets smaller with increasing z-position. The center of the coordinate system (0,0,0) is in the middle of the screen.

Preview can be used to see the animation as a wireframe preview.

Clear Frames erases all frames of the animation before calculation.

Trace copies the previous frame to the current frame that is to be calculated to create a trace of the brush movement.

Spare Frame as Background uses the Spare Frame(see description for menu Frame) as background image for each frame. The animation is drawn on this image.

Brush Grip selects the point within the brush relative to its center, where it should be rotated and moved.

Linear, Accelerate and Decelerate define the kind of movement.

Cycle calculates an animation, that can be played as loop. If the first frame and the last frame are identical, an animation jerks a bit, this can be removed with Cycle. The last frame will be calculated so that it has a smooth passage to the first frame.

The C buttons set the corresponding input fields to "0".

The B buttons can be used to put the last position, where the brush was drawn to, into the corresponding edit fields. So you can stamp a brush down to the canvas (f.e. in the magnify window), go to this animation dialog and hit a B button where these coordinates have to be used. This gives you the possibility of pixel precise positioning.

The S buttons swap the corresponding values between first and last keyframe

Make Animation calculates the animation finally.

Frames Modulo... calculates an animation that has the given number of frames. That means, that an animation, which is f.e. 40 frames long, will be calculated into 20 frames when using "...Modulo: 20". To do this the 21st frame will be calculated into the first frame (the frame number selected as First Frame) and so forth.

Related topics

Menu Animation
Interactive Movement Dialog

Last modified: 24 September 2017