diff --git a/reference_manual/dockers/lut_management.rst b/reference_manual/dockers/lut_management.rst index a79621ef1..98faa60e3 100644 --- a/reference_manual/dockers/lut_management.rst +++ b/reference_manual/dockers/lut_management.rst @@ -1,49 +1,49 @@ .. meta:: :description: Overview of the LUT management docker. .. metadata-placeholder :authors: - Wolthera van Hövell tot Westerflier - Scott Petrovic :license: GNU free documentation license 1.3 or later. .. index:: Look Up Table, ! LUT Management, OCIO .. _lut_docker: ============== LUT Management ============== .. image:: /images/en/LUT_Management_Docker.png The Look Up Table (LUT) Management docker controls the high dynamic range (HDR) painting functionality. -Use Open Color IO +Use OpenColorIO Use Open Color IO instead of Krita's internal color management. Open Color IO is a color management library. It is sometimes referred to as OCIO. This is required as Krita uses OCIO for its HDR functionality. Color Engine Choose the engine. Configuration Use an OCIO configuration file from your computer. .. note :: Some system locals don't allow you to read the configuration files. This is due to a bug in OCIO. If you are using linux you can fix this. If you start Krita form the terminal with the ``LC_ALL=C krita`` flag set, you should be able to read the configuration files. Input Color Space What the color space of the image is. Usually sRGB or Linear. Display Device The type of device you are using to view the colors. Typically sRGB for computer screens. View -- Components Allows you to study a single channel of your image with LUT. Exposure Set the general exposure. On 0.0 at default. There's :kbd:`Y` to change this on the fly on canvas. Gamma Allows you to set the gamma. This is 1.0 by default. You can set this to change on the fly in canvas shortcuts. Lock color Locks the color to make sure it doesn't shift when changing exposure. May not be desired. Set white and black points This allows you to set the maximum and minimum brightness of the image, which'll adjust the exposure and gamma automatically to this. diff --git a/user_manual/animation.rst b/user_manual/animation.rst index daf78d10a..b4674d88a 100644 --- a/user_manual/animation.rst +++ b/user_manual/animation.rst @@ -1,303 +1,303 @@ .. meta:: :description: Detailed guide on the animation workflow in Krita. .. metadata-placeholder :authors: - Wolthera van Hövell tot Westerflier - Raghavendra Kamath - Scott Petrovic - Lundin :license: GNU free documentation license 1.3 or later. .. index:: Animation .. _animation: ==================== Animation with Krita ==================== Thanks to the 2015 Kickstarter, :program:`Krita 3.0` now has animation. In specific, :program:`Krita` has frame-by-frame raster animation. There's still a lot of elements missing from it, like tweening, but the basic workflow is there. To access the animation features, the easiest way is to change your workspace to Animation. This will make the animation dockers and workflow appear. Animation curves ---------------- To create an animation curve (currently only for opacity) expand the :guilabel:`New Frame` button in the :guilabel:`Animation` dock and click :guilabel:`Add Opacity Keyframe`. You can now edit the keyframed value for opacity directly in the “Layers” dock, adding more keyframes will by default fade from the last to the next upcoming keyframe in the timeline over the frames between them. See :ref:`animation curves ` for details Workflow --------- In traditional animation workflow, what you do is that you make *key frames*, which contain the important poses, and then draw frames in between (\ *tweening* in highly sophisticated animator's jargon). For this workflow, there are three important dockers: #. The :ref:`timeline_docker`. View and control all of the frames in your animation. The timeline docker also contains functions to manage your layers. The layer that are created in the timeline docker also appear on the normal Layer docker. #. The :ref:`animation_docker`. This docker contains the play buttons as the ability to change the frame-rate, playback speed and useful little options like :guilabel:`auto-key framing`. #. The :ref:`onion_skin_docker`. This docker controls the look of the onion skin, which in turn is useful for seeing the previous frame. Introduction to animation: How to make a walkcycle -------------------------------------------------- The best way to get to understand all these different parts is to actually use them. Walk cycles are considered the most basic form of a full animation, because of all the different parts involved with them. Therefore, going over how one makes a walkcycle should serve as a good introduction. Setup ~~~~~ First, we make a new file: .. image:: /images/en/Introduction_to_animation_01.png On the first tab, we type in a nice ratio like 1280x1024, set the dpi to 72 (we're making this for screens after all) and title the document 'walkcycle'. In the second tab, we choose a nice background color, and set the background to canvas-color. This means that Krita will automatically fill in any transparent bits with the background color. You can change this in :menuselection:`Image --> Image Properties`. This seems to be most useful to people doing animation, as the layer you do animation on MUST be semi-transparent to get onion skinning working. .. note:: Krita has a bunch of functionality for meta-data, starting at the :guilabel:`Create Document` screen. The title will be automatically used as a suggestion for saving and the description can be used by databases, or for you to leave comments behind. Not many people use it individually, but it can be useful for working in larger groups. Then hit :guilabel:`Create`! Then, to get all the necessary tools for animation, select the workspace switcher: .. figure:: /images/en/Introduction_to_animation_02.png The red arrow points at the workspace switcher. And select the animation workspace. Which should result in this: .. image:: /images/en/Introduction_to_animation_03.png The animation workspace adds the timeline, animation and onion skin dockers at the bottom. Animating ~~~~~~~~~ We have two transparent layers set up. Let's name the bottom one 'environment' and the top 'walkcycle' by double clicking their names in the layer docker. .. image:: /images/en/Introduction_to_animation_04.png Use the straight line tool to draw a single horizontal line. This is the ground. .. image:: /images/en/Introduction_to_animation_05.png Then, select the 'walkcycle' layer and draw a head and torso (you can use any brush for this). Now, selecting a new frame will not make a new frame automatically. Krita doesn't actually see the 'walkcycle' layer as an animated layer at all! .. image:: /images/en/Introduction_to_animation_06.png We can make it animatable by adding a frame to the timeline. |mouseright| a frame in the timeline to get a context menu. Choose :guilabel:`New Frame`. .. image:: /images/en/Introduction_to_animation_07.png You can see it has become an animated layer because of the onion skin icon showing up in the timeline docker. .. image:: /images/en/Introduction_to_animation_08.png -Use the to copy frame to copy the +Use the :guilabel:`Copy Frame` button to copy the first frame onto the second. Then, use the with :kbd:`Shift + ↑` to move the frame contents up. We can see the difference by turning on the onionskinning: .. image:: /images/en/Introduction_to_animation_09.png Now, you should see the previous frame as red. .. warning:: Krita sees white as a color, not as transparent, so make sure the animation layer you are working on is transparent in the bits where there's no drawing. You can fix the situation by use the :ref:`filter_color_to_alpha` filter, but prevention is best. .. image:: /images/en/Introduction_to_animation_10.png Future frames are drawn in green, and both colors can be configured in the onion skin docker. .. image:: /images/en/Introduction_to_animation_11.png Now, we're gonna draw the two extremes of the walkcycle. These are the pose where both legs are as far apart as possible, and the pose where one leg is full stretched and the -other pulled in, read to take the next step. +other pulled in, ready to take the next step. Now, let's copy these two... We could do that with :kbd:`Ctrl + drag`, but here comes a tricky bit: .. image:: /images/en/Introduction_to_animation_12.png -:kbd:`Ctrl + |mouseleft|` also selects and deselects frames, so to copy... +:kbd:`Ctrl +` |mouseleft| also selects and deselects frames, so to copy... -- :kbd:`Ctrl + |mouseleft|` to select all the frames you want to select. +- :kbd:`Ctrl +` |mouseleft| to select all the frames you want to select. - :kbd:`Ctrl + drag`. You need to make sure the first frame is 'orange', otherwise it won't be copied along. Now then... .. figure:: /images/en/Introduction_to_animation_13.png :width: 580 squashed the timeline docker a bit to save space #. Copy frame 0 to frame 2 #. Copy frame 1 to frame 3 #. In the animation docker, set the frame-rate to 4 #. select all frames in the timeline docker by dragging-selecting them. #. press play in the animation docker. #. Enjoy your first animation! Expanding upon your rough walkcycle ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ .. image:: /images/en/Introduction_to_animation_14.png You can quickly make some space by :kbd:`Alt+dragging` any frame. This'll move that frame and all others after it in one go. Then draw inbetweens on each frame that you add .. image:: /images/en/Introduction_to_animation_16.png You'll find that the more frames you add, the more difficult it becomes to keep track of the onion skins. You can modify the onion skin by using the onion skin docker, where you can change how many frames are visible at once, by toggling them on the top row. The bottom row is for controlling transparency, while below there you can modify the colors and extremity of the coloring. .. image:: /images/en/Introduction_to_animation_15.png Animating with multiple layers ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Okay, our walkcycle is missing some hands, let's add them on a separate layer. So we make a new layer, and name it hands and... .. image:: /images/en/Introduction_to_animation_17.png -Our walkcycle is gone from the time-line docker! This is a feature +Our walkcycle is gone from the timeline docker! This is a feature actually. A full animation can have so many little parts that an animator might want to remove the layers they're not working on from the timeline docker. So you manually have to add them. .. image:: /images/en/Introduction_to_animation_18.png You can show any given layer in the timeline by doing |mouseright| on the layer in the layer docker, and toggling :guilabel:`Show in Timeline`. .. image:: /images/en/Introduction_to_animation_19.png Exporting ~~~~~~~~~ When you are done, select :menuselection:`File --> Export Animation` .. image:: /images/en/Introduction_to_animation_20.png It's recommended to save out your file as a png, and preferably in its own folder. Krita can currently only export png sequences. .. image:: /images/en/Introduction_to_animation_21.png When pressing done, you can see the status of the export in the status bar below. .. image:: /images/en/Introduction_to_animation_22.png The images should be saved out as filenameXXX.png, giving their frame number. Then use something like Gimp (Linux, OSX, Windows), ImageMagick (Linux, OSX, Windows), or any other gif creator to make a gif out of your image sequence: .. image:: /images/en/Introduction_to_animation_walkcycle_02.gif For example, you can use `VirtualDub `__\ (Windows) and open all the -frames and then go to File → Export → GIF +frames and then go to :menuselection:`File --> Export --> GIF`. Enjoy your walkcycle! .. note:: Krita 3.1 has a render animation feature. If you're using the 3.1 beta, check out the :ref:`render_animation` page for more information! Importing animation frames -------------------------- You can import animation frames in Krita 3.0. -First let us take a sprite sheet from Open Game Art.(This is the Libre +First let us take a sprite sheet from Open Game Art. (This is the Libre Pixel Cup male walkcycle) -And we'll use :menuselection:`Image --> Split Image to split up the sprite sheet`. +And we'll use :menuselection:`Image --> Split Image` to split up the sprite sheet. .. image:: /images/en/Animation_split_spritesheet.png The slices are even, so for a sprite sheet of 9 sprites, use 8 vertical slices and 0 horizontal slices. Give it a proper name and save it as png. Then, make a new canvas, and select :menuselection:`File --> Import Animation Frames`. This will give you a little window. Select :guilabel:`Add images`. This should get you a file browser where you can select your images. .. image:: /images/en/Animation_import_sprites.png You can select multiple images at once. .. image:: /images/en/Animation_set_everything.png The frames are currently automatically ordered. You can set the ordering with the top-left two drop-down boxes. Start Indicates at which point the animation should be imported. Step Indicates the difference between the imported animation and the document frame rate. This animation is 8 frames big, and the fps of the document is 24 frames, so there should be a step of 3 to keep it even. As you can see, the window gives feedback on how much fps the imported animation would be with the currently given step. -Press OK, and your animation should be imported as a new layer. +Press :guilabel:`OK`, and your animation should be imported as a new layer. .. image:: /images/en/Animation_import_done.png Reference --------- - https://community.kde.org/Krita/Docs/AnimationGuiFeaturesList - `The source for the libre pixel cup male walkmediawiki cycle `_