KRITA USER MANUAL PROOFREADING
----------------------------
This is a side-product of the translation work from English to Chinese. It was a long and exhausting process to translate the manual, so I could have made mistakes myself as well. I'm not a native English speaker so take my suggestion with a grain of salt.
If the richtext in Phabricator looks weird, switch to Edit mode to read in plain text.
Right now, the following chapters have been translated and thus reviewed by me:
#: Location
>> Original Text
Suggestion of new text
ROOT PAGES
----------------------------
#: ../../contributors_manual/krita_manual_readme.rst:199
>>. .. Where do we get the POT files from? Even the translated versions?
Is this an overlooked note by the author?
GENERAL CONCEPTS
----------------------------
Scene Linear Painting
----------------------------
#: ../../general_concepts/colors/profiling_and_callibration.rst:18
>>Profiling and Calibration:
Is this string the title of the page? But the actual title has no ":" and my translation of this line doesn't show up in the final result.
Scene Linear Painting
----------------------------
#: ../../general_concepts/colors/scene_linear_painting.rst:113
This paragraph is repeating the same point of what came before it on the same page, but it is written in a way that I consider very difficult to read as English.
#: ../../general_concepts/colors/scene_linear_painting.rst:137
>> dual color button
I could not find such a thing in Krita 4.1.7 or 4.2.0
#: ../../general_concepts/colors/scene_linear_painting.rst:123
>> Select either a 16bit or 32bit image
This bit is confusing. Krita does not have options as a 16Bit/32Bit "Image", only in channel depth. Plus, 16 bit float and 16 bit integer are different. Since we are talking about scene linear painting, I think the author was supposed to tell us "Select 16 bit float or 32 bit float".
#: ../../general_concepts/colors/scene_linear_painting.rst:147
>> as if all the objects are white
This whole paragraph was incredibly difficult to understand, with the line I quoted here to top them all. I ended up writing a new Chinese paragraph based on my actual experience. The concept in this paragraph is pretty abstract, trying to write it in a casual way actually made it even more difficult to understand. I suggest we use more academic writing style when the text calls for it.
#: ../../general_concepts/colors/scene_linear_painting.rst:162
#: ../../general_concepts/colors/scene_linear_painting.rst:160
This is more like a comment from me on this topic...Krita could not even export HDR images to a portable format by itself...and all those OCIO stuff in this chapter feels more like "doing science" than "doing art". Is it really a good idea to promote scene linear painting to **everyone** (this is in the "General Concepts" by the way)? Shouldn't this chapter be put in a more **Advanced** place, like a specialized tutorial with plenty of warning? I fear many new users are going to flip all the wrong switches after reading this chapter, ruining their works, puzzled by why the colors are all wrong outside of Krita, making digital painting needlessly intimidating, and more question for us to answer...
Getting Started
----------------------------
#: ../../user_manual/getting_started/starting_krita.rst:47
>>In the top-most field of the :guilabel:`Dimensions` tab
But this paragraph is obviously all about the "Content" tab.
#: ../../user_manual/getting_started/starting_krita.rst:95
>>Saving and opening files
Saving files
(The content has nothing to do with Opening files)
#: ../../user_manual/getting_started/basic_concepts.rst:84
>>when **subwindow** mode is active in the :ref:`settings <general_settings>`, via :menuselection:`Window --> Tile`.
It is actually under the "multiple document mode".
#: ../../user_manual/getting_started/basic_concepts.rst:348
>>:ref:`animation`
Animation
#: ../../user_manual/getting_started/basic_concepts.rst:294
>>:ref:`filter_brush_engine`
Filter Brush Engine
#: ../../user_manual/getting_started/basic_concepts.rst:330
>>:ref:`deform_brush_engine`
Deform Brush Engine
#: ../../user_manual/getting_started/basic_concepts.rst:342
>>:ref:`transformation_masks`
Transformation Masks
(For one, they break our code of not making titles into links, but more importantly, it is not being translated in the content/index list)
#: ../../user_manual/getting_started/navigation.rst:47
>>and :kbd:`the directional keys`.
Directional keys doesn't work.
#: ../../user_manual/getting_started/navigation.rst:1
>>Overview of Krita navigation.
Overview of Krita navigation
(This shows up as a title in the index)
#: ../../user_manual/getting_started/navigation.rst:110
>>check out the resource overview page
Is it supposed to be "Resource Management" page?
#: ../../user_manual/getting_started/navigation.rst:112
>>click the wrench icon
It's a "dialogue" icon in 4.1.7, a "tag" icon in 4.2.0.
#: ../../user_manual/getting_started/navigation.rst:112
>> Settings --> Configure Krita --> General --> Favorite presets
It is actually: Settings --> Configure Krita --> General --> Misc --> Number of Palette presets
#: ../../user_manual/getting_started/navigation.rst:110
>>check out the Tag Management page
(Better use a Sphinx link here)
Introduction from Photoshop
----------------------------
#: ../../user_manual/introduction_from_other_software/introduction_from_photoshop.rst:43
>>on your numpad keyboard
It also works with the primary keyboard's =/- key. I think we should just remove this line. It's redundant and makes things appeared to be more complicated than they actually are. We should also explain what these keys do (zooming).
#: ../../user_manual/introduction_from_other_software/introduction_from_photoshop.rst:42
>>'*Mouse wheel*':
Mouse wheel:
#: ../../user_manual/introduction_from_other_software/introduction_from_photoshop.rst:43
>>'*Keyboard*':
Keyboard:
Introduction from SAI
----------------------------
#: ../../user_manual/introduction_from_other_software/introduction_from_sai.rst:40
>>Then select the action 'undo freehand stroke'
We will not find this one in 4.2.0 because we've already added it by default.
>>click :menuselection:`Change text`
We don't have this since 3.0, and the note below is too far away for people to see before wasting an afternoon trying to understand where the Change text thing really is. I suggest we remove the change text thing to reduce confusion unless we are restoring this thing soon.
#: ../../user_manual/introduction_from_other_software/introduction_from_sai.rst:38
>>the file toolbar
This toolbar, in the menu, is named "File", but in the Configure Toolbars dialogue, it is named "mainToolbar". This is very confusing. We need to make up our mind about the name.
#: ../../user_manual/introduction_from_other_software/introduction_from_photoshop.rst:165
>>Like adjustment layers
Like Photoshop's adjustment layers
(because Krita doesn't have such a thing)
#: ../../user_manual/introduction_from_other_software/introduction_from_sai.rst:27
>>duplicate the view
Judging by the context, I think this is supposed to be "zoom the view".
#: ../../user_manual/introduction_from_other_software/introduction_from_sai.rst:44
>> :guilabel:`Reset Rotation` are currently not available via the Toolbar configuration
They are perfectly available in 4.1.7 and 4.2.0
#: ../../user_manual/introduction_from_other_software/introduction_from_sai.rst:67
>>Just choose :guilabel:`Background: As Canvas Color` in the new image dialogue
We need to tell people that this option is on the "Content" tab. Or we really need to re-organize this dialogue.
>>Change image background color
It is now "Image Background Color and Transparency"
>> If you export a PNG or JPG, make sure to uncheck :guilabel:`Save transparency`
JPG cannot save transparency in the first place.
#: ../../user_manual/introduction_from_other_software/introduction_from_sai.rst:106
>>put all your images in a single layer
It should be "in a single group"
#: ../../user_manual/introduction_from_other_software/introduction_from_sai.rst:117
>>Digital Color Selector
It is now "Digital Color Mixer"
#: ../../user_manual/introduction_from_other_software/introduction_from_sai.rst:182
>>wrap
It is "Warp".
#: ../../user_manual/introduction_from_other_software/introduction_from_sai.rst:190
You probably want to rewrite this paragraph, so it is easier to read as English.
Drawing Tablets
----------------------------
#: ../../user_manual/drawing_tablets.rst:114
#: ../../user_manual/drawing_tablets.rst:116
The Wacom section has become the parent section of the other non-Wacom sections of the "Where it can go wrong: Windows". You can clearly see that in the index.
Loading and Saving Brushes
----------------------------
#: ../../user_manual/loading_saving_brushes.rst:181
>>show the brushes for that engine
It should be "show the brush settings for that engine"
#: ../../user_manual/loading_saving_brushes.rst:62
>>brush settings
It should be "brush icons"
#: ../../user_manual/loading_saving_brushes.rst:202
>>The scratch pad has five buttons underneath it.
It has 5 buttons in 4.1.7, but only 4 buttons in 4.2.0.
#: ../../user_manual/loading_saving_brushes.rst:204
>>Showing the current brush image
Should be "Load the current brush image to thumbnail area"
Also, we need to make up our mind about that that dashed square paintable area, and the scratch pad's real name, too. It has other names like "thumbnail area", "mini scratch pad" all over the place.
#: ../../user_manual/loading_saving_brushes.rst:264
>>Share Curves
Only a single "curve" is shared.
#: ../../user_manual/loading_saving_brushes.rst:272
>>0.5\*0.7 = 0.35
Not everyone understands this format, and we should add space to the formula, not just around the "=" symbol, I think it looks better this way:
0.5 x 0.7 = 0.35
#: ../../user_manual/loading_saving_brushes.rst:274
>>0.5+0.7 = 1.2
0.5 + 0.7 = 1.2
#: ../../user_manual/loading_saving_brushes.rst:283
>>0.7-0.5 = 0.2
0.7 - 0.5 = 0.2
#: ../../user_manual/loading_saving_brushes.rst:290
>>different multiplication types
different calculation types
#: ../../user_manual/loading_saving_brushes.rst:316
>>of the first two presets
It should be "of the two presets in the middle".
#: ../../user_manual/loading_saving_brushes.rst:324
>>and then right click it
People must right click over the option's text to reveal the slider. This is extremely confusing. It is not only a problem of the documentation ("label" is easily overlooked), but rather the UX design itself. It breaks the "drop-down panel's face widget cannot be right-clicked" paradigm, and I don't see any new user can teach themselves to find this slider.
#: ../../user_manual/loading_saving_brushes.rst:316
>>Temporarily Save Tweaks to Preset
#: ../../user_manual/loading_saving_brushes.rst:319
>>Eraser Switch Size
#: ../../user_manual/loading_saving_brushes.rst:321
>>Eraser Switch Opacity
This is rather a suggestion on Krita's strings, compare:
[OLD] ### [X] Eraser Switch Size [X] Eraser Switch Opacity [X] Temporarily Save Tweaks To Presets [X] Instant Preview
[NEW] ### [X] Keep Changes Until Quit Erase Mode Unique: [X] Size [X] Opacity [X] Instant Preview: [ Threshold... ]
The lower suggestion saves precious space and is easier to understand. It might also allow us to fit Instand Preview's threshold slider here.
#: ../../user_manual/loading_saving_brushes.rst:17
>>Loading and Saving Brushes
Making and Managing Brushes
Because the article obviously covers how to make a brush, and I think that's what most people care about. Some wouldn't even bother to read the article just because they can care less about loading and saving them, while the making of a brush is introduced past the midway point, many people could have missed it.
#: ../../user_manual/loading_saving_brushes.rst:356
>>There, press the “+” icon
There, press the “+” icon on the bottom-left corner
We are shifting our focus from the panel's top to its bottom area. I don't think people can follow that without a more precise instruction. What's more, I think we should consider moving the Add and Remove button to the top of the Presets chooser.
#: ../../user_manual/loading_saving_brushes.rst:366
>>the right-hand list
I think we should be a bit more specific. This is a HUGE panel, and this list is being squeezed and lost in the center of the gore. People might have looked at where the scratch pad is, due to our direction not being very specific.
#: ../../user_manual/loading_saving_brushes.rst:403
>> :guilabel::`Save new preset`
:guilabel:`Save new preset`
(Sphinx marking mistake!)
#: ../../user_manual/loading_saving_brushes.rst:419
#: ../../user_manual/loading_saving_brushes.rst:422
These are like the titles of their sections. Maybe we don't want to add a period to the end...?
#: ../../user_manual/loading_saving_brushes.rst:419
>>Don't forget to save the changes to your brush when done.
We probably want to indicate "Overwrite Brush" here...?
#: ../../user_manual/loading_saving_brushes.rst:460
>>press the folder icon there
Probably should tell them the button is located at the bottom-left corner.
#: ../../user_manual/loading_saving_brushes.rst:477
These are like the titles of their sections. Maybe we don't want to add a period to the end...?
On Canvas Brush Editor
----------------------------
#: ../../user_manual/loading_saving_brushes.rst:333
>>The On-canvas brush settings
#: ../../user_manual/oncanvas_brush_editor.rst:16
>>On-Canvas Brush Editor
I think we should make up our mind about how we explain this. It's so confusing right now, especially for translation. I suggest we pick one of the following:
1) (As an object) On-canvas Brush Editor
2) (As an object) Pop-up Palette's Brush Editor
3) (As an action) Change Brush Settings on Canvas
As a user, I prefer (3), because it tells what I want to do and it interests me do try it out.
But as a translator, I prefer (2), because it describes precisely what it is.
If we use (1), then this thing must have a visible title, otherwise it's difficult to communicate between people and provide support.
#: ../../user_manual/oncanvas_brush_editor.rst:19
>> Brush editor
Brush Settings panel
We really need to make up our mind about this one. The button says Edit Brush Settings. It's hard to communicate with so many names for the dang thing!
#: ../../user_manual/oncanvas_brush_editor.rst:32
Probably should tell our users that we can drag-and-drop those options, too.
#: ../../user_manual/oncanvas_brush_editor.rst:39
Maybe we should distinguish more about "Settings are remembered per PRESET" and "Different Settings Available per ENGINE".
Blending Modes
----------------------------
#: ../../reference_manual/blending_modes/lighten.rst:178
>>Soft Light SVG
Soft Light (SVG)
Brush Engines
----------------------------
#: ../../reference_manual/brushes/brush_engines/dyna_brush_engine.rst:15
>>Dyna Brush
Dynamic Brush
Mirror Tools
----------------------------
#: ../../user_manual/mirror_tools.rst:33
>>Hide Mirror Line (toggle) --
Hide Mirror Line (toggle) -
Working with Images
----------------------------
#: ../../user_manual/working_with_images.rst:108
>>Image color space vs layer color space vs conversion.
Image color space vs Layer color space vs Conversion
#: ../../user_manual/working_with_images.rst:116
Have a look at the index. I don't see why the paragraphs of canvas background color and basic transforms being grouped under the section of Author and Description.
#: ../../user_manual/working_with_images.rst:133
>>Setting the canvas background color
#: ../../user_manual/working_with_images.rst:148
>>Basic transforms
(These two sections are incorrectly categorized under the "Author" section)
#: ../../user_manual/working_with_images.rst:25
>>If you have a text document, it of course contains letters, strung in the right order, so the computer loads them as coherent sentences.
What does this have to do with "What do Images Contain?" section? Did we forget something here? Are we trying to explain the general idea of a "file format"?
In that case, my suggestion would be:
If you have a text document, it of course contains letters, strung in the right order, so the computer loads them as coherent sentences. This order is the text document's file format. In fact, every file type has its own format, including Images. A Krita image file consists of the following content:
#: ../../user_manual/working_with_images.rst:120
>>You can empty it in the document info dialog and of course by unzipping you(R) .kra file and editing the metadata there.
You can empty it in the Document Information dialog. You can also unzip your .kra file and edit the metadata there.
#: ../../user_manual/working_with_images.rst:142
>>using :guilabel:`Set Canvas Background Color` in the new file options
It is "Image Background Color" and "Image Background Opacity", in the "Content" Tab.
#: ../../user_manual/working_with_images.rst:150
>>There are some basic transforms available in the image menu.
There are some basic transforms available in the :guilabel:`Image` menu.
#: ../../user_manual/working_with_images.rst:159
>>But there are more options than that...
Redundant.
#: ../../user_manual/working_with_images.rst:170
>> :menuselection:`Image --> Trim to Layer`
:menuselection:`Image --> Trim to Current Layer`
#: ../../user_manual/working_with_images.rst:192
>>constraint proportions
constrain proportions
But better yet:
The :guilabel:`constrain proportions` option
>>Offset
:guilabel:`Offset`
Also we should mention:
:guilabel:`Anchor`
Basically the options and captions in this paragraph are drawn in the huge chunk of text, they need to stand out somehow.
#: ../../user_manual/working_with_images.rst:None
This screenshot. It's really difficult to see the arrow with its dark theme. We need to change the screenshot.
#: ../../user_manual/working_with_images.rst:199
>>You can see the arrow marked in red in the example below
You can see the arrow marked in red in the example below:
(And also, we shouldn't even need this line if our screenshot above can tell the tale.)
#: ../../user_manual/working_with_images.rst:209
>>Resizing the image
Scale Image To New Size
Because Resizing the image is the same meaning as Resizing the canvas. We can't use resize here. We should just use what we actually have in Krita -- "Scale Image To New Size".
#: ../../user_manual/working_with_images.rst:211
>>resize the whole image
resize the whole image proportionally
#: ../../user_manual/working_with_images.rst:259
>>Open a saved file. Fairly straightforward.
Open an existing file.
#: ../../user_manual/working_with_images.rst:265
>> This is also called 'import' in other programs.
So why don't we just call it "Import"!? XD
#: ../../user_manual/working_with_images.rst:272
>> 'filename'\_XXX.kra
'filename\_XXX.kra'
#: ../../user_manual/working_with_images.rst:279
>>you will need to rename it to filename.zip to open it
Windows nowadays hides the extensions by default. Adding .zip to the filenames will do nothing. We probably need to teach them how to show file extension names in MS Explorer as well.
Painting with Assistants
----------------------------
#: ../../user_manual/painting_with_assistants.rst:2
>>to draw perspectives.
(It's not just for perspectives though)
#: ../../user_manual/painting_with_assistants.rst:19
>>while drawing straight lines or circles.
(and this one alone lacks the mentioning of the perspectives)
#: ../../user_manual/painting_with_assistants.rst:32
>>The following assistants are available in Krita:
Redundant because we have a section with description just below this line.
#: ../../user_manual/painting_with_assistants.rst:37
>>There are several types in Krita. You can select a type of assistant via the tool options docker.
There are several types of assistants in Krita. Choose one type from the tool options docker before adding one to the canvas.
#: ../../user_manual/painting_with_assistants.rst:68
>>they'll snap to one of the other corner handles, in sets.
They only snap horizontally.
#: ../../user_manual/painting_with_assistants.rst:123
>>shows several general lines.
shows several reference lines.
Also, this option in the Tool Options docker has ambiguous label. "Density", but of what? Maybe we should Give it a tltle: "Reference Lines:"
#: ../../user_manual/painting_with_assistants.rst:125
>>When you've just created, or when you've just moved a vanishing point assistant, it will be selected.
When a vanishing point assistant is selected, you can...
#: ../../user_manual/painting_with_assistants.rst:151
>>on https://www.youtube.com/watch?v=OhEv2pw3EuI
Maybe turnning it into a proper Sphinx Link
#: ../../user_manual/painting_with_assistants.rst:240
Typically, the solution is as follow: 1) Create a vanishing point on the horizon outside of the canvas to the left. 2) Draw a diagonal line from that vanishing point, connect it to the point where the first beam meets the right rail. 3) Draw a vertical line from the point where the two rails meet over the horizon. 4) Cross the diagonal line you made in step 2 with the vertical line you made in step 3. Draw a horizontal line across the point where these two lines meet. You can now use this horizontal line for the second beam. 5) Repeat this process until you finished drawing all the beams.
Instead of the manual method above, you can use Krita's vanishing point assistant tool to make the whole ordeal much easier. (to the vanishing point assistant method instructions)
#: ../../user_manual/painting_with_assistants.rst:244
>>But because they are parallel
But because the beams are parallel
Layers and Masks
----------------------------
#: ../../user_manual/layers_and_masks.rst:25
Instead of papercuts, maybe we should use transparent plastic sheets with some objects painted on them for our example.
#: ../../user_manual/layers_and_masks.rst:46
+The content of the lower layer can only be visible through the transparent areas of the upper layer.
#: ../../user_manual/layers_and_masks.rst:60
>> in the :ref:`subwindow mode <window_settings>`
in the :ref:`Subwindows mode <window_settings>`
(lacking a S)
#: ../../user_manual/layers_and_masks.rst:None
>>.. image:: images/en/Layer-color-filters.png
>>.. image:: images/en/Layer-color-filters-menu.png
#: ../../user_manual/layers_and_masks.rst:114
>>.. image:: images/en/Passthrough-mode_.png
#: ../../user_manual/layers_and_masks.rst:129
>>.. image:: images/en/Inherit-alpha-02.png
Wee probably shouldn't add text to these pictures. It's already really easy to understand by framing them red. Adding text only brings about confusion and fear to non-English speakers.
#: ../../user_manual/layers_and_masks.rst:91
>>.. image:: images/en/500px-Krita-types-of-layers.png
We've just explained the filter button before. We shouldn't repeat it here. Besides, by getting rid of that "different" text, we can translate this picture's other texts as "a list of the layer types" in the following paragraph.
#: ../../user_manual/layers_and_masks.rst:99
We should break the paragraph before "Group Layers composite..." It's too chunky and too mixed right now, it's difficult and intimidating to understand.
>>however, the visibility of the layers in a group depends on the visibility of the group.
I think we should also tell people how to use the eye icon to switch the layer's visibility before this one. Not all first time digital artists can grasp the idea naturally.
#: ../../user_manual/layers_and_masks.rst:116
>>.. image:: images/en/Layer-composite.png
This picture should be moved before #: ../../user_manual/layers_and_masks.rst:99 "Group Layers composite...", that's also why we should separate that paragraph.
#: ../../user_manual/layers_and_masks.rst:125
>>inherit alpha
Inherit Alpha, or we should use Sphinx highlight on the thing.
#: ../../user_manual/layers_and_masks.rst:130
Expanding it into:
The Inherit Alpha feature works like this: On the layer stack, click a layer's alpha icon. The pixels of the layer are now confined to the combined pixel area of all the layers below it. But you might quickly noticed: it has no effect!
Here is the tricky part: By default, Krita creates a solid white layer at the bottom of the layer stack. It is at the bottom, meaning it is the layer we use to clip everything above it. But it is also solid white, meaning all pixels on this layer are opaque, so it does not clip anything.
Okay, so what do we do here? First, we create a Group layer. Second, we put the clipping layer at the bottom of this group, and above it, the Inherit Alpha enabled layers. Since groupped layers are composited separately, so the group's lowerest layer becomes the bounding layer, and all layers above it with inherit alpha is enabled will clip to this layer.
>>It can be somewhat hard to
It's not really that hard to explain, don't scare off people before they read!
>>Hence, it is advised to put the base layer that you want the pixels to clip in a group layer.
Hence, we can move the Inherited Alpha enabled layers and the clipping layer into the same group.
#: ../../user_manual/layers_and_masks.rst:144
>>.. image:: images/en/Inherit-alpha-krita.jpg
+
On the left, the layers of the light green background and the deep green strokes are not inside a group, so they are clipped by the bottom layer. And since the bottom layer is solid white, there is no clipping at all. In the middle, the layer of the green background and the blue stoke are inside the same group, and therefore, not affected by the background white layer, and the blue stroke is now properly clipped by the green circle. On the right you can see the layer structures of these two examples.
#: ../../user_manual/layers_and_masks.rst:146
>>.. image:: images/en/Krita-tutorial2-I.1-2.png
+
On the left we demonstrated how clipping inside of a group is unaffected by the layers below that group. On the right, the left example has only the yellow triangle's layer with Inherit Alpha enabled, it was thus clipped by the combination of the layers below it (those of the red circle and the blue square); the right example has both the layers of the yellow triangle and the red circle with Inherit Alpha enabled, thus they are both being clipped by the lower blue square's layer.
We should insert two paragraph below each of these two pictures, otherwise it's difficult to translate.
Selections
----------------------------
#: ../../user_manual/selections.rst:1
>>Select the shape of a square.
Select the shape of a rectangular.
>>Select the shape of a circle.
Select the shape of an ellipse.
>>Similar Color Selection Tool
Select an area with similar colors.
>>click to get sharp corners
click to create straight lines
#: ../../user_manual/selections.rst:47
>>Modifier
Modifier (switch temporarily)
>>Shortcut
Shortcut (switch permanently)
#: ../../user_manual/selections.rst:51
>>--
None
(People might see this as the "-" key)
#: ../../user_manual/selections.rst:61
>>If you want to delete the entire selection
If you want to remove/cancel the entire selection
(we don't really use delete in Krita or in the documentation, and delete strongly relates to content removal, I think)
#: ../../user_manual/selections.rst:84
>>you will need to create a selection.
you will need to first create a selection with any selection tool, then switch to the global selection mask in the layer stack, now you may edit the selection by painting on this layer.
#: ../../user_manual/selections.rst:97
>>vector anchor tools
Edit Shapes Tool
#: ../../user_manual/selections.rst:95
>>Pixel and Vector Selection Types
Pixel and Vector Selection Modes
#: ../../user_manual/selections.rst:104
>>with the “Shape Handle” tool
with Edit Shapes Tool
>>using the options in the :guilabel:`Selection` menu
using :guilabel:`Convert to Shape` from the Select menu.
#: ../../user_manual/selections.rst:107
>>You can also use the path editing tool to change the anchor points in the selection
You can also use the Edit Shapes Tool to change the anchor points of a vector selection.
#: ../../user_manual/selections.rst:119
>>If you have multiple levels of transparency when you convert a selection to vector, you will lose the gray values.
If you have a pixel selection with multiple levels of transparency, converting it to a vector selection will drop its transparency levels.
#: ../../user_manual/selections.rst:130
Toggle display/hide selection -- :kbd:`Ctrl + H`
(unify style with other items in this list)
Python Scripting
----------------------------
#: ../../user_manual/python_scripting.rst:7
>>This section covers python scripting.
This section covers Krita's Python scripting.
#: ../../user_manual/python_scripting/introduction_to_python_scripting.rst:39
>>If you don't see the scripter plugin, make sure you are using an up-to-date version of Krita.
If you don't see the Scripter plugin, make sure you are using an up-to-date, stable version of Krita.
(I don't see Python Plugin Manager itself in the nightly builds either)
#: ../../user_manual/python_scripting/introduction_to_python_scripting.rst:77
>>This will open up a new document.
This will create a new document with parameters set according to the code.
#: ../../user_manual/python_scripting/introduction_to_python_scripting.rst:167
>>Finally, in addition to the LibKis documentation, the Qt documentation,
Finally, in addition to the LibKis documentation, you may also want to read the Qt documentation,
Tag Management
----------------------------
#: ../../user_manual/tag_management.rst:25
>>You can select different brush tags in the pop-up palette.
You can load a brush set of a certain tag in the pop-up palette.
#: ../../user_manual/tag_management.rst:30
>>By pressing the :guilabel:`+` next to the tag selection, you will get an option to add a tag. Type in the name you want and press :kbd:`Enter`. You will need to go back to the :guilabel:`All` tag to start assigning brushes.
On the top of a presets list, there is a :guilabel:`Tag` button next to the Tag list. Press the button to reveal the New Tag input box. Type in a name for your new tag, press :guilabel:`+` button on the right, or simply press :kbd:`Enter` to finish adding the new tag. Now select :guilabel:`All` tag from the droplist to start assigning brushes to your newly created tag.
#: ../../user_manual/tag_management.rst:40
>>Select the existing tag that you want to have changed from the drop-down. Press the :guilabel:`+` icon next to the tag. You will get an option to rename it. Press :kbd:`Enter` to confirm. All the existing brushes will remain in the newly named tag.
Select the tag you want to rename from the Tag list. Press the :guilabel:`Tag` button on the right will reveal the Rename Tag input box. Type in a new name for the tag, press :guilabel:`+` button on the right, or simply press :kbd:`Enter` to finish renaming the new tag. All the previous brushes will be assigned to the renamed tag.
#: ../../user_manual/tag_management.rst:44
>>Select the existing tag that you want to have removed from the drop-down. Press the :guilabel:`+` icon next to the tag. You will get an option to remove it.
Select the tag you want to delete from the Tag list. Press the :guilabel:`Tag` button, select "Delete This Tag".
Vector Graphics
----------------------------
#: ../../user_manual/vector_graphics.rst:44
>>There is one last way to make vectors: the :guilabel:`Vector Image` tool.
There is one more way to add vectors: the :guilabel:`Vector Libraries` docker.
Soft Proofing
----------------------------
#: ../../user_manual/soft_proofing.rst:36
>>:menuselection:`Image --> Image Properties --> Soft Proofing`.
:menuselection:`Image --> Properties --> Soft Proofing`.
#: ../../user_manual/soft_proofing.rst:40
>>Profile, Depth, Space
Profile, Depth, Model
Snapping
----------------------------
#: ../../user_manual/snapping.rst:32
>> aligning your art work to grids
aligning your artwork to grids
#: ../../user_manual/snapping.rst:87
>>Shape Handling tool
Select Shapes Tool & Edit Shapes Tool
Animation
----------------------------
#: ../../user_manual/animation.rst:20
>> In specific, :program:`Krita` has frame-by-frame raster animation.
In specific, it has frame-by-frame raster animation.
(We are using the program marking back-to-back here...)
#: ../../user_manual/animation.rst:32
>>expand the :guilabel:`New Frame`
expand the :guilabel:`Create Blank Frame`
#: ../../user_manual/animation.rst:52
>> :guilabel:`auto-key framing`
:guilabel:`Auto Frame Mode`
#: ../../user_manual/animation.rst:74
>>.. image:: images/en/Introduction_to_animation_01.png
It's 1200x1024, which is different than our text's 1280x1024.
We should also break this combined picture into two. Because at a glance, it looks like a single window that Krita doesn't have, and it is confusing.
#: ../../user_manual/animation.rst:75
>>On the first tab,
In the new document dialogue, Custom Documents page's Dimension tab,
>>set the dpi to 72
set the Resolution to 72 ppi
#: ../../user_manual/animation.rst:79
>>set the background to canvas-color
set the background as canvas color
>> :menuselection:`Image --> Image Properties`
:menuselection:`Image --> Properties`
#: ../../user_manual/animation.rst:82
>>Krita has a bunch of functionality for meta-data, starting at the :guilabel:`Create Document` screen.
Krita has a bunch of functionality for metadata, starting at the :guilabel:`Create New Document` dialogue.
#: ../../user_manual/animation.rst:98
>>.. image:: images/en/Introduction_to_animation_03.png
The screeshot is now outdated and does not reflect the real result.
#: ../../user_manual/animation.rst:99
>>The animation workspace adds the timeline, animation and onion skin dockers at the bottom.
The animation workspace places the Timeline and Animation dockers at the bottom of Krita's window. To show the Onion Skins docker, click the Onion icon on the Animation docker.
#: ../../user_manual/animation.rst:118
>>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!
(We are skipping too much here. Krita's Animation workspace is a scary place. Inexperienced user cannot follow what's happening unless you are hand-holding them here.)
Suggestion:
Now let's turn our attention to the Timeline docker. You can see there is nothing there. That's because we haven't yet added our layer as a frame to the Timeline, without which Krita does not see it as part of the animation.
#: ../../user_manual/animation.rst:123
>>.. image:: images/en/Introduction_to_animation_06.png
The screenshot is outdated. The current context menu is so much bigger.
#: ../../user_manual/animation.rst:124
>> |mouseright| a frame in the timeline
|mouseright| a time slot in the timeline
>>Choose :guilabel:`New Frame`.
Choose :guilabel:`Create Blank Frame`.
#: ../../user_manual/animation.rst:134
>>Use the :guilabel:`Copy Frame` button to copy the first frame onto the second.
Choose a new time slot after the first frame, right click and choose :guilabel:`Create Dup
licate Frame` button to copy the first frame to the second.
#: ../../user_manual/animation.rst:138
>>We can see the difference by turning on the onionskinning by clicking on the lightbulb icon icon on the left of the timeline:
We can see the differences between frames by turning on Onion Skins view. You can do this by clicking on the lightbulb icon on the left of the timeline:
#: ../../user_manual/animation.rst:149
>>Future frames are drawn in green, and both colors can be configured in the onion skin docker.
Future frames are drawn in green, and both colors can be configured in the Onion Skins docker. You can bring up the Onion Skins docker by pressing the Onion button on the the Animation docker.
#: ../../user_manual/animation.rst:159
>>Now, let's copy these two... We could do that with :kbd:`Ctrl + drag`, but here comes a tricky bit:
Now we want to copy these 2 frames to timeslot 2, 3 on the Timeline. However, it is a bit tricky to use our familiar drag actions in the Timeline docker. Dragging alone does not select multiple frames but instead moves the first frame you clicked. To select multiple frames, hold :kbd:`Ctrl` while dragging.
#: ../../user_manual/animation.rst:163
We should move this picture lower, to where #: ../../user_manual/animation.rst:167 (:kbd:`Ctrl + drag`. You need to make sure the first frame is 'orange', otherwise it won't be copied along.) is, Right now it is extremely confusing.
#: ../../user_manual/animation.rst:164
>>:kbd:`Ctrl +` |mouseleft| also selects and deselects frames, so to copy...
:kbd:`Ctrl +` |mouseleft| also selects and deselects frames. <Move this part to #: ../../user_manual/animation.rst:159>
Now let's try again. To copy Frame 0 and 1 to Timeslot 2 and 3:
#: ../../user_manual/animation.rst:166
>>:kbd:`Ctrl +` |mouseleft| to select all the frames you want to select.
First, use :kbd:`Ctrl +` |mouseleft| to select the 2 frames you want to copy. The selected frames become orange, as shown in the screenshot above.
#: ../../user_manual/animation.rst:167
>>:kbd:`Ctrl + drag`.
Then use :kbd:`Ctrl + drag` to copy the selected Frame 0, 1 to Timeslot 2, 3.
>>You need to make sure the first frame is 'orange', otherwise it won't be copied along.
The selected frames become orange, as shown in the screenshot above. <Moved to #: ../../user_manual/animation.rst:166>
#: ../../user_manual/animation.rst:170
>>Now then...
Now to play this cycle, we need to:
#: ../../user_manual/animation.rst:177
>>Copy frame 0 to frame 2
#: ../../user_manual/animation.rst:178
>>Copy frame 1 to frame 3
Remove these two lines. They shouldn't be here. They have already been executed! It's so confusing to see them again here!
#: ../../user_manual/animation.rst:175
>>.. image:: images/en/Introduction_to_animation_13.png
>>squashed the timeline docker a bit to save space
You may run out of space in the left panel area. To recify that, we can drag and drop the Animation docker and the Onion Skins docker downward to the bottom panel area, alongside with the Timeline docker.
(Also, maybe we should actually remove this picture. It does not belong here. It's so confusing. Besides we need to tell people to place the Timeline docker in the bottom panel. And why isn't this arrangement used in the default Animation workspace?)
#: ../../user_manual/animation.rst:180
>>select all frames in the timeline docker by dragging-selecting them.
Select all 4 frames in the timeline docker with Ctrl + Dragging.
#: ../../user_manual/animation.rst:189
>>:kbd:`Alt+dragging`
:kbd:`Alt + dragging`
#: ../../user_manual/animation.rst:185
>>Expanding upon your rough walkcycle
Adding and drawing the Inbetweens
#: ../../user_manual/animation.rst:208
>>So we make a new layer, and name it hands and...
Go to the Layers docker, or press the "+" button on the top-left corner of the Timeline docker, create a new layer, name it "hands", and...
#: ../../user_manual/animation.rst:228
>>When you are done,
When you are done, you may want to export your animation.
#: ../../user_manual/animation.rst:232
>>It's recommended to save out your file as a png, and preferably in its own folder. Krita can currently only export png sequences.
In the Render Animation dialogue, choose Export: "Image Sequence". Choose PNG Image from the File Format drop-list. To avoid complications, it is recommended to export a sequence to its own folder.
(I think Krita can export more than PNG sequences now)
#: ../../user_manual/animation.rst:237
>>When pressing done, you can see the status of the export in the status bar below.
Press OK to begin rendering the animation. The process can take a while. You can see the exporting progress in the Status Bar below.
#: ../../user_manual/animation.rst:242
>>The images should be saved out as filenameXXX.png, giving their frame number.
The image sequence should be exported as FilenameXXXX.pngs, ending with their frame numbers.
#: ../../user_manual/animation.rst:245
>>Then use something like Gimp (Linux, OSX, Windows), ImageMagick (Linux, OSX, Windows),
Then use something like GIMP or ImageMagick...
#: ../../user_manual/animation.rst:251
>>For example, you can use `VirtualDub <http://www.virtualdub.org/>`__\ (Windows) and
For Windows, you can also use `VirtualDub <http://www.virtualdub.org/>`_ .
#: ../../user_manual/animation.rst:259
>>Krita 3.1 has a render animation feature. If you're using the 3.1 beta,
Since version 3.1 Krita can Render Animation directly.
(And why exactly didn't we teach people to Render to animation directly?)
#: ../../user_manual/animation.rst:264
>>You can import animation frames in Krita 3.0.
You can import animation frames since version 3.0.
(don't give people the impression that you can ONLY do that in 3.0)
#: ../../user_manual/animation.rst:275
>>Then, make a new canvas,
Then, create a new document,
#: ../../user_manual/animation.rst:283
>>You can set the ordering with the top-left two drop-down boxes.
You can adjust the ordering with the "Order" drop-lists.
#: ../../user_manual/animation.rst:286
>>Start
Start at
#: ../../user_manual/animation.rst:289
>>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.
Indicates how much frame time each imported image occupies in the animation. The Source FPS number below gives an approximation of what the imported sequence's FPS should be by dividing the current document's FPS with the given Step value. In this case, the document's FPS is 24, and the Step we gave is 3, from that the Source FPS digits guesses the imported sequence to have a FPS of 8, which is exactly what our image sequence was made for.
#: ../../user_manual/animation.rst:295
>>and your animation should be imported as a new layer.
and your image sequence should be imported as a new animated layer.
#: ../../user_manual/animation.rst:303
>>`The source for the libre pixel cup male walkmediawiki cycle <http://opengameart.org/content/liberated-pixel-cup-lpc-base-assets-sprites-map-tiles>`_
`The source for the Libre Pixel Cup Male Walkcycle <http://opengameart.org/content/liberated-pixel-cup-lpc-base-assets-sprites-map-tiles>`_
#: ../../user_manual/japanese_animation_template.rst:1
>>Detailed explanation on how to use the animation template.
Detailed explanation on how to use the Japanese Animation template.
#: ../../user_manual/japanese_animation_template.rst:34
>>Its layer contents
Layer Usage Synopsis
#: ../../user_manual/japanese_animation_template.rst:36
>>from the bottom
From the bottom:
#: ../../user_manual/japanese_animation_template.rst:47
>>Where you add inbetweens to keys for the process of coloring, and remove unnecessary details to finalize keys (To be accurate, I finish finalization of keys before beginning to add inbetweens)
Where you add inbetweens for keys in the coloring process, and to remove unnecessary details to finalize the keys (To be accurate, I'd finalize the keys before adding the inbetweens).
#: ../../user_manual/japanese_animation_template.rst:32
>>.. image:: images/en/Layer_Organization.png
We should replace this screenshot with an English one.
#: ../../user_manual/japanese_animation_template.rst:61
And all these screenshots. Although they are mostly for Japanese users, can we have English ones for other languages? I can translate them for you if you need to.
Translation for this one: (maybe you can append them after: #: ../../user_manual/japanese_animation_template.rst:58)
Left: You can look for the proper timings as you playback and adjust the keys accordingly. You may also use the result here to assign them back to the Time Sheet. Here you can see the frames 1/2/3/4 on the timeline and where they are on the canvas.
Right: If separated layers and cuts are needed, you can duplicate the whole group and rename them to A/B/C accordingly. Main lines, Color tracing lines and Shadow lines are supposed to be drawn on different layers. However, you should add or remove the layers according to your situation.
#: ../../user_manual/japanese_animation_template.rst:62
>>You can add layers and add them to timeline.
You can add new layers and show them in the timeline.
#: ../../user_manual/japanese_animation_template.rst:67
>>.. image:: images/en/Add_Timeline_2.png
(The Japanese version of Krita haven't yet finished translating the dang interface in this screenshot!)
#: ../../user_manual/japanese_animation_template.rst:68
>>This is due difference between 24 drawing per second, which is used in Full Animation, and 12 drawing per second and 8 drawings per second, which are used in Limited Animation, on the Timeline docker.
The screenshot below showcases the different timing arrangements between 24 frames per second, which is used in Full Animations, 12 frames per second and 8 frames per second as used in Limited Animations, on the Timeline docker.
#: ../../user_manual/japanese_animation_template.rst:76
>>Finished keys,
Once the keys are finished, you can begin to draw the inbetweens.
#: ../../user_manual/japanese_animation_template.rst:81
>>This is its correspondence with Time sheet.
The following arrangement was done according to the Time Sheet.