<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://www.wiki.synfig.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Berteh</id>
		<title>Synfig Studio :: Documentation - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://www.wiki.synfig.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Berteh"/>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/Special:Contributions/Berteh"/>
		<updated>2026-05-03T15:12:13Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.26.3</generator>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Keyframe&amp;diff=20797</id>
		<title>Keyframe</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Keyframe&amp;diff=20797"/>
				<updated>2015-09-20T21:06:17Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: /* Advanced uses of keyframes */  + link to keyframes import tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
{{NewTerminology}}&lt;br /&gt;
{{Category|Glossary}}&lt;br /&gt;
== What is a keyframe? ==&lt;br /&gt;
A keyframe is a basically a &amp;quot;mark&amp;quot; in the timeline. This mark allows the user to make Synfig remember the state of the animation at that point (frame). It means that the keyframe is like a label that tell Synfig that this frame should be taken into account when creating waypoints.  It also indicates that the marked frame is a special frame where the information of ''every parameter of every layer is stored in order to be reused later''. &lt;br /&gt;
&lt;br /&gt;
Each keyframe is associated with a particular frame and a frame can only have one keyframe.&lt;br /&gt;
== What does a keyframe looks like? ==&lt;br /&gt;
A keyframe looks like a light brown vertical dashed line in the {{l|Timetrack Panel}} placed at the corresponding frame. You can distinguish it from the {{l|Time_Cursor}} by its color (the time cursor is blue). &lt;br /&gt;
&lt;br /&gt;
[[File:KeyframesLook-TimeTrack 0.63.06.png|frame|none]]&lt;br /&gt;
The symbols shown in the image are {{l|Waypoints|waypoints}}.&lt;br /&gt;
&lt;br /&gt;
The keyframe representation in the {{l|Timebar}} change according their states : {{literal|Normal}}, {{literal|Selected}} or {{literal|Deactivated}}&lt;br /&gt;
[[File:Keyframe State Representation.png|frame|none|Three keyframes with three different states : '''Normal''', '''Selected''' and '''Deactivated''']]&lt;br /&gt;
&lt;br /&gt;
Keyframes also appear as entries in a list in the {{l|Keyframes Panel}}&lt;br /&gt;
[[File:KeyframesLook-KeyframePanel 0.63.06.png|frame|none]]&lt;br /&gt;
&lt;br /&gt;
   '''Documentation writers note:''' You can download the project to generate the screenshot : {{l|File:Keyframe-lookslike.sifz}}&lt;br /&gt;
&lt;br /&gt;
== Keyframes and waypoints ==&lt;br /&gt;
&lt;br /&gt;
A keyframe doesn't necessarily imply a waypoint, and a waypoint doesn't necessarily imply a keyframe. &lt;br /&gt;
&lt;br /&gt;
A keyframe could live all the time without any waypoint but it stores the information of the values of the parameters on that specific frame. If there is a waypoint there then the waypoint information (only the parameter value) is stored too. If there is no waypoint in the keyframe then its &amp;quot;stored&amp;quot; value is the result of the surrounding waypoints, its parameter values and the interpolation values the waypoints have. This means that a keyframe remembers the values of the parameters at that frame but does not keep them static at that frame. To maintain a parameter's value static in a certain frame you must use a waypoint.&lt;br /&gt;
&lt;br /&gt;
The creation of a waypoint can cause the creation of new waypoints on the neighboring keyframes depending on the current value of the {{l|Lock Keyframes}} state. So, maybe, the creation of a waypoint (modifying a parameter or pasting or moving a waypoint or even duplicating a keyframe) can lead to the creation of a waypoint in the keyframes that are immediately before and after the inserted waypoint's frame. The waypoints created in the neighboring keyframes are created according to the {{l|New Layer Defaults#Default Interpolation|default interpolation value}} in the {{l|Toolbox |toolbox window}}.&lt;br /&gt;
&lt;br /&gt;
See the {{l|#Examples|examples}} to understand how this works.&lt;br /&gt;
&lt;br /&gt;
== Adding, duplicating and removing keyframes ==&lt;br /&gt;
&lt;br /&gt;
===Add a keyframe===&lt;br /&gt;
[[File:KeyframeButton AddNew 0.63.06.png|frame|none]]&lt;br /&gt;
&lt;br /&gt;
Place the time cursor at a frame where there isn't currently any keyframe. Then press the  {{Literal|Add new Keyframe}} button. If you place the time cursor at a frame where there is currently an existing keyframe or if animation Start Time egals animation End Time (animation Duration is 0m 0s 1f) then the {{Literal|Add new Keyframe}} button is disabled. Once you press the button then a new entry is added to the list of keyframes and a vertical dashed line is added in the time line. No waypoint is created.&lt;br /&gt;
&lt;br /&gt;
===Duplicate a keyframe===&lt;br /&gt;
[[File:KeyframeButton Duplicate 0.63.06.png|frame|none]]&lt;br /&gt;
&lt;br /&gt;
Select a keyframe in the keyframe list of the {{l|Keyframes Panel}} and place the cursor at a frame where there isn't currently any keyframe. Then press the {{Literal|Duplicate Keyframe}} button. This would have two separated effects:&lt;br /&gt;
&lt;br /&gt;
# If there is a waypoint at the original keyframe then the waypoint is duplicated. Its duplication includes the parameter value and its interpolation types.&lt;br /&gt;
# If there is no waypoint in the original keyframe for any particular parameter then two things could happen:&lt;br /&gt;
#*There is no waypoint for that parameter at ANY frame in the time line: Then NO waypoint is created.&lt;br /&gt;
#*If there is a waypoint in the time line for that parameter, but not in the keyframe that is going to be duplicated, then in the duplicated keyframe is created a new waypoint with a value for the parameter of the result of the current value at the original keyframe and a {{Literal|TCB Smooth}} interpolation type for both {{Literal|In}} and {{Literal|Out}}.&lt;br /&gt;
&lt;br /&gt;
Of course, duplicate a keyframe will produce a new keyframe at the place pointed by the time cursor and will add a new one to the keyframe list in the proper place. In the keyframe list, the new added keyframe have the same description than the original, plus a {{Literal|(Duplicate)}} at the end.&lt;br /&gt;
&lt;br /&gt;
===Remove a keyframe===&lt;br /&gt;
[[File:KeyframeButton Remove 0.63.06.png|frame|none]]&lt;br /&gt;
&lt;br /&gt;
Just select a keyframe from the keyframe list and press the Remove keyframe button. It will remove the keyframe and all the waypoints for all parameters for all layers that are currently there.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;cite&amp;gt;''NOTE: If you move a keyframe by modifying its {{l|#Time|time}} in the keyframe list dialog and immediately press the Remove Keyframe button then the waypoints are not deleted. It seems to be a bug but also can be considered a feature if you really want to keep the waypoints and not the keyframe.''&amp;lt;/cite&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Editing keyframes: time, length &amp;amp; description ==&lt;br /&gt;
&lt;br /&gt;
You can see in the Keyframe list dialog that there are four headers and before that, an empty column. This empty column maintain checkboxs related to keyframe activation : enabled or disabled. &lt;br /&gt;
&lt;br /&gt;
[[File:KeyframesLook-KeyframePanel 0.63.06.png|frame|none]]&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Empty&amp;quot; [CheckBox]&lt;br /&gt;
* Time&lt;br /&gt;
* Length&lt;br /&gt;
* Jump&lt;br /&gt;
* Description&lt;br /&gt;
&lt;br /&gt;
=== Activation ===&lt;br /&gt;
By changing the state of the checkbox you can activate or disable the keyframe. A visual information about the keyframe state is displayed in the {{l|Timebar}}.&lt;br /&gt;
&lt;br /&gt;
=== Time ===&lt;br /&gt;
&lt;br /&gt;
You can modify the time (frame) where the keyframe is placed just making a click in the corresponding {{Literal|Time}} cell. It will allow modify the time forward or backward the amount that you want. You can also manually place a keyframe at the desired time using the {{l|Timebar}}.&lt;br /&gt;
&lt;br /&gt;
Modifying the Time of a keyframe has the following effects:&lt;br /&gt;
&lt;br /&gt;
# The existing {{l|Waypoints}} in the keyframe will move to the new position.&lt;br /&gt;
# If any parameter have a a waypoint in the time line, then the moved keyframe will have a new waypoint set to {{l|New_Layer_Defaults#Default_Interpolation|default interpolation}} on those paramter(s).&lt;br /&gt;
# According to the default interpolation method and the {{l|Lock Keyframes}} status and to the parameters that have any waypoint in the time line, new waypoints will be created on the neighbouring keyframes of the destiny time (frame). The original neighbouring keyframes will be untouched if don't coincide with the destiny neighbouring keyframes.&lt;br /&gt;
# If a keyframe is displaced and doesn't &amp;quot;jump&amp;quot; over other existing keyframe then the waypoints that are surrounding the original position of the moved keyframe are compressed and / or expanded in the timeline depending on the displacement of the keyframe. See the examples. &amp;lt;cite&amp;gt; This is a recent discovered behaviour&amp;lt;/cite&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You cannot set the time of other keyframe. If you try to set the time of a certain keyframe to be the same time of another existing keyframe then the program gives you this message:&lt;br /&gt;
&lt;br /&gt;
 keyframe_set: Cannot change keyframe time because another keyframe already exists&lt;br /&gt;
 with that time.&lt;br /&gt;
&lt;br /&gt;
See {{l|#Change Keyframe Time|the example}} to see how changing the time of a keyframe works.&lt;br /&gt;
&lt;br /&gt;
=== Length ===&lt;br /&gt;
&lt;br /&gt;
Length parameter sets the time the keyframe is exposed in the timeline until next keyframe. You can also manually change the length parameter using the {{l|Timebar}} and holding {{Shortcut|alt}} key on releasing the mouse button.&lt;br /&gt;
&lt;br /&gt;
Changing the parameter shifts all following keyframes and {{l|Waypoints}} forward or backwards.&lt;br /&gt;
&lt;br /&gt;
=== Jump ===&lt;br /&gt;
&lt;br /&gt;
The Jump column is only a short cut to place the {{l|Time_Cursor}} at the keyframe where you make a click in the {{Literal|(JMP)}} label.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
This cell allow the user insert a short description of the meaning of the keyframe. Just make click on it and change the text.&lt;br /&gt;
&lt;br /&gt;
== Editing Keyframe Properties ==&lt;br /&gt;
[[File:KeyframeButton Properties 0.63.06.png|frame|none]]&lt;br /&gt;
&lt;br /&gt;
Hitting the keyframe Properties button, the {{Literal|Keyframe Properties}} dialog will appear. This dialog allows change the interpolation method for all the waypoints on the keyframe at the same time. Even if, for a certain parameter, there is no waypoint on the keyframe but the parameter have other waypoints in the time line, then when you apply the {{Literal|Keyframe Properties}} you will add a waypoint at that keyframe were there aren't currently any waypoint. The added waypoints have the interpolation methods stated by the dialog. It means that the {{Literal|Keyframe Properties}} dialog will modify the interpolation methods for all the parameters that have any waypoint in the time line.&lt;br /&gt;
&lt;br /&gt;
The dialog have the following parameters:&lt;br /&gt;
&lt;br /&gt;
[[File:KeyframeDialog 0.63.06.png|frame|none]]&lt;br /&gt;
* In: Checking this value you can change the interpolation method of the left part of the waypoints of the current selected keyframe of all the layers of the canvas to the selected {{l|Waypoints#Interpolation|interpolation method}} in the drop down menu.&lt;br /&gt;
* Out: Same but for the right part of the waypoint.&lt;br /&gt;
* Tension: See {{l|TCB}}&lt;br /&gt;
* Bias: See {{l|TCB}}&lt;br /&gt;
* Continuity:  See {{l|TCB}}&lt;br /&gt;
* Temporal Tension: See {{l|TCB}}&lt;br /&gt;
&lt;br /&gt;
You can check only one of both {{Literal|In}} or {{Literal|Out}} check boxes to only affect the change to the left or right part of the waypoints. The non checked part would not be modified. Same comment applies for the Manual interpolation method parameters ({{Literal|Tension}}, {{Literal|Bias}}, {{Literal|Continuity}} and {{Literal|Temporal Tension}})&lt;br /&gt;
&lt;br /&gt;
[[File:KeyframeDialog2 0.63.06.png|frame|none]]&lt;br /&gt;
&lt;br /&gt;
This dialog would not affect what's the interpolation method for a new waypoint created by the user, automatically created by the {{l|Keyframe#Duplicate_a_keyframe|keyframe duplication}} or by the {{l|Lock_Keyframes|lock keyframe}} state. The interpolation methods for new waypoints created in those cases will be both the same ({{Literal|In}} and {{Literal|Out}} or Left and Right) and depend only on the {{l|New_Layer_Defaults#Default_Interpolation|Default interpolation}} method of the {{l|:Category:Toolbox|Toolbox}} window.&lt;br /&gt;
&lt;br /&gt;
See the {{l|#Examples|examples}} to understand better how it works.&lt;br /&gt;
&lt;br /&gt;
== Edit a keyframe from the timebar ==&lt;br /&gt;
&amp;lt;!-- Use of Template:KeyframesInTheTimebar --&amp;gt;&lt;br /&gt;
{{KeyframesInTheTimebar}}&lt;br /&gt;
&lt;br /&gt;
==Examples ==&lt;br /&gt;
&lt;br /&gt;
=== Duplicate a keyframe with no waypoint on it ===&lt;br /&gt;
For example, imagine that you have following set of keyframes and waypoints and the corresponding parameter of the radius of a circle:&lt;br /&gt;
{|&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|+ Before duplicate keyframe at 2s to 6s&lt;br /&gt;
!Frame!!Keyframe!!Waypoint!!Radius!!Interpolation&lt;br /&gt;
|-&lt;br /&gt;
|0s||yes||yes||20.0||TCB Smooth&lt;br /&gt;
|-&lt;br /&gt;
|2s||yes||no||25.0||n/a&lt;br /&gt;
|-&lt;br /&gt;
|4s||yes||no||30.0||n/a&lt;br /&gt;
|-&lt;br /&gt;
|8s||no||yes||40.0||TCB Smooth&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Keyframe-GraphBeforeDuplicate 0.63.06.png|frame|none]]&lt;br /&gt;
&lt;br /&gt;
 notice that although the interpolation between 0s and 8s is TCB Smooth the real result &lt;br /&gt;
 is linear due that they are the only two waypoints of the animation for that parameter.&lt;br /&gt;
&lt;br /&gt;
If you select the keyframe at 2s, place the time cursor at 6s (where there isn't a keyframe), set the {{l|New Layer Defaults#Default interpolation | default interpolation}} to {{l|TCB|TCB Smooth}}, and have the {{l|Lock Keyframes | lock keyframe status}} to {{Literal|All keyframes locked}} and press the {{Literal|Duplicate keyframe}} button, then the result is the following:&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|+ After duplicate keyframe at 2s to 6s&lt;br /&gt;
!Frame!!Keyframe!!Waypoint!!Radius!!Interpolation&lt;br /&gt;
|-&lt;br /&gt;
|0s||yes||yes||20.0||TCB Smooth&lt;br /&gt;
|-&lt;br /&gt;
|2s||yes||no||25,78125||n/a&lt;br /&gt;
|-&lt;br /&gt;
|4s||yes||yes||30.0||TCB Smooth&lt;br /&gt;
|-&lt;br /&gt;
|6s||yes||yes||25.0||TCB Smooth&lt;br /&gt;
|-&lt;br /&gt;
|8s||no||yes||40.0||TCB Smooth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Keyframe-GraphAfterDuplicate 0.63.06.png|frame|none]]&lt;br /&gt;
&lt;br /&gt;
You can see that:&lt;br /&gt;
# At 0s none has changed. Not affected by the insertion of the keyframe. It is two keyframes away from 6s and also have a waypoint.&lt;br /&gt;
# At 2s there was a keyframe and stills there. But previous to the creation of the keyframe at 6s the current interpolated value of the {{Literal|radius}} was 25.0. After the creation of the keyframe at 6s the radius is the result of the interpolation between 0s and 4s frames waypoints with its radius values and its interpolation methods. That is 25.78125. This keyframe is more than one keyframe away from the new 6s keyframe so no waypoint is created.&lt;br /&gt;
#At 4s there was a keyframe and still being there. But in this case the 4s keyframe is a neighbor of the new 6s keyframe. As well as the lock keyframe state was set to {{Literal|All keyframes locked}} then the keyframe at 4s has been locked adding a waypoint on it. The radius value hasn't changed (still being 30.0) because it was locked adding a waypoint with its current value). The Interpolation mode of the waypoint was set to {{Literal|TCB Smooth}} as stated by its default value.&lt;br /&gt;
# At 6s there is a new keyframe with a new waypoint with the old value of the interpolated value of the keyframe at 2s. That is a {{Literal|radius}} of 25.0.&lt;br /&gt;
#At 8s nothing has changed. There wasn't any keyframe and there was a waypoint so nothing is expected to change.&lt;br /&gt;
&lt;br /&gt;
Return to the previous state before you duplicate the keyframe with the {{l|History Panel}}, and imagine now that you do the same operations but you choose the default interpolation set to {{l|Constant}}. Then the result is the following:&lt;br /&gt;
&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|+ After duplicate keyframe at 2s to 6s (constant interpolation)&lt;br /&gt;
!Frame!!Keyframe!!Waypoint!!Radius!!Interpolation&lt;br /&gt;
|-&lt;br /&gt;
|0s||yes||yes||20.0||TCB Smooth&lt;br /&gt;
|-&lt;br /&gt;
|2s||yes||no||20.0||n/a&lt;br /&gt;
|-&lt;br /&gt;
|4s||yes||yes||30.0||Constant&lt;br /&gt;
|-&lt;br /&gt;
|6s||yes||yes||25.0||TCB Smooth&lt;br /&gt;
|-&lt;br /&gt;
|8s||no||yes||40.0||TCB Smooth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Keyframe-GraphAfterDuplicateConstant 0.63.06.png|frame|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you can see that the keyframe at 2s doesn't hold the value of the parameter by itself. It only remember the value if a waypoint is created on it, by the result of the insertion of a neighbour waypoint, or if a keyframe is duplicated and the lock keyframe status affects that keyframe. In this example the value at 2s has changed drastically due to the different interpolation method for the created waypoint on 4s. If in this situation you duplicate again the keyframe at 2s to other frame (ej. 10s) then it would copy a keyframe with a waypoint on it with a radius's value of 20.0, what is the current value of the parameter in that keyframe before duplicate it.&lt;br /&gt;
&lt;br /&gt;
   '''Documentation writers note:''' You can download the project to generate the screenshot : {{l|File:Keyframe-example1.sifz}}&lt;br /&gt;
&lt;br /&gt;
=== Editing Keyframe Properties ===&lt;br /&gt;
&lt;br /&gt;
Consider this situation for a certain layer:&lt;br /&gt;
&lt;br /&gt;
[[File:KeyframeProperties-BeforeChange 0.63.06.png|frame|none]]&lt;br /&gt;
&lt;br /&gt;
In the sample the animation duration is 10 seconds so the image shows all the existing waypoints and keyframes. The time cursor isn't over any keyframe.&lt;br /&gt;
&lt;br /&gt;
Now consider that you have the following default values:&lt;br /&gt;
&lt;br /&gt;
* {{l|New Layer Defaults#Default Interpolation|Default Interpolation}} method set to {{Literal|Ease in/out}}&lt;br /&gt;
* {{l|Lock Keyframes| Lock Keyframes}} status set to {{Literal|All Keyframes Locked}}&lt;br /&gt;
&lt;br /&gt;
Now select the keyframe at frame 4s in the keyframe list. Press the {{Literal|Keyframe Properties}} button and set the following interpolation method:&lt;br /&gt;
&lt;br /&gt;
[[File:KeyframeDialog3 0.63.06.png|frame|none]]&lt;br /&gt;
&lt;br /&gt;
and press {{Literal|Apply}} button. The result will be this:&lt;br /&gt;
&lt;br /&gt;
[[File:KeyframeProperties-After 0.63.06.png|frame|none]]&lt;br /&gt;
&lt;br /&gt;
You can see the following effects:&lt;br /&gt;
&lt;br /&gt;
# The existing waypoints at 4s keyframe have changed its interpolation methods according to the {{Literal|Keyframe Properties}} dialog.&lt;br /&gt;
# There are new added waypoints at 4s keyframe. The waypoints are added to the paramters that have almost one waypoint in the time line (for example the one that have only a waypoint at 9s). The added waypoints at 4s keyframe have the interpolation settings that was stated by the {{Literal|Keyframe Properties}} dialog.&lt;br /&gt;
# New waypoints have been created for the neighbouring keyframes to 4s (2s and 6s) for all the parameters that have any waypoint in the time line. The waypoints are created in the neighbouring keyframes according to the {{l|Lock Keyframes |Lock Keyframes}} status. Also the created waypoints interpolation method responds to the {{l|New Layer Defaults#Default Interpolation|default interpolation}} method you have set.&lt;br /&gt;
&lt;br /&gt;
If in the {{Literal|Keyframe Properties}} dialog you were checked off the {{Literal|Out}} or the {{Literal|In}} check boxes then it would have happened two things:&lt;br /&gt;
&lt;br /&gt;
# The existing waypoints at 4s would only change its interpolation method on the side the check box was checked on. The other side will be untouched.&lt;br /&gt;
# The new added waypoints will have the interpolation method set to {{Literal|TCB Smooth}} method where the check box is off and the interpolation method set by the {{Literal|keyframe properties}} dialog where the check box is on.&lt;br /&gt;
&lt;br /&gt;
[[File:KeyframeProperties-After2 0.63.06.png|frame|none]]&lt;br /&gt;
&lt;br /&gt;
In this sample it was only checked on the {{Literal|In}} check box.&lt;br /&gt;
&lt;br /&gt;
   '''Documentation writers note:''' You can download the project to generate the screenshot : {{l|File:Keyframe-example2.sifz}}&lt;br /&gt;
&lt;br /&gt;
=== Change Keyframe Time ===&lt;br /&gt;
&lt;br /&gt;
==== Without waypoints between keyframes ====&lt;br /&gt;
&lt;br /&gt;
Consider again this situation for a certain layer: &lt;br /&gt;
&lt;br /&gt;
[[File:KeyframeProperties-BeforeChange 0.63.06.png|frame|none]]&lt;br /&gt;
&lt;br /&gt;
Now consider that you have the following default values:&lt;br /&gt;
&lt;br /&gt;
* {{l|New Layer Defaults#Default Interpolation|Default Interpolation}} method set to {{Literal|Ease in/out}}&lt;br /&gt;
* {{l|Lock Keyframes| Lock Keyframes}} status set to {{Literal|All Keyframes Locked}}&lt;br /&gt;
&lt;br /&gt;
Now select the keyframe at frame 4s in the keyframe list. Make a click in the {{Literal|Time}} cell and modify the time to be 3s. The result will be this:&lt;br /&gt;
&lt;br /&gt;
[[File:KeyframeTime-After 0.63.06.png|frame|none]]&lt;br /&gt;
&lt;br /&gt;
==== With waypoints between keyframes ====&lt;br /&gt;
&lt;br /&gt;
Consider now this situation for a certain layer:&lt;br /&gt;
&lt;br /&gt;
[[File:KeyframeWaypointTime-BeforeChange 0.63.06.png|frame|none]]&lt;br /&gt;
&lt;br /&gt;
Now consider that you have the following default values:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* {{l|New Layer Defaults#Default Interpolation|Default Interpolation}} method set to {{Literal|Ease in/out}}&lt;br /&gt;
* {{l|Lock Keyframes| Lock Keyframes}} status set to {{Literal|All Keyframes Locked}}&lt;br /&gt;
&lt;br /&gt;
Now select the keyframe at 4s in the keyframe list. Make a click in the {{Literal|Time}} cell and modify the time to be 2s. The result is this:&lt;br /&gt;
&lt;br /&gt;
[[File:KeyframeWaypointTime-After 0.63.06.png|frame|none]]&lt;br /&gt;
&lt;br /&gt;
You can see how the waypoints at right and left of the moved keyframe have been compressed and expanded in the time line. Also notice that any waypoint has been formed in the moved keyframe at the paramter at the bottom of the list but yes in the static keyframes.&lt;br /&gt;
&lt;br /&gt;
  It seems to be a bug (?) - to be verified.&lt;br /&gt;
&lt;br /&gt;
Trying to understand this behaviour I see that also the keyframes keep the waypoints between two adjacent keyframes although you move them, keeping the distribution of the waypoints in the portion of time line between keyframes. This behaviour doesn't happen if the moved keyframe &amp;quot;jumps&amp;quot; over other keyframe when moved. &amp;lt;cite&amp;gt; Please add here as much information you can discover about keyframes behaviour. It seems that there are some bugs and any information is welcome&amp;lt;/cite&amp;gt;&lt;br /&gt;
&lt;br /&gt;
   '''Documentation writers note:''' You can download the project to generate the screenshot : {{l|File:Keyframe-example3.sifz}}&lt;br /&gt;
&lt;br /&gt;
== Advanced uses of keyframes ==&lt;br /&gt;
&lt;br /&gt;
===Reusing keyframes===&lt;br /&gt;
If you want to learn more about advanced uses of keyframes see this tutorial about reusing animations. Keyframes can be like stored &amp;quot;poses&amp;quot; that can be reused several time in the animation. Very useful for lip sync. &lt;br /&gt;
&lt;br /&gt;
{{l|Reuse Animations}}&lt;br /&gt;
&lt;br /&gt;
===Usage of Onionskin===&lt;br /&gt;
&lt;br /&gt;
To properly use the onion skin feature ({{Shortcut|alt|O}} or  {{c|&amp;lt;Menu Caret&amp;gt;|&amp;lt;View&amp;gt;|Toggle Onion Skin|}}) you should consider the frame where the keyframes are set. Onion skin will show you the before and after keyframes images with a 50% opaque copy of the current view. Also the current view is 50% opaque.&lt;br /&gt;
&lt;br /&gt;
See {{l|Onion Skin|Onion Skin}} for more detail.&lt;br /&gt;
&lt;br /&gt;
===Quickly creating/importing Keyframes===&lt;br /&gt;
Using a [https://github.com/berteh/import-audacity-labels-keyframes Synfig plug-in] it is possible to quickly import keyframes from a list of timings, as explained in the [[Doc:Audio Synchronisation|Audio Synchronisation]] tutorial.&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Point_to_one_object&amp;diff=19714</id>
		<title>Doc:Point to one object</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Point_to_one_object&amp;diff=19714"/>
				<updated>2014-09-09T11:24:25Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: /* How to make this work in Synfig: */  typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Point to one object}}&lt;br /&gt;
{{Category|Manual}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Advanced}}&lt;br /&gt;
{{NewTerminology}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The object of this tutorial is that achieve that one object points to other regardless the movement of both objects. For this tutorial I've selected one moving eye following one moving fly.&lt;br /&gt;
This is the result you'll obtain:&lt;br /&gt;
&lt;br /&gt;
[[File:Look-the fly!.gif]]&lt;br /&gt;
&lt;br /&gt;
== Create the objects to move==&lt;br /&gt;
&lt;br /&gt;
First lets create the fly. In this case I've drawn three {{l|Region Layer|Region Layers}} emulating the two wings and the body. Once created with the {{l|Spline Tool}}, {{l|Group|Group}} them into a {{l|Group Layer}}. It is '''very important''' that the fly has to be centered on the {{l|Group Layer}}'s {{l|Origin Parameter|Origin}}. Once grouped the fly layers, the created {{l|Group Layer}}'s {{l|Origin Parameter|Origin}} is at (0,0) so you have to move the fly layers {{l|Spline|Splines}} to be around the {{l|Group Layer}} {{l|Origin Parameter|Origin}}. To do that select all the fly layers, select all the {{l|Handle|Handles}} and move them to where the {{l|Group Layer}} {{l|Origin Parameter|Origin}} is (normally at (0,0)). Once done you can select only the {{l|Group Layer}} and move it around by dragging its {{l|Origin Parameter|Origin}}'s {{l|Handle}}.&lt;br /&gt;
&lt;br /&gt;
Now create the Eye. To create it simply create three {{l|Circle Layer|Circle Layers}}: One black in the background (contour of the eyeball), one white in the middle (white eyeball) slightly smaller than the black one, and one smaller black for the pupil. Once created place them in that order and below the fly {{l|Group Layer}}. Rename them properly.&lt;br /&gt;
&lt;br /&gt;
Add a {{l|Solid Color Layer}} for the background and move it down to the bottom.&lt;br /&gt;
&lt;br /&gt;
We are ready to start to make the magic ;)&lt;br /&gt;
&lt;br /&gt;
It should look like this (I have a {{l|Zoom Layer}} added to make a close up screen shot):&lt;br /&gt;
&lt;br /&gt;
[[File:Point to Object 0.63.06.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
= First Method, &amp;quot;all by hand&amp;quot; =&lt;br /&gt;
&lt;br /&gt;
== Export some parameters ==&lt;br /&gt;
&lt;br /&gt;
* First go to the {{l|Group Layer}} that holds the fly and select the {{l|Origin Parameter}}. &lt;br /&gt;
* Right click it and select {{l|Export}} and give the name of 'fly'.&lt;br /&gt;
* Then go to the 'white' layer and the 'black' layer and select both at the same time. You can do this holding {{Shortcut|CTRL}} meanwhile you click on the layers. Once selected both, the {{l|Parameter|Parameters}} on the {{l|Parameters Panel}} are slightly different. The common parameters are shown (in this case all them because the layers are the same type) but the parameters that have different values are greyed indicating that. &lt;br /&gt;
* Do right click to the {{l|Origin Parameter}} and select {{l|Linking|Link}}. That would allow to move the origin of both circles as one. &lt;br /&gt;
* Now select the 'white' layer. &lt;br /&gt;
* Repeat the right click on the {{l|Origin Parameter}} and you'll obtain other contextual menu. &lt;br /&gt;
* Select {{l|Export}} and name the value node to be 'origin'&lt;br /&gt;
* Select {{l|Circle_Layer#Radius|Radius parameter}} and do right click and select {{l|Export}} and name it as 'white radius'.&lt;br /&gt;
* Go to the 'pupil' layer and select the Radius parameter of the circle. &lt;br /&gt;
* Right click and select {{l|Export}}. Give the name of 'pupil radius'. It will be used later.&lt;br /&gt;
&lt;br /&gt;
== Convert pupil's Origin parameter ==&lt;br /&gt;
&lt;br /&gt;
To make the pupil look at the fly where ever it be, we need to automatically move the pupil based on the fly movement and position. To do that we need to make some geometric work.&lt;br /&gt;
&lt;br /&gt;
First let's convert the pupil's {{l|Origin Parameter}} to {{l|Convert#Add|Add}} convert type. To do that select the 'pupil' layer and at the {{l|Parameters Panel}} select the {{l|Origin Parameter}} and do right click. At the contextual menu select {{l|Convert}} and in the sub menu select 'Add'. This will add three sub parameters to the {{l|Origin Parameter}}.&lt;br /&gt;
&lt;br /&gt;
* Origin&lt;br /&gt;
** LHS&lt;br /&gt;
** RHS&lt;br /&gt;
** Scalar&lt;br /&gt;
&lt;br /&gt;
LHS is for 'Left Hand Side' and RHS is for 'Right Hand Side'. In a addition the order of the elements is not important but for a subtraction it is important.&lt;br /&gt;
&lt;br /&gt;
You can see those sub parameters by clicking on the triangle that appear near the {{l|Origin Parameter}} on the left.&lt;br /&gt;
&lt;br /&gt;
Now, we will connect the LHS sub parameter with the origin of the eye, so the position of the pupil is given by the sum of two vectors: the origin of the eye (LHS)  and the vector from the eye's origin to the pupil's origin (RHS). To connect the LHS sub parameter first select the {{l|Library Panel}} and expand the Value Nodes list by clicking on the small triangle on the left of the 'Value Node' row. You'll see all the exported value nodes that we did on the previous section of the tutorial. Then select the {{l|Origin Parameter}}. This would allow us to use it as the target for the subsequent {{l|Connect}} actions. Go to the {{l|Parameters Panel}} again and do right click on the LHS sub parameter of the {{l|Origin Parameter}}. Select {{l|Connect}} from the contextual menu. It will connect the LHS parameter to the exported value node called 'origin' already selected on the {{l|Library Panel}}. It should look like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Point to object Pupil Origin add.png]]&lt;br /&gt;
&lt;br /&gt;
== Convert RHS sub parameter ==&lt;br /&gt;
&lt;br /&gt;
Notice that the sub parameter RHS represents the vector that goes from the eye's origin to the pupils's origin and precisely it is the vector that we want to point to the fly. To make it point to the fly we need to achieve two things:&lt;br /&gt;
&lt;br /&gt;
1) The pupil should not go outside the white eye's radius. &lt;br /&gt;
2) The pupil should point to the fly in all moment. It will point to the fly if the direction of the vector from the eye's origin to the pupil's origin has the same direction than the vector that goes from the eyes' origin to the fly's position.&lt;br /&gt;
&lt;br /&gt;
So we need to control the distance and the angle of the vector form the eye's origin to the pupil's origin (that is the RHS). To do this we will convert the RHS in a Radial composite:&lt;br /&gt;
&lt;br /&gt;
Select the RHS sub parameter. Right click on it and select Convert and Radial Composite from the sub menu. It will provide two sub parameters:&lt;br /&gt;
&lt;br /&gt;
* RHS&lt;br /&gt;
** Radius&lt;br /&gt;
** Theta&lt;br /&gt;
&lt;br /&gt;
[[File:Point to object Pupil Origin radial composite.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let's first handle the Radius sub parameter. The first requisite is that the pupil shouldn't go outside the white part radius so we will convert the Radius to be a 'Range' convert type. Use the same procedure: right click the Radius sub-parameter and select {{l|Convert}} and then {{l|Convert#Range|Range}}. It will provide the following sub parameters:&lt;br /&gt;
&lt;br /&gt;
* Radius&lt;br /&gt;
** Min&lt;br /&gt;
** Max&lt;br /&gt;
** Link&lt;br /&gt;
&lt;br /&gt;
[[File:Point to object Pupil Origin range.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What does {{l|Convert#Range|Range}} do? Range limits the value returned by {{l|Linking|Link}} and clamps the value to be between Max and Min. So let's leave the Min sub parameter as its default value (0.0). Now we need to handle the Link and Max values. The Max value should be defined by the pupil and the white circle. I don't like that the pupil bits the black contour so the pupil's origin must be limited by its radius and the white circle radius. If the pupil's radius is smaller, the pupil's origin can be closer to the white circle's radius. To do that we will convert the Max sub parameter to a Subtraction.&lt;br /&gt;
&lt;br /&gt;
Repeat the same {{l|Convert}} operation over the 'Max' sub parameter and convert it to a {{l|Convert#Subtract|Subtract}} type. It should look like this:&lt;br /&gt;
&lt;br /&gt;
* Max&lt;br /&gt;
** LHS&lt;br /&gt;
** RHS&lt;br /&gt;
** Scalar&lt;br /&gt;
&lt;br /&gt;
[[File:Point to object Pupil Origin subtract.png]]&lt;br /&gt;
&lt;br /&gt;
This time the RHS and LHS has the following meaning: Max = (LHS-RHS)*Scalar. Leave the Scalar with its default value (0.0) and now let's study the two components of the subtraction. Remember that the Max value represents the maximum distance that the pupil can respect to the eye's origin. So it should be this: Max = white's radius - pupil's radius. Let's do it:&lt;br /&gt;
&lt;br /&gt;
First let's connect the LHS sub parameter to the white's radius. Go to the {{l|Library Panel}} and select 'white radius' previously exported. Then select the LHS sub parameter from the Max sub parameter and right click on it selecting {{l|Connect}}. Repeat same procedure with the 'pupil radius' exported parameter and the RHS sub parameter. It should look like in the previous image.&lt;br /&gt;
&lt;br /&gt;
Now let's handle the Link sub parameter of the Radius sub parameter converted to {{l|Convert#Range|Range}} type. The Link represents the radius that we want to limit with the range conversion. It should be the distance between the fly and the eye's origin. If the fly is inside the eye, we don't want to limit the distance, right? that's when range wouldn't modify the Link value. Let's go with it.&lt;br /&gt;
&lt;br /&gt;
* {{l|Convert}} the Link sub parameter to {{l|Convert#Vector_Length|Vector Length}}. (Do you need that I repeat the procedure??) Then it would provide one sub parameters:&lt;br /&gt;
&lt;br /&gt;
* Link&lt;br /&gt;
** Vector&lt;br /&gt;
&lt;br /&gt;
Now convert the Vector into a {{l|Convert#Subtract|Subtract}} type. It will give you again three sub parameters:&lt;br /&gt;
&lt;br /&gt;
* Vector&lt;br /&gt;
** LHS&lt;br /&gt;
** RHS&lt;br /&gt;
** Scalar&lt;br /&gt;
&lt;br /&gt;
{{l|Connect}} the LHS sub parameter to the 'fly' exported value node and the RHS sub parameter to the 'origin' exported value node. It should look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:Point to object Pupil Origin vector length-subtract.png]]&lt;br /&gt;
&lt;br /&gt;
To be reused later, {{l|Export}} the Vector sub parameter and call it 'vector' as shown in the image.&lt;br /&gt;
&lt;br /&gt;
We have finished with Radius. Now let's go ahead with Theta. Theta is the angle between the horizontal and the vector that goes from the eye's origin to the pupil's origin. We wan it to be the same angle that the fly's origin has with the eye's origin. Angles can be calculated based on vectors coordinates. So we have to first convert the angle Theta into a function that calculates the angle of a vector in function of its coordinates. It is the {{l|Convert#aTan2}} convert type.  {{l|Convert#aTan2|Atan2}} provides two sub parameters:&lt;br /&gt;
&lt;br /&gt;
* Theta&lt;br /&gt;
** X&lt;br /&gt;
** Y&lt;br /&gt;
&lt;br /&gt;
Where X and Y are the coordinates of the vector we want to obtain its angle. There are two special convert types that extract the x and y coordinates pf a given vector. They are 'Vector X' and 'Vector Y'. Let's convert the 'X' and 'Y' sub parameters into {{l|Convert#Vector_X|Vector X}} and {{l|Convert#Vector_Y|Vector Y}} respectively. You'll have this:&lt;br /&gt;
&lt;br /&gt;
[[File:Point to object Pupil Origin atan2.png]]&lt;br /&gt;
&lt;br /&gt;
Now {{l|Connect}} each 'X' and 'Y' sub parameters to the recently exported 'vector' value node, that is the vector from the eye's origin to the fly's origin. We are done!&lt;br /&gt;
&lt;br /&gt;
The conversions are finished!!.&lt;br /&gt;
&lt;br /&gt;
== Animate the fly and the eye ==&lt;br /&gt;
&lt;br /&gt;
Now you can freely animate the eye's origin and the fly's origin and the pupil will always look to the fly. We have achieved the desired effect!&lt;br /&gt;
&lt;br /&gt;
== Sample files ==&lt;br /&gt;
&lt;br /&gt;
Here is the sample file result. [http://download.tuxfamily.org/synfig/wiki/images/c/ca/Look-the_fly%21.sifz Sample file].&lt;br /&gt;
&lt;br /&gt;
= Second Method, &amp;quot;vector angle&amp;quot; =&lt;br /&gt;
&lt;br /&gt;
== How to make this work in Synfig: ==&lt;br /&gt;
&lt;br /&gt;
# {{l|Export}} the eye {{l|Group Layer|Group}} {{l|Origin Parameter}} as &amp;quot;eye.location&amp;quot;, and fly group origin as &amp;quot;fly.location&amp;quot;&lt;br /&gt;
# Add a {{l|Rotate Layer}} to your eye group, centered on the eye origin.&lt;br /&gt;
# {{l|Convert}} it's {{literal|Amount}} (angle) to {{l|Convert#Vector_Angle|Vector Angle}} and then convert this vector to {{l|Convert#Subtract|Subtract}}.&lt;br /&gt;
# {{l|Linking|Link}} the subtraction {{literal|LHS}} to &amp;quot;fly.location&amp;quot; and {{literal|RHS}} to &amp;quot;eye.location&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Animate the fly and the eye ==&lt;br /&gt;
&lt;br /&gt;
You can now freely move both the eye and the fly... and keep a close watch on the pest. Math are great, we have achieved the desired effect quicker ! ... isn't it ?&lt;br /&gt;
&lt;br /&gt;
== The vector mathematics beyond ==&lt;br /&gt;
[http://www.geogebratube.org/student/m152648 Click to play!]&lt;br /&gt;
[[File:Vector-subtract-illustration.png|link=http://www.geogebratube.org/student/m152648]]&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc_talk:Point_to_one_object&amp;diff=19710</id>
		<title>Doc talk:Point to one object</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc_talk:Point_to_one_object&amp;diff=19710"/>
				<updated>2014-09-09T10:01:22Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: added illustrated maths&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;   Rewrite preparation for 0.65&lt;br /&gt;
&lt;br /&gt;
== the vector mathematics beyond ==&lt;br /&gt;
[http://www.geogebratube.org/student/m152648 Click to play!]&lt;br /&gt;
[[File:Vector-subtract-illustration.png|link=http://www.geogebratube.org/student/m152648]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to make this work in Synfig: ==&lt;br /&gt;
&lt;br /&gt;
# export the eye group origin as &amp;quot;eye.location&amp;quot;, and fly group origin as &amp;quot;fly.location&amp;quot;&lt;br /&gt;
# add a &amp;quot;rotation&amp;quot; layer to your eye group,&lt;br /&gt;
# convert it's amount (angle) to &amp;quot;vector angle&amp;quot; and then convert this vector to &amp;quot;subtract&amp;quot;.&lt;br /&gt;
# link LHS to &amp;quot;fly.location&amp;quot; and RHS to &amp;quot;eye.location&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
you can now freely move both the eye and the fly... and keep a close watch on the pest&lt;br /&gt;
&lt;br /&gt;
http://synfig.org/forums/viewtopic.php?f=8&amp;amp;t=1111&amp;amp;p=23863#p23857&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=File:Vector-subtract-illustration.png&amp;diff=19709</id>
		<title>File:Vector-subtract-illustration.png</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=File:Vector-subtract-illustration.png&amp;diff=19709"/>
				<updated>2014-09-09T09:45:26Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: explanations for tutorial &amp;quot;point to an object&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;explanations for tutorial &amp;quot;point to an object&amp;quot;&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19547</id>
		<title>Doc:Audio Synchronisation</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19547"/>
				<updated>2014-08-20T14:32:07Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: /* The example */ link to youtube for manual export&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Audio Synchronisation}}&lt;br /&gt;
{{Category|Manual}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Intermediate}}&lt;br /&gt;
&lt;br /&gt;
{{NewTerminology}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to create a simple Synfig animation synchronised to an audio source. All source material is [https://github.com/berteh/synfig-projects/tree/master/music%20sync available for download] for education purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Multiple approaches==&lt;br /&gt;
&lt;br /&gt;
Many approaches are possible. We herein propose a very fast way to design a new video for an existing audio track. The audio source is prepared and labeled in [http://audacity.sourceforge.net/ Audacity], a well-known opensource audio editor available for Windows, Mac and Linux. A [https://github.com/berteh/import-audacity-labels-keyframes Synfig plug-in] will then be used to import these labels into Synfig and design the animation on top. To use Synfig plug-ins you need to [https://wiki.python.org/moin/BeginnersGuide/Download install Python] first.&lt;br /&gt;
&lt;br /&gt;
A common alternative is to synchronise your audio and video in a third party video editing software (such as [http://avidemux.sourceforge.net/ avidemux], [http://www.openshot.org/ Openshot], [http://wiki.blender.org/index.php/Doc:2.4/Manual/Sequencer/Usage Blender VSE] or [http://en.wikipedia.org/wiki/List_of_video_editing_software#Free_and_open-source many others]). It is overall more flexible, but very accurate synchronisation is harder to reach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The example==&lt;br /&gt;
&lt;br /&gt;
For this tutorial we'll be creating a ''bouncing ball animation'' based on portions of [https://www.freesound.org/people/beskhu/sounds/149732/ beskhu's Ping Pong Ball sound].&lt;br /&gt;
&lt;br /&gt;
The resulting video can be [https://www.youtube.com/watch?v=AD94OMW3LKU viewed online] or [[Media:Music_sync_tutorial.mp4|downloaded]].&lt;br /&gt;
&amp;lt;videoflash&amp;gt;AD94OMW3LKU|425|344&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Prepare and label the audio track==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-01-label-section.png|200px|thumb|right|adding a label in Audacity]]&lt;br /&gt;
In [http://audacity.sourceforge.net/ Audacity], edit your audio to suit your needs (and storyboard), then '''select and label each section that seems relevant''' as an animation reference point (or [[keyframe]] in Synfig) in your audio track. &lt;br /&gt;
&lt;br /&gt;
In our case, these significant moments would be the various impacts of the ball, and optionally the intermediate top of each bounce. Download the [[Media:Music_sync_tutorial.ogg|tutorial audio]] to try it out!&lt;br /&gt;
&lt;br /&gt;
Adding a label in Audacity is done via ''Tracks &amp;gt; Add Label at Selection'' (or ({{Shortcut|CTRL+b}})). See this [http://multimedia.journalism.berkeley.edu/tutorials/audacity/adding-labels/|online tutorial] for more details on labelling audio tracks in Audacity. Try to make each label name unique, short and meaningful.&lt;br /&gt;
&lt;br /&gt;
Once satisfied with your labels location and name, use the ''Tracks &amp;gt; Edit Labels'' dialog to '''export the labels into a file named labels.txt''' in the same directory as your Synfig Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Import keyframes in your Synfig project==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-05-run-plugin.png|200px|thumb|right|run the plugin on your .sif project ]]&lt;br /&gt;
Install [https://wiki.python.org/moin/BeginnersGuide/Download Python] and the [https://github.com/berteh/import-audacity-labels-keyframes keyframe import plug-in] if you don't have them yet.&lt;br /&gt;
&lt;br /&gt;
Open Synfig and create a new project, choose a document resolution fit to your use (360x203 Web HD, 24fps, for this tutorial).&lt;br /&gt;
&lt;br /&gt;
Synfig plug-ins only work on .sif files, not the default .sifz format. Simply '''rename your-project.sifz into your-project.sif in the ''&amp;gt; File &amp;gt; Save As'' dialog''' (music_sync_tutorial.sif for this tutorial).&lt;br /&gt;
&lt;br /&gt;
Importing keyframes is then as simple as running the plug-in from ''&amp;gt; Plug-Ins &amp;gt; Import Audacity Labels as Keyframes''. It will import the labels from the file ''labels.txt'' in the same directory as your Synfig project. Some [https://github.com/berteh/import-audacity-labels-keyframes#configuration options] can be customized, but the default settings will do just fine for this tutorial.&lt;br /&gt;
&lt;br /&gt;
Check out the new keyframes in the [[Keyframe#Editing_keyframes:_time.2C_length_.26_description|Keyframes window]]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Set your scene up==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-06-create-scene.png|200px|thumb|right|set up the scene]]&lt;br /&gt;
Listen to the [[Media:Music_sync_tutorial.ogg|audio]]... in this sample animation we need a ball to bounce, and some wood-like surface to roll on. &lt;br /&gt;
&lt;br /&gt;
Set them up in any way you like, or copy that in the screenshot, it consists of:&lt;br /&gt;
* a ball: a circle and curve gradient (pale yellow for the ball, to blue for the background)&lt;br /&gt;
* a floor: a brown rectangle with light rotation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Animate along the keyframes==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-09-animate-ball-location highlights.png|200px|thumb|right|animate the ball position]]&lt;br /&gt;
Switch to [[Animate Editing Mode]](1) and navigate your different keyframes using the seek buttons (2) to modify for each the origin of the ball, either manually in the parameters (3) or by moving its handle (4). &lt;br /&gt;
&lt;br /&gt;
You can easily refer to the active keyframe name (5) to know where to locate the ball if the name of your audio label was meaningful enough.&lt;br /&gt;
&lt;br /&gt;
It may be necessary to add a few keyframes or [[waypoint|waypoints]]. We added one &amp;quot;exit&amp;quot; keyframe at the end of the animation to make the ball roll out of the picture.&lt;br /&gt;
&lt;br /&gt;
Fine tune the [[interpolation]] type with a right-click on the waypoint to make the animation smoother. We opted for [linear] on bounce, [clamped] on tops and [Ease_In/Out easy in] to slow the rolling ball on the last (exit) waypoint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Render==&lt;br /&gt;
&lt;br /&gt;
Rendering in Synfig does not currently support the inclusion of audio tracks, we therefore render the animation as .png images, and merge them with the audio using the opensource [https://libav.org/download.html avconv] tool. This whole process is likely to be integrated in Synfig in a future release.&lt;br /&gt;
&lt;br /&gt;
To render the animation frames select ''&amp;gt; File &amp;gt; Render'', preferably '''locate the target in a distinct directory''' (render/music_sync_tutorial.png in our case), check the time settings (duration of our audio is 2s 10f) and hit &amp;quot;Render&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Collate the rendered frames and the audio using [https://libav.org/download.html avconv]:&lt;br /&gt;
    avconv -r 24 -i render/music_sync_tutorial.%04d.png -i music_sync_tutorial.ogg -c:a copy music_sync_tutorial.mp4&lt;br /&gt;
&lt;br /&gt;
The above options are: &amp;lt;code&amp;gt;-r&amp;lt;/code&amp;gt; rate of the following input stream: the fps used in this Synfig project, &amp;lt;code&amp;gt;-i&amp;lt;/code&amp;gt; input: the sequence of images and the audio file, &amp;lt;code&amp;gt;-c:a&amp;lt;/code&amp;gt; codec for the audio stream: copy the current audio (ogg) file without re-encoding it.&lt;br /&gt;
&lt;br /&gt;
The resulting video can be [[Media:Music_sync_tutorial.mp4|downloaded]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Going further==&lt;br /&gt;
&lt;br /&gt;
To go further you may want to make the bounces more realistic: see the [[Doc:Ball Bounce|Ball Bounce]] tutorial, or make a texturized and [[Rotate_Layer|rotating]] ball, or a realistic wood floor... Share your creations in the [http://www.synfig.org/forums/ Synfig forum]!&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19546</id>
		<title>Doc:Audio Synchronisation</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19546"/>
				<updated>2014-08-20T14:30:46Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: +category Manual&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Audio Synchronisation}}&lt;br /&gt;
{{Category|Manual}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Intermediate}}&lt;br /&gt;
&lt;br /&gt;
{{NewTerminology}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to create a simple Synfig animation synchronised to an audio source. All source material is [https://github.com/berteh/synfig-projects/tree/master/music%20sync available for download] for education purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Multiple approaches==&lt;br /&gt;
&lt;br /&gt;
Many approaches are possible. We herein propose a very fast way to design a new video for an existing audio track. The audio source is prepared and labeled in [http://audacity.sourceforge.net/ Audacity], a well-known opensource audio editor available for Windows, Mac and Linux. A [https://github.com/berteh/import-audacity-labels-keyframes Synfig plug-in] will then be used to import these labels into Synfig and design the animation on top. To use Synfig plug-ins you need to [https://wiki.python.org/moin/BeginnersGuide/Download install Python] first.&lt;br /&gt;
&lt;br /&gt;
A common alternative is to synchronise your audio and video in a third party video editing software (such as [http://avidemux.sourceforge.net/ avidemux], [http://www.openshot.org/ Openshot], [http://wiki.blender.org/index.php/Doc:2.4/Manual/Sequencer/Usage Blender VSE] or [http://en.wikipedia.org/wiki/List_of_video_editing_software#Free_and_open-source many others]). It is overall more flexible, but very accurate synchronisation is harder to reach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The example==&lt;br /&gt;
&lt;br /&gt;
For this tutorial we'll be creating a ''bouncing ball animation'' based on portions of [https://www.freesound.org/people/beskhu/sounds/149732/ beskhu's Ping Pong Ball sound].&lt;br /&gt;
&lt;br /&gt;
The resulting video can be viewed below or [[Media:Music_sync_tutorial.mp4|downloaded]].&lt;br /&gt;
&amp;lt;videoflash&amp;gt;AD94OMW3LKU|425|344&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prepare and label the audio track==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-01-label-section.png|200px|thumb|right|adding a label in Audacity]]&lt;br /&gt;
In [http://audacity.sourceforge.net/ Audacity], edit your audio to suit your needs (and storyboard), then '''select and label each section that seems relevant''' as an animation reference point (or [[keyframe]] in Synfig) in your audio track. &lt;br /&gt;
&lt;br /&gt;
In our case, these significant moments would be the various impacts of the ball, and optionally the intermediate top of each bounce. Download the [[Media:Music_sync_tutorial.ogg|tutorial audio]] to try it out!&lt;br /&gt;
&lt;br /&gt;
Adding a label in Audacity is done via ''Tracks &amp;gt; Add Label at Selection'' (or ({{Shortcut|CTRL+b}})). See this [http://multimedia.journalism.berkeley.edu/tutorials/audacity/adding-labels/|online tutorial] for more details on labelling audio tracks in Audacity. Try to make each label name unique, short and meaningful.&lt;br /&gt;
&lt;br /&gt;
Once satisfied with your labels location and name, use the ''Tracks &amp;gt; Edit Labels'' dialog to '''export the labels into a file named labels.txt''' in the same directory as your Synfig Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Import keyframes in your Synfig project==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-05-run-plugin.png|200px|thumb|right|run the plugin on your .sif project ]]&lt;br /&gt;
Install [https://wiki.python.org/moin/BeginnersGuide/Download Python] and the [https://github.com/berteh/import-audacity-labels-keyframes keyframe import plug-in] if you don't have them yet.&lt;br /&gt;
&lt;br /&gt;
Open Synfig and create a new project, choose a document resolution fit to your use (360x203 Web HD, 24fps, for this tutorial).&lt;br /&gt;
&lt;br /&gt;
Synfig plug-ins only work on .sif files, not the default .sifz format. Simply '''rename your-project.sifz into your-project.sif in the ''&amp;gt; File &amp;gt; Save As'' dialog''' (music_sync_tutorial.sif for this tutorial).&lt;br /&gt;
&lt;br /&gt;
Importing keyframes is then as simple as running the plug-in from ''&amp;gt; Plug-Ins &amp;gt; Import Audacity Labels as Keyframes''. It will import the labels from the file ''labels.txt'' in the same directory as your Synfig project. Some [https://github.com/berteh/import-audacity-labels-keyframes#configuration options] can be customized, but the default settings will do just fine for this tutorial.&lt;br /&gt;
&lt;br /&gt;
Check out the new keyframes in the [[Keyframe#Editing_keyframes:_time.2C_length_.26_description|Keyframes window]]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Set your scene up==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-06-create-scene.png|200px|thumb|right|set up the scene]]&lt;br /&gt;
Listen to the [[Media:Music_sync_tutorial.ogg|audio]]... in this sample animation we need a ball to bounce, and some wood-like surface to roll on. &lt;br /&gt;
&lt;br /&gt;
Set them up in any way you like, or copy that in the screenshot, it consists of:&lt;br /&gt;
* a ball: a circle and curve gradient (pale yellow for the ball, to blue for the background)&lt;br /&gt;
* a floor: a brown rectangle with light rotation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Animate along the keyframes==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-09-animate-ball-location highlights.png|200px|thumb|right|animate the ball position]]&lt;br /&gt;
Switch to [[Animate Editing Mode]](1) and navigate your different keyframes using the seek buttons (2) to modify for each the origin of the ball, either manually in the parameters (3) or by moving its handle (4). &lt;br /&gt;
&lt;br /&gt;
You can easily refer to the active keyframe name (5) to know where to locate the ball if the name of your audio label was meaningful enough.&lt;br /&gt;
&lt;br /&gt;
It may be necessary to add a few keyframes or [[waypoint|waypoints]]. We added one &amp;quot;exit&amp;quot; keyframe at the end of the animation to make the ball roll out of the picture.&lt;br /&gt;
&lt;br /&gt;
Fine tune the [[interpolation]] type with a right-click on the waypoint to make the animation smoother. We opted for [linear] on bounce, [clamped] on tops and [Ease_In/Out easy in] to slow the rolling ball on the last (exit) waypoint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Render==&lt;br /&gt;
&lt;br /&gt;
Rendering in Synfig does not currently support the inclusion of audio tracks, we therefore render the animation as .png images, and merge them with the audio using the opensource [https://libav.org/download.html avconv] tool. This whole process is likely to be integrated in Synfig in a future release.&lt;br /&gt;
&lt;br /&gt;
To render the animation frames select ''&amp;gt; File &amp;gt; Render'', preferably '''locate the target in a distinct directory''' (render/music_sync_tutorial.png in our case), check the time settings (duration of our audio is 2s 10f) and hit &amp;quot;Render&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Collate the rendered frames and the audio using [https://libav.org/download.html avconv]:&lt;br /&gt;
    avconv -r 24 -i render/music_sync_tutorial.%04d.png -i music_sync_tutorial.ogg -c:a copy music_sync_tutorial.mp4&lt;br /&gt;
&lt;br /&gt;
The above options are: &amp;lt;code&amp;gt;-r&amp;lt;/code&amp;gt; rate of the following input stream: the fps used in this Synfig project, &amp;lt;code&amp;gt;-i&amp;lt;/code&amp;gt; input: the sequence of images and the audio file, &amp;lt;code&amp;gt;-c:a&amp;lt;/code&amp;gt; codec for the audio stream: copy the current audio (ogg) file without re-encoding it.&lt;br /&gt;
&lt;br /&gt;
The resulting video can be [[Media:Music_sync_tutorial.mp4|downloaded]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Going further==&lt;br /&gt;
&lt;br /&gt;
To go further you may want to make the bounces more realistic: see the [[Doc:Ball Bounce|Ball Bounce]] tutorial, or make a texturized and [[Rotate_Layer|rotating]] ball, or a realistic wood floor... Share your creations in the [http://www.synfig.org/forums/ Synfig forum]!&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Category:Manual&amp;diff=19545</id>
		<title>Category:Manual</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Category:Manual&amp;diff=19545"/>
				<updated>2014-08-20T14:30:08Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: +Audio Synchronisation in Advanced&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Title|Manual}}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;!-- Pages in this category should be listed in specific order. So let's place them here manually: --&amp;gt;&lt;br /&gt;
* '''Introduction'''&lt;br /&gt;
** {{L|Doc:Overview}}&lt;br /&gt;
&amp;lt;!-- ** {{L|Doc:Installation}} --&amp;gt;&lt;br /&gt;
* '''Diving In'''&lt;br /&gt;
** {{L|Doc:Getting Started}}&lt;br /&gt;
** {{L|Doc:Animation Basics}}&lt;br /&gt;
** {{L|Doc:Adding Layers}}&lt;br /&gt;
** {{L|Doc:Creating Shapes}}&lt;br /&gt;
** {{L|Doc:Flower Animation}}&lt;br /&gt;
* '''Interface'''&lt;br /&gt;
** {{L|Doc:Quick Overview}}&lt;br /&gt;
** {{L|Doc:Interface}}&lt;br /&gt;
* '''Artwork Import'''&lt;br /&gt;
** {{L|Doc:Gimp2synfig|GIMP Import}}&lt;br /&gt;
** {{L|Doc:Svg2synfig|SVG Import}}&lt;br /&gt;
** {{L|Doc:ListImporter|List Importer}} (Image sequence import)&lt;br /&gt;
* '''Artwork Construction'''&lt;br /&gt;
** {{L|Spline Tool}}&lt;br /&gt;
** {{L|Outline Layer}}&lt;br /&gt;
** {{L|Region Layer}}&lt;br /&gt;
** {{L|Color_Editor_Dialog|Color Editor}}&lt;br /&gt;
** {{L|Draw Tool}}&lt;br /&gt;
** {{L|Width Tool}}&lt;br /&gt;
** {{L|Group Layer}}&lt;br /&gt;
** {{L|Children Lock}}&lt;br /&gt;
** {{L|Gradient Tool}}&lt;br /&gt;
** {{L|Gradient_Editor_Dialog|Gradient Editor}}&lt;br /&gt;
** {{L|Blend Method Parameter|Blend Method}}&lt;br /&gt;
** {{L|Doc:Basic Masking|Masking}}&lt;br /&gt;
** {{L|Sets Panel|Sets}}&lt;br /&gt;
** {{L|Doc:Guides}}&lt;br /&gt;
** {{L|Doc:Grid}}&lt;br /&gt;
* '''Data Linking'''&lt;br /&gt;
** {{L|Linking}}&lt;br /&gt;
** {{L|Library_Panel}}&lt;br /&gt;
** {{L|Export}}&lt;br /&gt;
** {{L|Convert}}&lt;br /&gt;
** {{L|Sewing Splines}}&lt;br /&gt;
** {{L|Link to Spline}}&lt;br /&gt;
** {{L|ValueNodes}}&lt;br /&gt;
** {{L|Reuse_Exported_ValueNodes}}&lt;br /&gt;
** {{L|Switching_Scenes}}&lt;br /&gt;
* '''Advanced ...'''&lt;br /&gt;
** {{L|Slideshow_Tutorial|Slideshows}}&lt;br /&gt;
** {{L|Snowflake_with_the_Duplicate_Layer|Duplicate Layer}}&lt;br /&gt;
** {{L|Doc:Brushes}}&lt;br /&gt;
** {{L|Doc:Plugins}}&lt;br /&gt;
** {{L|Doc:Audio_Synchronisation}}&lt;br /&gt;
* '''Animation'''&lt;br /&gt;
** {{L|Keyframe}}&lt;br /&gt;
** {{L|Timetrack_Panel}}&lt;br /&gt;
** {{L|Waypoint}}&lt;br /&gt;
** {{L|Doc:Reuse Animations}}&lt;br /&gt;
** {{L|Lock_Keyframes}}&lt;br /&gt;
** {{l|Onion Skin|Onion Skin}}&lt;br /&gt;
** {{L|Doc:Following a Spline}}&lt;br /&gt;
** {{L|Z_Depth_Parameter|Z-Depth}}&lt;br /&gt;
** {{L|Time_Loop_Layer}}&lt;br /&gt;
** {{L|Doc:Rescale Animations}}&lt;br /&gt;
** {{L|Time_Offset_Parameter}}&lt;br /&gt;
* '''Animation Techniques'''&lt;br /&gt;
** {{L|Walk_Cycle|Morphing}}&lt;br /&gt;
** {{L|Doc:Cut-out Animation|Cut-out}}&lt;br /&gt;
* '''Output'''&lt;br /&gt;
** {{L|Doc:Preview}}&lt;br /&gt;
** {{L|Render_options}}&lt;br /&gt;
** {{L|Render dialog}}&lt;br /&gt;
** {{L|Sif2svg|SVG export}}&lt;br /&gt;
* '''Configuring Synfig'''&lt;br /&gt;
** {{L|Setup_Dialog}}&lt;br /&gt;
** {{L|Unit System}}&lt;br /&gt;
** {{L|Image_Dimensions}}&lt;br /&gt;
** {{L|Canvas_Properties_Dialog|Canvas Properties}}&lt;br /&gt;
** {{L|Environment_Variables}}&lt;br /&gt;
* '''Appendix'''&lt;br /&gt;
** {{L|Doc:Synfig Studio vs Synfig}}&lt;br /&gt;
** {{L|Doc:Synfig CLI Syntax}}&lt;br /&gt;
** {{L|Doc:Build Instructions}}&lt;br /&gt;
** {{L|Doc:How Do I}}&lt;br /&gt;
** {{L|FAQ}}&lt;br /&gt;
** {{L|Window_Manager_Hints}} (merge to FAQ?)&lt;br /&gt;
** {{L|Keyboard Shortcuts}}&lt;br /&gt;
** {{L|Mouse_Shortcuts}}&lt;br /&gt;
** {{L|Doc:Examples}}&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19544</id>
		<title>Doc:Audio Synchronisation</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19544"/>
				<updated>2014-08-20T14:23:44Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: inline youtube player&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Audio Synchronisation}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Intermediate}}&lt;br /&gt;
&lt;br /&gt;
{{NewTerminology}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to create a simple Synfig animation synchronised to an audio source. All source material is [https://github.com/berteh/synfig-projects/tree/master/music%20sync available for download] for education purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Multiple approaches==&lt;br /&gt;
&lt;br /&gt;
Many approaches are possible. We herein propose a very fast way to design a new video for an existing audio track. The audio source is prepared and labeled in [http://audacity.sourceforge.net/ Audacity], a well-known opensource audio editor available for Windows, Mac and Linux. A [https://github.com/berteh/import-audacity-labels-keyframes Synfig plug-in] will then be used to import these labels into Synfig and design the animation on top. To use Synfig plug-ins you need to [https://wiki.python.org/moin/BeginnersGuide/Download install Python] first.&lt;br /&gt;
&lt;br /&gt;
A common alternative is to synchronise your audio and video in a third party video editing software (such as [http://avidemux.sourceforge.net/ avidemux], [http://www.openshot.org/ Openshot], [http://wiki.blender.org/index.php/Doc:2.4/Manual/Sequencer/Usage Blender VSE] or [http://en.wikipedia.org/wiki/List_of_video_editing_software#Free_and_open-source many others]). It is overall more flexible, but very accurate synchronisation is harder to reach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The example==&lt;br /&gt;
&lt;br /&gt;
For this tutorial we'll be creating a ''bouncing ball animation'' based on portions of [https://www.freesound.org/people/beskhu/sounds/149732/ beskhu's Ping Pong Ball sound].&lt;br /&gt;
&lt;br /&gt;
The resulting video can be viewed below or [[Media:Music_sync_tutorial.mp4|downloaded]].&lt;br /&gt;
&amp;lt;videoflash&amp;gt;AD94OMW3LKU|425|344&amp;lt;/videoflash&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prepare and label the audio track==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-01-label-section.png|200px|thumb|right|adding a label in Audacity]]&lt;br /&gt;
In [http://audacity.sourceforge.net/ Audacity], edit your audio to suit your needs (and storyboard), then '''select and label each section that seems relevant''' as an animation reference point (or [[keyframe]] in Synfig) in your audio track. &lt;br /&gt;
&lt;br /&gt;
In our case, these significant moments would be the various impacts of the ball, and optionally the intermediate top of each bounce. Download the [[Media:Music_sync_tutorial.ogg|tutorial audio]] to try it out!&lt;br /&gt;
&lt;br /&gt;
Adding a label in Audacity is done via ''Tracks &amp;gt; Add Label at Selection'' (or ({{Shortcut|CTRL+b}})). See this [http://multimedia.journalism.berkeley.edu/tutorials/audacity/adding-labels/|online tutorial] for more details on labelling audio tracks in Audacity. Try to make each label name unique, short and meaningful.&lt;br /&gt;
&lt;br /&gt;
Once satisfied with your labels location and name, use the ''Tracks &amp;gt; Edit Labels'' dialog to '''export the labels into a file named labels.txt''' in the same directory as your Synfig Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Import keyframes in your Synfig project==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-05-run-plugin.png|200px|thumb|right|run the plugin on your .sif project ]]&lt;br /&gt;
Install [https://wiki.python.org/moin/BeginnersGuide/Download Python] and the [https://github.com/berteh/import-audacity-labels-keyframes keyframe import plug-in] if you don't have them yet.&lt;br /&gt;
&lt;br /&gt;
Open Synfig and create a new project, choose a document resolution fit to your use (360x203 Web HD, 24fps, for this tutorial).&lt;br /&gt;
&lt;br /&gt;
Synfig plug-ins only work on .sif files, not the default .sifz format. Simply '''rename your-project.sifz into your-project.sif in the ''&amp;gt; File &amp;gt; Save As'' dialog''' (music_sync_tutorial.sif for this tutorial).&lt;br /&gt;
&lt;br /&gt;
Importing keyframes is then as simple as running the plug-in from ''&amp;gt; Plug-Ins &amp;gt; Import Audacity Labels as Keyframes''. It will import the labels from the file ''labels.txt'' in the same directory as your Synfig project. Some [https://github.com/berteh/import-audacity-labels-keyframes#configuration options] can be customized, but the default settings will do just fine for this tutorial.&lt;br /&gt;
&lt;br /&gt;
Check out the new keyframes in the [[Keyframe#Editing_keyframes:_time.2C_length_.26_description|Keyframes window]]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Set your scene up==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-06-create-scene.png|200px|thumb|right|set up the scene]]&lt;br /&gt;
Listen to the [[Media:Music_sync_tutorial.ogg|audio]]... in this sample animation we need a ball to bounce, and some wood-like surface to roll on. &lt;br /&gt;
&lt;br /&gt;
Set them up in any way you like, or copy that in the screenshot, it consists of:&lt;br /&gt;
* a ball: a circle and curve gradient (pale yellow for the ball, to blue for the background)&lt;br /&gt;
* a floor: a brown rectangle with light rotation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Animate along the keyframes==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-09-animate-ball-location highlights.png|200px|thumb|right|animate the ball position]]&lt;br /&gt;
Switch to [[Animate Editing Mode]](1) and navigate your different keyframes using the seek buttons (2) to modify for each the origin of the ball, either manually in the parameters (3) or by moving its handle (4). &lt;br /&gt;
&lt;br /&gt;
You can easily refer to the active keyframe name (5) to know where to locate the ball if the name of your audio label was meaningful enough.&lt;br /&gt;
&lt;br /&gt;
It may be necessary to add a few keyframes or [[waypoint|waypoints]]. We added one &amp;quot;exit&amp;quot; keyframe at the end of the animation to make the ball roll out of the picture.&lt;br /&gt;
&lt;br /&gt;
Fine tune the [[interpolation]] type with a right-click on the waypoint to make the animation smoother. We opted for [linear] on bounce, [clamped] on tops and [Ease_In/Out easy in] to slow the rolling ball on the last (exit) waypoint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Render==&lt;br /&gt;
&lt;br /&gt;
Rendering in Synfig does not currently support the inclusion of audio tracks, we therefore render the animation as .png images, and merge them with the audio using the opensource [https://libav.org/download.html avconv] tool. This whole process is likely to be integrated in Synfig in a future release.&lt;br /&gt;
&lt;br /&gt;
To render the animation frames select ''&amp;gt; File &amp;gt; Render'', preferably '''locate the target in a distinct directory''' (render/music_sync_tutorial.png in our case), check the time settings (duration of our audio is 2s 10f) and hit &amp;quot;Render&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Collate the rendered frames and the audio using [https://libav.org/download.html avconv]:&lt;br /&gt;
    avconv -r 24 -i render/music_sync_tutorial.%04d.png -i music_sync_tutorial.ogg -c:a copy music_sync_tutorial.mp4&lt;br /&gt;
&lt;br /&gt;
The above options are: &amp;lt;code&amp;gt;-r&amp;lt;/code&amp;gt; rate of the following input stream: the fps used in this Synfig project, &amp;lt;code&amp;gt;-i&amp;lt;/code&amp;gt; input: the sequence of images and the audio file, &amp;lt;code&amp;gt;-c:a&amp;lt;/code&amp;gt; codec for the audio stream: copy the current audio (ogg) file without re-encoding it.&lt;br /&gt;
&lt;br /&gt;
The resulting video can be [[Media:Music_sync_tutorial.mp4|downloaded]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Going further==&lt;br /&gt;
&lt;br /&gt;
To go further you may want to make the bounces more realistic: see the [[Doc:Ball Bounce|Ball Bounce]] tutorial, or make a texturized and [[Rotate_Layer|rotating]] ball, or a realistic wood floor... Share your creations in the [http://www.synfig.org/forums/ Synfig forum]!&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19543</id>
		<title>Doc:Audio Synchronisation</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19543"/>
				<updated>2014-08-20T14:10:47Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Audio Synchronisation}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Intermediate}}&lt;br /&gt;
&lt;br /&gt;
{{NewTerminology}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to create a simple Synfig animation synchronised to an audio source. All source material is [https://github.com/berteh/synfig-projects/tree/master/music%20sync available for download] for education purposes.&lt;br /&gt;
&lt;br /&gt;
The resulting video can be seen on youtube: [http://youtu.be/AD94OMW3LKU Bouncing Ball - Audio synchronisation in Synfig] or [[Media:Music_sync_tutorial.mp4|downloaded]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Multiple approaches==&lt;br /&gt;
&lt;br /&gt;
Many approaches are possible. We herein propose a very fast way to design a new video for an existing audio track. The audio source is prepared and labeled in [http://audacity.sourceforge.net/ Audacity], a well-known opensource audio editor available for Windows, Mac and Linux. A [https://github.com/berteh/import-audacity-labels-keyframes Synfig plug-in] will then be used to import these labels into Synfig and design the animation on top. To use Synfig plug-ins you need to [https://wiki.python.org/moin/BeginnersGuide/Download install Python] first.&lt;br /&gt;
&lt;br /&gt;
A common alternative is to synchronise your audio and video in a third party video editing software (such as [http://avidemux.sourceforge.net/ avidemux], [http://www.openshot.org/ Openshot], [http://wiki.blender.org/index.php/Doc:2.4/Manual/Sequencer/Usage Blender VSE] or [http://en.wikipedia.org/wiki/List_of_video_editing_software#Free_and_open-source many others]). It is overall more flexible, but very accurate synchronisation is harder to reach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The example==&lt;br /&gt;
&lt;br /&gt;
For this tutorial we'll be creating a ''bouncing ball animation'' based on portions of [https://www.freesound.org/people/beskhu/sounds/149732/ beskhu's Ping Pong Ball sound]. The final video can be seen on youtube: [http://youtu.be/AD94OMW3LKU Bouncing Ball - Audio synchronisation in Synfig] or [[Media:Music_sync_tutorial.mp4|downloaded]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prepare and label the audio track==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-01-label-section.png|200px|thumb|right|adding a label in Audacity]]&lt;br /&gt;
In [http://audacity.sourceforge.net/ Audacity], edit your audio to suit your needs (and storyboard), then '''select and label each section that seems relevant''' as an animation reference point (or [[keyframe]] in Synfig) in your audio track. &lt;br /&gt;
&lt;br /&gt;
In our case, these significant moments would be the various impacts of the ball, and optionally the intermediate top of each bounce. Download the [[Media:Music_sync_tutorial.ogg|tutorial audio]] to try it out!&lt;br /&gt;
&lt;br /&gt;
Adding a label in Audacity is done via ''Tracks &amp;gt; Add Label at Selection'' (or ({{Shortcut|CTRL+b}})). See this [http://multimedia.journalism.berkeley.edu/tutorials/audacity/adding-labels/|online tutorial] for more details on labelling audio tracks in Audacity. Try to make each label name unique, short and meaningful.&lt;br /&gt;
&lt;br /&gt;
Once satisfied with your labels location and name, use the ''Tracks &amp;gt; Edit Labels'' dialog to '''export the labels into a file named labels.txt''' in the same directory as your Synfig Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Import keyframes in your Synfig project==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-05-run-plugin.png|200px|thumb|right|run the plugin on your .sif project ]]&lt;br /&gt;
Install [https://wiki.python.org/moin/BeginnersGuide/Download Python] and the [https://github.com/berteh/import-audacity-labels-keyframes keyframe import plug-in] if you don't have them yet.&lt;br /&gt;
&lt;br /&gt;
Open Synfig and create a new project, choose a document resolution fit to your use (360x203 Web HD, 24fps, for this tutorial).&lt;br /&gt;
&lt;br /&gt;
Synfig plug-ins only work on .sif files, not the default .sifz format. Simply '''rename your-project.sifz into your-project.sif in the ''&amp;gt; File &amp;gt; Save As'' dialog''' (music_sync_tutorial.sif for this tutorial).&lt;br /&gt;
&lt;br /&gt;
Importing keyframes is then as simple as running the plug-in from ''&amp;gt; Plug-Ins &amp;gt; Import Audacity Labels as Keyframes''. It will import the labels from the file ''labels.txt'' in the same directory as your Synfig project. Some [https://github.com/berteh/import-audacity-labels-keyframes#configuration options] can be customized, but the default settings will do just fine for this tutorial.&lt;br /&gt;
&lt;br /&gt;
Check out the new keyframes in the [[Keyframe#Editing_keyframes:_time.2C_length_.26_description|Keyframes window]]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Set your scene up==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-06-create-scene.png|200px|thumb|right|set up the scene]]&lt;br /&gt;
Listen to the [[Media:Music_sync_tutorial.ogg|audio]]... in this sample animation we need a ball to bounce, and some wood-like surface to roll on. &lt;br /&gt;
&lt;br /&gt;
Set them up in any way you like, or copy that in the screenshot, it consists of:&lt;br /&gt;
* a ball: a circle and curve gradient (pale yellow for the ball, to blue for the background)&lt;br /&gt;
* a floor: a brown rectangle with light rotation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Animate along the keyframes==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-09-animate-ball-location highlights.png|200px|thumb|right|animate the ball position]]&lt;br /&gt;
Switch to [[Animate Editing Mode]](1) and navigate your different keyframes using the seek buttons (2) to modify for each the origin of the ball, either manually in the parameters (3) or by moving its handle (4). &lt;br /&gt;
&lt;br /&gt;
You can easily refer to the active keyframe name (5) to know where to locate the ball if the name of your audio label was meaningful enough.&lt;br /&gt;
&lt;br /&gt;
It may be necessary to add a few keyframes or [[waypoint|waypoints]]. We added one &amp;quot;exit&amp;quot; keyframe at the end of the animation to make the ball roll out of the picture.&lt;br /&gt;
&lt;br /&gt;
Fine tune the [[interpolation]] type with a right-click on the waypoint to make the animation smoother. We opted for [linear] on bounce, [clamped] on tops and [Ease_In/Out easy in] to slow the rolling ball on the last (exit) waypoint.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Render==&lt;br /&gt;
&lt;br /&gt;
Rendering in Synfig does not currently support the inclusion of audio tracks, we therefore render the animation as .png images, and merge them with the audio using the opensource [https://libav.org/download.html avconv] tool. This whole process is likely to be integrated in Synfig in a future release.&lt;br /&gt;
&lt;br /&gt;
To render the animation frames select ''&amp;gt; File &amp;gt; Render'', preferably '''locate the target in a distinct directory''' (render/music_sync_tutorial.png in our case), check the time settings (duration of our audio is 2s 10f) and hit &amp;quot;Render&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Collate the rendered frames and the audio using [https://libav.org/download.html avconv]:&lt;br /&gt;
    avconv -r 24 -i render/music_sync_tutorial.%04d.png -i music_sync_tutorial.ogg -c:a copy music_sync_tutorial.mp4&lt;br /&gt;
&lt;br /&gt;
The above options are: &amp;lt;code&amp;gt;-r&amp;lt;/code&amp;gt; rate of the following input stream: the fps used in this Synfig project, &amp;lt;code&amp;gt;-i&amp;lt;/code&amp;gt; input: the sequence of images and the audio file, &amp;lt;code&amp;gt;-c:a&amp;lt;/code&amp;gt; codec for the audio stream: copy the current audio (ogg) file without re-encoding it.&lt;br /&gt;
&lt;br /&gt;
The resulting video can be seen on youtube: [http://youtu.be/AD94OMW3LKU Bouncing Ball - Audio synchronisation in Synfig] or [[Media:Music_sync_tutorial.mp4|downloaded]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Going further==&lt;br /&gt;
&lt;br /&gt;
To go further you may want to make the bounces more realistic: see the [[Doc:Ball Bounce|Ball Bounce]] tutorial, or make a texturized and [[Rotate_Layer|rotating]] ball, or a realistic wood floor... Share your creations in the [http://www.synfig.org/forums/ Synfig forum]!&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19542</id>
		<title>Doc:Audio Synchronisation</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19542"/>
				<updated>2014-08-20T14:01:04Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: +render&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Audio Synchronisation}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Intermediate}}&lt;br /&gt;
&lt;br /&gt;
{{NewTerminology}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to create a simple Synfig animation synchronised to an audio source. All source material is [https://github.com/berteh/synfig-projects/tree/master/music%20sync available for download] for education purposes.&lt;br /&gt;
&lt;br /&gt;
The resulting video can be seen on youtube: [http://youtu.be/AD94OMW3LKU Bouncing Ball - Audio synchronisation in Synfig] or [[Media:Music_sync_tutorial.mp4|downloaded]].&lt;br /&gt;
&lt;br /&gt;
==Multiple approaches==&lt;br /&gt;
&lt;br /&gt;
Many approaches are possible. We herein propose a very fast way to design a new video for an existing audio track. The audio source is prepared and labeled in [http://audacity.sourceforge.net/ Audacity], a well-known opensource audio editor available for Windows, Mac and Linux. A [https://github.com/berteh/import-audacity-labels-keyframes Synfig plug-in] will then be used to import these labels into Synfig and design the animation on top. To use Synfig plug-ins you need to [https://wiki.python.org/moin/BeginnersGuide/Download install Python] first.&lt;br /&gt;
&lt;br /&gt;
A common alternative is to synchronise your audio and video in a third party video editing software (such as [http://avidemux.sourceforge.net/ avidemux], [http://www.openshot.org/ Openshot], [http://wiki.blender.org/index.php/Doc:2.4/Manual/Sequencer/Usage Blender VSE] or [http://en.wikipedia.org/wiki/List_of_video_editing_software#Free_and_open-source many others]). It is overall more flexible, but very accurate synchronisation is harder to reach.&lt;br /&gt;
&lt;br /&gt;
==The example==&lt;br /&gt;
&lt;br /&gt;
For this tutorial we'll be creating a ''bouncing ball animation'' based on portions of [https://www.freesound.org/people/beskhu/sounds/149732/ beskhu's Ping Pong Ball sound]. The final video can be seen on youtube: [http://youtu.be/AD94OMW3LKU Bouncing Ball - Audio synchronisation in Synfig] or [[Media:Music_sync_tutorial.mp4|downloaded]].&lt;br /&gt;
&lt;br /&gt;
==Prepare and label the audio track==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-01-label-section.png|200px|thumb|right|adding a label in Audacity]]&lt;br /&gt;
In [http://audacity.sourceforge.net/ Audacity], edit your audio to suit your needs (and storyboard), then '''select and label each section that seems relevant''' as an animation reference point (or [[keyframe]] in Synfig) in your audio track. &lt;br /&gt;
&lt;br /&gt;
In our case, these significant moments would be the various impacts of the ball, and optionally the intermediate top of each bounce. Download the [[Media:Music_sync_tutorial.ogg tutorial audio]] to try it out!&lt;br /&gt;
&lt;br /&gt;
Adding a label in Audacity is done via ''Tracks &amp;gt; Add Label at Selection'' (or ({{Shortcut|CTRL+b}})). See this [http://multimedia.journalism.berkeley.edu/tutorials/audacity/adding-labels/|online tutorial] for more details on labelling audio tracks in Audacity. Try to make each label name unique, short and meaningful.&lt;br /&gt;
&lt;br /&gt;
Once satisfied with your labels location and name, use the ''Tracks &amp;gt; Edit Labels'' dialog to '''export the labels into a file named labels.txt''' in the same directory as your Synfig Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Import keyframes in your Synfig project==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-05-run-plugin.png|200px|thumb|right|run the plugin on your .sif project ]]&lt;br /&gt;
Install [https://wiki.python.org/moin/BeginnersGuide/Download Python] and the [https://github.com/berteh/import-audacity-labels-keyframes keyframe import plug-in] if you don't have them yet.&lt;br /&gt;
&lt;br /&gt;
Open Synfig and create a new project, choose a document resolution fit to your use (360x203 Web HD, 24fps, for this tutorial).&lt;br /&gt;
&lt;br /&gt;
Synfig plug-ins only work on .sif files, not the default .sifz format. Simply '''rename your-project.sifz into your-project.sif in the ''&amp;gt; File &amp;gt; Save As'' dialog''' (music_sync_tutorial.sif for this tutorial).&lt;br /&gt;
&lt;br /&gt;
Importing keyframes is then as simple as running the plug-in from ''&amp;gt; Plug-Ins &amp;gt; Import Audacity Labels as Keyframes''. It will import the labels from the file ''labels.txt'' in the same directory as your Synfig project. Some [https://github.com/berteh/import-audacity-labels-keyframes#configuration options] can be customized, but the default settings will do just fine for this tutorial.&lt;br /&gt;
&lt;br /&gt;
Check out the new keyframes in the [[Keyframe#Editing_keyframes:_time.2C_length_.26_description Keyframes window]]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Set your scene up==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-06-create-scene.png|200px|thumb|right|set up the scene]]&lt;br /&gt;
Listen to the [[Media:Music_sync_tutorial.ogg audio]]... in this sample animation we need a ball to bounce, and some wood-like surface to roll on. &lt;br /&gt;
&lt;br /&gt;
Set them up in any way you like, or copy that in the screenshot, it consists of:&lt;br /&gt;
* a ball: a circle and curve gradient (pale yellow for the ball, to blue for the background)&lt;br /&gt;
* a floor: a brown rectangle with light rotation&lt;br /&gt;
&lt;br /&gt;
==Animate along the keyframes==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-09-animate-ball-location highlights.png|200px|thumb|right|animate the ball position]]&lt;br /&gt;
Switch to [[animate editing mode]](1) and navigate your different keyframes using the seek buttons (2) to modify for each the origin of the ball, either manually in the parameters (3) or by moving its handle (4). &lt;br /&gt;
&lt;br /&gt;
You can easily refer to the active keyframe name (5) to know where to locate the ball if the name of your audio label was meaningful enough.&lt;br /&gt;
&lt;br /&gt;
It may be necessary to add a few keyframes or [[waypoint waypoints]]. We added one &amp;quot;exit&amp;quot; keyframe at the end of the animation to make the ball roll out of the picture.&lt;br /&gt;
&lt;br /&gt;
Fine tune the [[interpolation]] type with a right-click on the waypoint to make the animation smoother. We opted for [linear] on bounce, [clamped] on tops and [Ease_In/Out easy in] to slow the rolling ball on the last (exit) waypoint.&lt;br /&gt;
&lt;br /&gt;
==Render==&lt;br /&gt;
&lt;br /&gt;
Rendering in Synfig does not currently support the inclusion of audio tracks, we therefore render the animation as .png images, and merge them with the audio using the opensource [https://libav.org/download.html avconv] tool. This whole process is likely to be integrated in Synfig in a future release.&lt;br /&gt;
&lt;br /&gt;
To render the animation frames select ''&amp;gt; File &amp;gt; Render'', preferably '''locate the target in a distinct directory''' (render/music_sync_tutorial.png in our case), check the time settings (duration of our audio is 2s 10f) and hit &amp;quot;Render&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Collate the rendered frames and the audio using [https://libav.org/download.html avconv]:&lt;br /&gt;
    avconv -r 24 -i render/music_sync_tutorial.%04d.png -i music_sync_tutorial.ogg -c:a copy music_sync_tutorial.mp4&lt;br /&gt;
&lt;br /&gt;
The above options are: &amp;lt;code&amp;gt;-r&amp;lt;/code&amp;gt; rate of the following input stream: the fps used in this Synfig project, &amp;lt;code&amp;gt;-i&amp;lt;/code&amp;gt; input: the sequence of images and the audio file, &amp;lt;code&amp;gt;-c:a&amp;lt;/code&amp;gt; codec for the audio stream: copy the current audio (ogg) file without re-encoding it.&lt;br /&gt;
&lt;br /&gt;
==Going further==&lt;br /&gt;
&lt;br /&gt;
To go further you may want to make the bounces more realistic: see the [Doc:Ball_Bounce] tutorial, or make a texturized and rotating ball, or a realistic wood floor... Share your creations in the [http://www.synfig.org/forums/ Synfig forum]!&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19541</id>
		<title>Doc:Audio Synchronisation</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19541"/>
				<updated>2014-08-20T13:29:25Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: /* The example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Audio Synchronisation}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Intermediate}}&lt;br /&gt;
&lt;br /&gt;
{{NewTerminology}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to create a simple Synfig animation synchronised to an audio source. All source material is [https://github.com/berteh/synfig-projects/tree/master/music%20sync available for download] for education purposes.&lt;br /&gt;
&lt;br /&gt;
==Multiple approaches==&lt;br /&gt;
&lt;br /&gt;
Many approaches are possible. We herein propose a very fast way to design a new video for an existing audio track. The audio source is prepared and labeled in [http://audacity.sourceforge.net/ Audacity], a well-known opensource audio editor available for Windows, Mac and Linux. A [https://github.com/berteh/import-audacity-labels-keyframes Synfig plug-in] will then be used to import these labels into Synfig and design the animation on top. To use Synfig plug-ins you need to [https://wiki.python.org/moin/BeginnersGuide/Download install Python] first.&lt;br /&gt;
&lt;br /&gt;
A common alternative is to synchronise your audio and video in a third party video editing software (such as [http://avidemux.sourceforge.net/ avidemux], [http://www.openshot.org/ Openshot], [http://wiki.blender.org/index.php/Doc:2.4/Manual/Sequencer/Usage Blender VSE] or [http://en.wikipedia.org/wiki/List_of_video_editing_software#Free_and_open-source many others]). It is overall more flexible, but very accurate synchronisation is harder to reach.&lt;br /&gt;
&lt;br /&gt;
==The example==&lt;br /&gt;
&lt;br /&gt;
For this tutorial we'll be creating a ''bouncing ball animation'' based on portions of [https://www.freesound.org/people/beskhu/sounds/149732/ beskhu's Ping Pong Ball sound]. The final video can be seen on youtube: [http://youtu.be/AD94OMW3LKU Bouncing Ball - Audio synchronisation in Synfig] or [[Media:Music_sync_tutorial.mp4|downloaded]].&lt;br /&gt;
&lt;br /&gt;
==Prepare and label the audio track==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-01-label-section.png|200px|thumb|right|adding a label in Audacity]]&lt;br /&gt;
In [http://audacity.sourceforge.net/|Audacity], edit your audio to suit your needs (and storyboard), then '''select and label each section that seems relevant''' as an animation reference point (or [[keyframe]] in Synfig) in your audio track. &lt;br /&gt;
&lt;br /&gt;
In our case, these significant moments would be the various impacts of the ball, and optionally the intermediate top of each bounce.&lt;br /&gt;
&lt;br /&gt;
Adding a label in Audacity is done via ''Tracks &amp;gt; Add Label at Selection'' (or ({{Shortcut|CTRL+b}})). See this [http://multimedia.journalism.berkeley.edu/tutorials/audacity/adding-labels/|online tutorial] for more details on labelling audio tracks in Audacity. Try to make each label name unique, short and meaningful.&lt;br /&gt;
&lt;br /&gt;
Once satisfied with your labels location and name, use the ''Tracks &amp;gt; Edit Labels'' dialog to '''export the labels into a file named labels.txt''' in the same directory as your Synfig Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Import keyframes in your Synfig project==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-05-run-plugin.png|200px|thumb|right|run the plugin on your .sif project ]]&lt;br /&gt;
Install [https://wiki.python.org/moin/BeginnersGuide/Download Python] and the [https://github.com/berteh/import-audacity-labels-keyframes keyframe import plug-in] if you don't have them yet.&lt;br /&gt;
&lt;br /&gt;
Open Synfig and create a new project, choose a document resolution fit to your use (360x203 Web HD for this tutorial).&lt;br /&gt;
&lt;br /&gt;
Synfig plug-ins only work on .sif files, not the default .sifz format. Simply '''rename your-project.sifz into your-project.sif in the ''&amp;gt; File &amp;gt; Save As'' dialog''' (music_sync_tutorial.sif for this tutorial).&lt;br /&gt;
&lt;br /&gt;
Importing keyframes is then as simple as running the plug-in from ''&amp;gt; Plug-Ins &amp;gt; Import Audacity Labels as Keyframes''. It will import the labels from the file ''labels.txt'' in the same directory as your Synfig project. Some [https://github.com/berteh/import-audacity-labels-keyframes#configuration options] can be customized, but the default settings will do just fine for this tutorial.&lt;br /&gt;
&lt;br /&gt;
Check out the new keyframes in the [[Keyframe#Editing_keyframes:_time.2C_length_.26_description Keyframes window]]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Set your scene up==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-06-create-scene.png|200px|thumb|right|set up the scene]]&lt;br /&gt;
Listen to the [[Media:Music_sync_tutorial.ogg audio]]... in this sample animation we need a ball to bounce, and some wood-like surface to roll on. &lt;br /&gt;
&lt;br /&gt;
Set them up in any way you like, or copy that in the screenshot, it consists of:&lt;br /&gt;
* a ball: a circle and curve gradient (pale yellow for the ball, to blue for the background)&lt;br /&gt;
* a floor: a brown rectangle with light rotation&lt;br /&gt;
&lt;br /&gt;
==Animate along the keyframes==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-09-animate-ball-location highlights.png|200px|thumb|right|animate the ball position]]&lt;br /&gt;
Switch to [[animate editing mode]](1) and navigate your different keyframes using the seek buttons (2) to modify for each the origin of the ball, either manually in the parameters (3) or by moving its handle (4). &lt;br /&gt;
&lt;br /&gt;
You can easily refer to the active keyframe name (5) to know where to locate the ball if the name of your audio label was meaningful.&lt;br /&gt;
&lt;br /&gt;
It may be necessary to add a few keyframes or [[waypoint waypoints]]. We added one &amp;quot;exit&amp;quot; keyframe at the end of the animation to make the ball roll out of the picture.&lt;br /&gt;
&lt;br /&gt;
Fine tune the [[interpolation]] type with a right-click on the waypoint to make the animation smoother. We opted for [linear] on bounce, [clamped] on tops and [Ease_In/Out easy in] to slow the rolling ball on the last (exit) waypoint.&lt;br /&gt;
&lt;br /&gt;
==Going further==&lt;br /&gt;
&lt;br /&gt;
To go further you may want to make the bounces more realistic: see the [Doc:Ball_Bounce] tutorial, or make a texturized and rotating ball, or a realistic wood floor... Share your creations in the [http://www.synfig.org/forums/ Synfig forum]!&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19540</id>
		<title>Doc:Audio Synchronisation</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19540"/>
				<updated>2014-08-20T13:28:31Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: /* The example */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Audio Synchronisation}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Intermediate}}&lt;br /&gt;
&lt;br /&gt;
{{NewTerminology}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to create a simple Synfig animation synchronised to an audio source. All source material is [https://github.com/berteh/synfig-projects/tree/master/music%20sync available for download] for education purposes.&lt;br /&gt;
&lt;br /&gt;
==Multiple approaches==&lt;br /&gt;
&lt;br /&gt;
Many approaches are possible. We herein propose a very fast way to design a new video for an existing audio track. The audio source is prepared and labeled in [http://audacity.sourceforge.net/ Audacity], a well-known opensource audio editor available for Windows, Mac and Linux. A [https://github.com/berteh/import-audacity-labels-keyframes Synfig plug-in] will then be used to import these labels into Synfig and design the animation on top. To use Synfig plug-ins you need to [https://wiki.python.org/moin/BeginnersGuide/Download install Python] first.&lt;br /&gt;
&lt;br /&gt;
A common alternative is to synchronise your audio and video in a third party video editing software (such as [http://avidemux.sourceforge.net/ avidemux], [http://www.openshot.org/ Openshot], [http://wiki.blender.org/index.php/Doc:2.4/Manual/Sequencer/Usage Blender VSE] or [http://en.wikipedia.org/wiki/List_of_video_editing_software#Free_and_open-source many others]). It is overall more flexible, but very accurate synchronisation is harder to reach.&lt;br /&gt;
&lt;br /&gt;
==The example==&lt;br /&gt;
&lt;br /&gt;
For this tutorial we'll be creating a ''bouncing ball animation'' based on portions of [https://www.freesound.org/people/beskhu/sounds/149732/ beskhu's Ping Pong Ball sound]. The final video can be seen on youtube: [http://youtu.be/AD94OMW3LKU Bouncing Ball - Audio synchronisation in Synfig] or [[Media:Music_sync_tutorial.mp4 downloaded]].&lt;br /&gt;
&lt;br /&gt;
==Prepare and label the audio track==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-01-label-section.png|200px|thumb|right|adding a label in Audacity]]&lt;br /&gt;
In [http://audacity.sourceforge.net/|Audacity], edit your audio to suit your needs (and storyboard), then '''select and label each section that seems relevant''' as an animation reference point (or [[keyframe]] in Synfig) in your audio track. &lt;br /&gt;
&lt;br /&gt;
In our case, these significant moments would be the various impacts of the ball, and optionally the intermediate top of each bounce.&lt;br /&gt;
&lt;br /&gt;
Adding a label in Audacity is done via ''Tracks &amp;gt; Add Label at Selection'' (or ({{Shortcut|CTRL+b}})). See this [http://multimedia.journalism.berkeley.edu/tutorials/audacity/adding-labels/|online tutorial] for more details on labelling audio tracks in Audacity. Try to make each label name unique, short and meaningful.&lt;br /&gt;
&lt;br /&gt;
Once satisfied with your labels location and name, use the ''Tracks &amp;gt; Edit Labels'' dialog to '''export the labels into a file named labels.txt''' in the same directory as your Synfig Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Import keyframes in your Synfig project==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-05-run-plugin.png|200px|thumb|right|run the plugin on your .sif project ]]&lt;br /&gt;
Install [https://wiki.python.org/moin/BeginnersGuide/Download Python] and the [https://github.com/berteh/import-audacity-labels-keyframes keyframe import plug-in] if you don't have them yet.&lt;br /&gt;
&lt;br /&gt;
Open Synfig and create a new project, choose a document resolution fit to your use (360x203 Web HD for this tutorial).&lt;br /&gt;
&lt;br /&gt;
Synfig plug-ins only work on .sif files, not the default .sifz format. Simply '''rename your-project.sifz into your-project.sif in the ''&amp;gt; File &amp;gt; Save As'' dialog''' (music_sync_tutorial.sif for this tutorial).&lt;br /&gt;
&lt;br /&gt;
Importing keyframes is then as simple as running the plug-in from ''&amp;gt; Plug-Ins &amp;gt; Import Audacity Labels as Keyframes''. It will import the labels from the file ''labels.txt'' in the same directory as your Synfig project. Some [https://github.com/berteh/import-audacity-labels-keyframes#configuration options] can be customized, but the default settings will do just fine for this tutorial.&lt;br /&gt;
&lt;br /&gt;
Check out the new keyframes in the [[Keyframe#Editing_keyframes:_time.2C_length_.26_description Keyframes window]]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Set your scene up==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-06-create-scene.png|200px|thumb|right|set up the scene]]&lt;br /&gt;
Listen to the [[Media:Music_sync_tutorial.ogg audio]]... in this sample animation we need a ball to bounce, and some wood-like surface to roll on. &lt;br /&gt;
&lt;br /&gt;
Set them up in any way you like, or copy that in the screenshot, it consists of:&lt;br /&gt;
* a ball: a circle and curve gradient (pale yellow for the ball, to blue for the background)&lt;br /&gt;
* a floor: a brown rectangle with light rotation&lt;br /&gt;
&lt;br /&gt;
==Animate along the keyframes==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-09-animate-ball-location highlights.png|200px|thumb|right|animate the ball position]]&lt;br /&gt;
Switch to [[animate editing mode]](1) and navigate your different keyframes using the seek buttons (2) to modify for each the origin of the ball, either manually in the parameters (3) or by moving its handle (4). &lt;br /&gt;
&lt;br /&gt;
You can easily refer to the active keyframe name (5) to know where to locate the ball if the name of your audio label was meaningful.&lt;br /&gt;
&lt;br /&gt;
It may be necessary to add a few keyframes or [[waypoint waypoints]]. We added one &amp;quot;exit&amp;quot; keyframe at the end of the animation to make the ball roll out of the picture.&lt;br /&gt;
&lt;br /&gt;
Fine tune the [[interpolation]] type with a right-click on the waypoint to make the animation smoother. We opted for [linear] on bounce, [clamped] on tops and [Ease_In/Out easy in] to slow the rolling ball on the last (exit) waypoint.&lt;br /&gt;
&lt;br /&gt;
==Going further==&lt;br /&gt;
&lt;br /&gt;
To go further you may want to make the bounces more realistic: see the [Doc:Ball_Bounce] tutorial, or make a texturized and rotating ball, or a realistic wood floor... Share your creations in the [http://www.synfig.org/forums/ Synfig forum]!&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19539</id>
		<title>Doc:Audio Synchronisation</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19539"/>
				<updated>2014-08-20T13:27:49Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: +animate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Audio Synchronisation}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Intermediate}}&lt;br /&gt;
&lt;br /&gt;
{{NewTerminology}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to create a simple Synfig animation synchronised to an audio source. All source material is [https://github.com/berteh/synfig-projects/tree/master/music%20sync available for download] for education purposes.&lt;br /&gt;
&lt;br /&gt;
==Multiple approaches==&lt;br /&gt;
&lt;br /&gt;
Many approaches are possible. We herein propose a very fast way to design a new video for an existing audio track. The audio source is prepared and labeled in [http://audacity.sourceforge.net/ Audacity], a well-known opensource audio editor available for Windows, Mac and Linux. A [https://github.com/berteh/import-audacity-labels-keyframes Synfig plug-in] will then be used to import these labels into Synfig and design the animation on top. To use Synfig plug-ins you need to [https://wiki.python.org/moin/BeginnersGuide/Download install Python] first.&lt;br /&gt;
&lt;br /&gt;
A common alternative is to synchronise your audio and video in a third party video editing software (such as [http://avidemux.sourceforge.net/ avidemux], [http://www.openshot.org/ Openshot], [http://wiki.blender.org/index.php/Doc:2.4/Manual/Sequencer/Usage Blender VSE] or [http://en.wikipedia.org/wiki/List_of_video_editing_software#Free_and_open-source many others]). It is overall more flexible, but very accurate synchronisation is harder to reach.&lt;br /&gt;
&lt;br /&gt;
==The example==&lt;br /&gt;
&lt;br /&gt;
For this tutorial we'll be creating a ''bouncing ball animation'' based on portions of [https://www.freesound.org/people/beskhu/sounds/149732/ beskhu's Ping Pong Ball sound]. The final video can be seen on youtube: [http://youtu.be/AD94OMW3LKU Bouncing Ball - Audio synchronisation in Synfig] or [[Media:Music sync tutorial.mp4 downloaded]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prepare and label the audio track==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-01-label-section.png|200px|thumb|right|adding a label in Audacity]]&lt;br /&gt;
In [http://audacity.sourceforge.net/|Audacity], edit your audio to suit your needs (and storyboard), then '''select and label each section that seems relevant''' as an animation reference point (or [[keyframe]] in Synfig) in your audio track. &lt;br /&gt;
&lt;br /&gt;
In our case, these significant moments would be the various impacts of the ball, and optionally the intermediate top of each bounce.&lt;br /&gt;
&lt;br /&gt;
Adding a label in Audacity is done via ''Tracks &amp;gt; Add Label at Selection'' (or ({{Shortcut|CTRL+b}})). See this [http://multimedia.journalism.berkeley.edu/tutorials/audacity/adding-labels/|online tutorial] for more details on labelling audio tracks in Audacity. Try to make each label name unique, short and meaningful.&lt;br /&gt;
&lt;br /&gt;
Once satisfied with your labels location and name, use the ''Tracks &amp;gt; Edit Labels'' dialog to '''export the labels into a file named labels.txt''' in the same directory as your Synfig Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Import keyframes in your Synfig project==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-05-run-plugin.png|200px|thumb|right|run the plugin on your .sif project ]]&lt;br /&gt;
Install [https://wiki.python.org/moin/BeginnersGuide/Download Python] and the [https://github.com/berteh/import-audacity-labels-keyframes keyframe import plug-in] if you don't have them yet.&lt;br /&gt;
&lt;br /&gt;
Open Synfig and create a new project, choose a document resolution fit to your use (360x203 Web HD for this tutorial).&lt;br /&gt;
&lt;br /&gt;
Synfig plug-ins only work on .sif files, not the default .sifz format. Simply '''rename your-project.sifz into your-project.sif in the ''&amp;gt; File &amp;gt; Save As'' dialog''' (music_sync_tutorial.sif for this tutorial).&lt;br /&gt;
&lt;br /&gt;
Importing keyframes is then as simple as running the plug-in from ''&amp;gt; Plug-Ins &amp;gt; Import Audacity Labels as Keyframes''. It will import the labels from the file ''labels.txt'' in the same directory as your Synfig project. Some [https://github.com/berteh/import-audacity-labels-keyframes#configuration options] can be customized, but the default settings will do just fine for this tutorial.&lt;br /&gt;
&lt;br /&gt;
Check out the new keyframes in the [[Keyframe#Editing_keyframes:_time.2C_length_.26_description Keyframes window]]!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Set your scene up==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-06-create-scene.png|200px|thumb|right|set up the scene]]&lt;br /&gt;
Listen to the [[Media:Music_sync_tutorial.ogg audio]]... in this sample animation we need a ball to bounce, and some wood-like surface to roll on. &lt;br /&gt;
&lt;br /&gt;
Set them up in any way you like, or copy that in the screenshot, it consists of:&lt;br /&gt;
* a ball: a circle and curve gradient (pale yellow for the ball, to blue for the background)&lt;br /&gt;
* a floor: a brown rectangle with light rotation&lt;br /&gt;
&lt;br /&gt;
==Animate along the keyframes==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-09-animate-ball-location highlights.png|200px|thumb|right|animate the ball position]]&lt;br /&gt;
Switch to [[animate editing mode]](1) and navigate your different keyframes using the seek buttons (2) to modify for each the origin of the ball, either manually in the parameters (3) or by moving its handle (4). &lt;br /&gt;
&lt;br /&gt;
You can easily refer to the active keyframe name (5) to know where to locate the ball if the name of your audio label was meaningful.&lt;br /&gt;
&lt;br /&gt;
It may be necessary to add a few keyframes or [[waypoint waypoints]]. We added one &amp;quot;exit&amp;quot; keyframe at the end of the animation to make the ball roll out of the picture.&lt;br /&gt;
&lt;br /&gt;
Fine tune the [[interpolation]] type with a right-click on the waypoint to make the animation smoother. We opted for [linear] on bounce, [clamped] on tops and [Ease_In/Out easy in] to slow the rolling ball on the last (exit) waypoint.&lt;br /&gt;
&lt;br /&gt;
==Going further==&lt;br /&gt;
&lt;br /&gt;
To go further you may want to make the bounces more realistic: see the [Doc:Ball_Bounce] tutorial, or make a texturized and rotating ball, or a realistic wood floor... Share your creations in the [http://www.synfig.org/forums/ Synfig forum]!&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=File:Audio_sync_tutorial-render.png&amp;diff=19538</id>
		<title>File:Audio sync tutorial-render.png</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=File:Audio_sync_tutorial-render.png&amp;diff=19538"/>
				<updated>2014-08-20T13:23:33Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: Audio Sync tutorial - result&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Audio Sync tutorial - result&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=File:Music_sync_tutorial.mp4&amp;diff=19537</id>
		<title>File:Music sync tutorial.mp4</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=File:Music_sync_tutorial.mp4&amp;diff=19537"/>
				<updated>2014-08-20T13:21:46Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: Audio Sync tutorial - result&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Audio Sync tutorial - result&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=File:Audio-sync-09-animate-ball-location_highlights.png&amp;diff=19536</id>
		<title>File:Audio-sync-09-animate-ball-location highlights.png</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=File:Audio-sync-09-animate-ball-location_highlights.png&amp;diff=19536"/>
				<updated>2014-08-20T12:46:06Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: Audio Sync Tutorial - screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Audio Sync Tutorial - screenshot&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19535</id>
		<title>Doc:Audio Synchronisation</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19535"/>
				<updated>2014-08-20T12:27:19Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: +step 2 + 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Audio Synchronisation}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Intermediate}}&lt;br /&gt;
&lt;br /&gt;
{{NewTerminology}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to create a simple Synfig animation synchronised to an audio source. All source material is [https://github.com/berteh/synfig-projects/tree/master/music%20sync available for download] for education purposes.&lt;br /&gt;
&lt;br /&gt;
==Multiple approaches==&lt;br /&gt;
&lt;br /&gt;
Many approaches are possible. We herein propose a very fast way to design a new video for an existing audio track. The audio source is prepared and labeled in [http://audacity.sourceforge.net/ Audacity], a well-known opensource audio editor available for Windows, Mac and Linux. A [https://github.com/berteh/import-audacity-labels-keyframes Synfig plug-in] will then be used to import these labels into Synfig and design the animation on top. To use Synfig plug-ins you need to [https://wiki.python.org/moin/BeginnersGuide/Download install Python] first.&lt;br /&gt;
&lt;br /&gt;
A common alternative is to synchronise your audio and video in a third party video editing software (such as [http://avidemux.sourceforge.net/ avidemux], [http://www.openshot.org/ Openshot], [http://wiki.blender.org/index.php/Doc:2.4/Manual/Sequencer/Usage Blender VSE] or [http://en.wikipedia.org/wiki/List_of_video_editing_software#Free_and_open-source many others]). It is overall more flexible, but very accurate synchronisation is harder to reach.&lt;br /&gt;
&lt;br /&gt;
==The example==&lt;br /&gt;
&lt;br /&gt;
For this tutorial we'll be creating a ''bouncing ball animation'' based on portions of [https://www.freesound.org/people/beskhu/sounds/149732/ beskhu's Ping Pong Ball sound].&lt;br /&gt;
&lt;br /&gt;
==Step 1: Prepare and label the audio track==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-01-label-section.png|200px|thumb|right|adding a label in Audacity]]&lt;br /&gt;
In [http://audacity.sourceforge.net/|Audacity], edit your audio to suit your needs (and storyboard), then '''select and label each section that seems relevant''' as an animation reference point (or [[keyframe]] in Synfig) in your audio track. &lt;br /&gt;
&lt;br /&gt;
In our case, these significant moments would be the various impacts of the ball, and optionally the intermediate top of each bounce.&lt;br /&gt;
&lt;br /&gt;
Adding a label in Audacity is done via ''Tracks &amp;gt; Add Label at Selection'' (or ({{Shortcut|CTRL+b}})). See this [http://multimedia.journalism.berkeley.edu/tutorials/audacity/adding-labels/|online tutorial] for more details on labelling audio tracks in Audacity.&lt;br /&gt;
&lt;br /&gt;
Once satisfied with your labels location and name, use the ''Tracks &amp;gt; Edit Labels'' dialog to '''export the labels into a file named labels.txt''' in the same directory as your Synfig Project.&lt;br /&gt;
&lt;br /&gt;
==Step 2: Import keyframes in your Synfig project==&lt;br /&gt;
[[File:Audio-sync-05-run-plugin.png|200px|thumb|right|run the plugin on your .sif project ]]&lt;br /&gt;
Install [https://wiki.python.org/moin/BeginnersGuide/Download Python] and the [https://github.com/berteh/import-audacity-labels-keyframes keyframe import plug-in] if you don't have them yet.&lt;br /&gt;
&lt;br /&gt;
Open Synfig and create a new project, choose a document resolution fit to your use (360x203 Web HD for this tutorial). Synfig plug-ins only work on .sif files, not the default .sifz format. Simply '''rename your-project.sifz into your-project.sif in the ''&amp;gt; File &amp;gt; Save As'' dialog''' (music_sync_tutorial.sif for this tutorial).&lt;br /&gt;
&lt;br /&gt;
Importing keyframes is then as simple as running the plugin from ''&amp;gt; Plug-Ins &amp;gt; Import Audacity Labels as Keyframes'', check them out in the [[Keyframe#Editing_keyframes:_time.2C_length_.26_description Keyframes window]].&lt;br /&gt;
&lt;br /&gt;
==Step 3: set your scene up==&lt;br /&gt;
[[File:Audio-sync-06-create-scene.png|200px|thumb|right|set up the scene]]&lt;br /&gt;
Listen to the [[Media:Music_sync_tutorial.ogg audio]]... in this sample animation we need a ball to bounce, and some wood-like surface to roll on. &lt;br /&gt;
&lt;br /&gt;
Set them up any way you like, or copy that in the screenshot, it consists of:&lt;br /&gt;
* a circle + curve gradient (pale yellow for the ball, to blue for the background) for the ball&lt;br /&gt;
* a brown rectangle and light rotation for the floor.&lt;br /&gt;
&lt;br /&gt;
==Step 4: animate along the keyframes==&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=File:Music_sync_tutorial.ogg&amp;diff=19534</id>
		<title>File:Music sync tutorial.ogg</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=File:Music_sync_tutorial.ogg&amp;diff=19534"/>
				<updated>2014-08-20T12:24:26Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: Audio Synch tutorial - source audio&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Audio Synch tutorial - source audio&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=File:Audio-sync-06-create-scene.png&amp;diff=19533</id>
		<title>File:Audio-sync-06-create-scene.png</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=File:Audio-sync-06-create-scene.png&amp;diff=19533"/>
				<updated>2014-08-20T12:21:20Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: Audio Sync tutorial - screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Audio Sync tutorial - screenshot&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=File:Audio-sync-05-run-plugin.png&amp;diff=19532</id>
		<title>File:Audio-sync-05-run-plugin.png</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=File:Audio-sync-05-run-plugin.png&amp;diff=19532"/>
				<updated>2014-08-20T12:12:03Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: Audio Synch tutorial - screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Audio Synch tutorial - screenshot&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=File:Audio-sync-01-label-section.png&amp;diff=19531</id>
		<title>File:Audio-sync-01-label-section.png</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=File:Audio-sync-01-label-section.png&amp;diff=19531"/>
				<updated>2014-08-20T11:55:39Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: Berteh uploaded a new version of &amp;amp;quot;File:Audio-sync-01-label-section.png&amp;amp;quot;: corrected for tutorial.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Audio Synchronisation - screenshot&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19530</id>
		<title>Doc:Audio Synchronisation</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19530"/>
				<updated>2014-08-20T11:50:44Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: typo and layout&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Audio Synchronisation}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Intermediate}}&lt;br /&gt;
&lt;br /&gt;
{{NewTerminology}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to create a simple Synfig animation synchronised to an audio source. All source material is [https://github.com/berteh/synfig-projects/tree/master/music%20sync available for download] for education purposes.&lt;br /&gt;
&lt;br /&gt;
==Multiple approaches==&lt;br /&gt;
&lt;br /&gt;
Many approaches are possible. We herein propose a very fast way to design a new video for an existing audio track. The audio source is prepared and labeled in [http://audacity.sourceforge.net/ Audacity], a well-known opensource audio editor available for Windows, Mac and Linux.&lt;br /&gt;
&lt;br /&gt;
A common alternative is to synchronise your audio and video in a third party video editing software (such as [http://avidemux.sourceforge.net/ avidemux], [http://www.openshot.org/ Openshot], [http://wiki.blender.org/index.php/Doc:2.4/Manual/Sequencer/Usage Blender VSE] or [http://en.wikipedia.org/wiki/List_of_video_editing_software#Free_and_open-source many others]). It is overall more flexible, but very accurate synchronisation is harder to reach.&lt;br /&gt;
&lt;br /&gt;
==The example==&lt;br /&gt;
&lt;br /&gt;
For this tutorial we'll be creating a ''bouncing ball animation'' based on portions of [https://www.freesound.org/people/beskhu/sounds/149732/ beskhu's Ping Pong Ball sound].&lt;br /&gt;
&lt;br /&gt;
==Step 1: Prepare and label the audio track==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-01-label-section.png|200px|thumb|right|adding a label in Audacity]]&lt;br /&gt;
[[File:Audio-sync-02-edit-labels-menu.png|200px|thumb|right|all labels and menu]]&lt;br /&gt;
In [http://audacity.sourceforge.net/|Audacity], edit your audio to suit your needs (and storyboard), then '''select and label each section that seems relevant''' as an animation reference point (or [[keyframe]] in Synfig) in your audio track. &lt;br /&gt;
&lt;br /&gt;
Adding a label in Audacity is done via ''Tracks &amp;gt; Add Label at Selection'' (or ({{Shortcut|CTRL+b}})). See this [http://multimedia.journalism.berkeley.edu/tutorials/audacity/adding-labels/|online tutorial] for more details on labelling audio tracks in Audacity.&lt;br /&gt;
&lt;br /&gt;
In our case, these significant moments would be the various impacts of the ball, and optionally the intermediate top of each bounce.&lt;br /&gt;
&lt;br /&gt;
Once satisfied with your labels, use the ''Tracks &amp;gt; Edit Labels'' dialog to '''export the labels into a file named labels.txt''' in the same directory as your Synfig Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 2: Import keyframes in your Synfig project==&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19529</id>
		<title>Doc:Audio Synchronisation</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Audio_Synchronisation&amp;diff=19529"/>
				<updated>2014-08-20T11:48:56Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: intro + part 1 complete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Audio Synchronisation}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Intermediate}}&lt;br /&gt;
&lt;br /&gt;
{{NewTerminology}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tutorial explains how to create a simple Synfig animation synchronised to an audio source. All source material is [https://github.com/berteh/synfig-projects/tree/master/music%20sync|available for download] for education purposes.&lt;br /&gt;
&lt;br /&gt;
==Multiple approaches==&lt;br /&gt;
&lt;br /&gt;
Many approaches are possible. We herein propose a very fast way to design a new video for an existing audio track. The audio source is prepared and labeled in [http://audacity.sourceforge.net/|Audacity], a well-known opensource audio editor available for Windows, Mac and Linux.&lt;br /&gt;
&lt;br /&gt;
A common alternative is to synchronise your audio and video in a third party video editing software (such as [http://avidemux.sourceforge.net/|avidemux], [http://www.openshot.org/|Openshot], [http://wiki.blender.org/index.php/Doc:2.4/Manual/Sequencer/Usage|Blender VSE] or [http://en.wikipedia.org/wiki/List_of_video_editing_software#Free_and_open-source|many others]). It is overall more flexible, but very accurate synchronisation is harder to reach.&lt;br /&gt;
&lt;br /&gt;
==The example==&lt;br /&gt;
&lt;br /&gt;
For this tutorial we'll be creating a ''bouncing ball animation'' based on portions of [https://www.freesound.org/people/beskhu/sounds/149732/|beskhu's Ping Pong Ball sound].&lt;br /&gt;
&lt;br /&gt;
==Step 1: Prepare and label the audio track==&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-01-label-section.png|200px|thumb|right|adding a label in Audacity]] In [http://audacity.sourceforge.net/|Audacity], edit your audio to suit your needs (and storyboard), then '''select and label each section that seems relevant''' as an animation reference point (or [[keyframe]] in Synfig) in your audio track. &lt;br /&gt;
&lt;br /&gt;
Adding a label in Audacity is done via ''Tracks &amp;gt; Add Label at Selection'' (or ({{Shortcut|CTRL+b}})). See this [http://multimedia.journalism.berkeley.edu/tutorials/audacity/adding-labels/|online tutorial] for more details on labelling audio tracks in Audacity.&lt;br /&gt;
&lt;br /&gt;
[[File:Audio-sync-02-edit-labels-menu.png|200px|thumb|right|all labels and menu]]&lt;br /&gt;
In our case, these significant moments would be the various impacts of the ball, and optionally the intermediate top of each bounce.&lt;br /&gt;
&lt;br /&gt;
Once satisfied with your labels, use the ''Tracks &amp;gt; Edit Labels'' dialog to '''export the labels into a file named labels.txt''' in the same directory as your Synfig Project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Step 2: Import keyframes in your Synfig project==&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=File:Audio-sync-02-edit-labels-menu.png&amp;diff=19528</id>
		<title>File:Audio-sync-02-edit-labels-menu.png</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=File:Audio-sync-02-edit-labels-menu.png&amp;diff=19528"/>
				<updated>2014-08-20T11:47:47Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: Audio Syncronisation - screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Audio Syncronisation - screenshot&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=File:Audio-sync-01-label-section.png&amp;diff=19527</id>
		<title>File:Audio-sync-01-label-section.png</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=File:Audio-sync-01-label-section.png&amp;diff=19527"/>
				<updated>2014-08-20T11:43:10Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: Audio Synchronisation - screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Audio Synchronisation - screenshot&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Dev:Building_Documentation&amp;diff=15670</id>
		<title>Dev:Building Documentation</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Dev:Building_Documentation&amp;diff=15670"/>
				<updated>2012-04-02T19:23:44Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: /* Building on Ubuntu */  typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose ==&lt;br /&gt;
The purpose of this web page is to gather information about the current build system in order to migrate cmake setup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building on Ubuntu ==&lt;br /&gt;
The forum post [http://www.synfig.org/forums/viewtopic.php?f=13&amp;amp;t=972 How to Build Synfig Studio in Ubuntu Karmic Koala 9.10] is pretty self explaining, and works great to build synfig from GIT source under ubuntu 11.04 (tested March 19, 2012), provided a minor addition for an additional package required for the compilation to succeed, as explained in [http://www.synfig.org/forums/viewtopic.php?p=14830#p14830]&lt;br /&gt;
&lt;br /&gt;
Those instructions would allow you install Synfig Studio in your system using the latest development version.&lt;br /&gt;
The default installation path is in your home directory but it can be changed to any place just modifying the script.&lt;br /&gt;
As development version it is not recommended to install using sudo unless you know what you're doing.&lt;br /&gt;
The following instructions would allow you install it in a folder in your home directory and can be easily deleted.&lt;br /&gt;
&lt;br /&gt;
1) Prepare to dowload the source code.&lt;br /&gt;
Install git&lt;br /&gt;
 $ sudo apt-get install git&lt;br /&gt;
&lt;br /&gt;
Clone the source code. This will create a folder called 'synfig'.&lt;br /&gt;
 $ git clone git://synfig.git.sourceforge.net/gitroot/synfig/synfig&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) Create the building script:&lt;br /&gt;
 $ nano build.sh&lt;br /&gt;
&lt;br /&gt;
Then copy and paste this text into the editor:&lt;br /&gt;
 #!/bin/sh&lt;br /&gt;
 cd synfig&lt;br /&gt;
 CPUS=4&lt;br /&gt;
 prefix=$(pwd)/install&lt;br /&gt;
 export PKG_CONFIG_PATH=&amp;quot;$prefix/lib/pkgconfig&amp;quot;&lt;br /&gt;
 export PATH=$(pwd)/synfig-core/src/tool/.libs:$PATH&lt;br /&gt;
 export CXX=&amp;quot;/usr/bin/ccache /usr/bin/g++&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 cd ETL &amp;amp;&amp;amp;&lt;br /&gt;
 autoreconf --install --force &amp;amp;&amp;amp;&lt;br /&gt;
 ./configure --prefix $prefix &amp;amp;&amp;amp;&lt;br /&gt;
 make install &amp;amp;&amp;amp;&lt;br /&gt;
 \&lt;br /&gt;
 cd ../synfig-core &amp;amp;&amp;amp;&lt;br /&gt;
 libtoolize --ltdl --copy --force &amp;amp;&amp;amp;&lt;br /&gt;
 autoreconf --install --force &amp;amp;&amp;amp;&lt;br /&gt;
 ./configure --prefix $prefix &amp;amp;&amp;amp;&lt;br /&gt;
 make -j $CPUS install &amp;amp;&amp;amp;&lt;br /&gt;
 \&lt;br /&gt;
 cd ../synfig-studio &amp;amp;&amp;amp;&lt;br /&gt;
 autoreconf --install --force &amp;amp;&amp;amp;&lt;br /&gt;
 ./configure --prefix $prefix &amp;amp;&amp;amp;&lt;br /&gt;
 make -j $CPUS install&lt;br /&gt;
&lt;br /&gt;
Then press CTRL+O (ENTER) and CTRL+X. This will save the script in the folder where you created the cloned repository... and save it as build.sh.&lt;br /&gt;
&lt;br /&gt;
3) Install the needed libraries. Copy the entire line and hit ENTER. Accept all the suggestions.&lt;br /&gt;
 $ sudo apt-get install build-essential autoconf automake libtool&lt;br /&gt;
&lt;br /&gt;
 $ sudo apt-get install libxml++2.6-dev libsigc++-2.0-dev libltdl3-dev libtool gettext cvs libpng12-dev libmng-dev libjpeg62-dev libfreetype6-dev libfontconfig1-dev libopenexr-dev libavcodec-dev libavformat-dev libmagick++9-dev libdv-bin ffmpeg imagemagick&lt;br /&gt;
&lt;br /&gt;
 $ sudo apt-get install libgtkmm-2.4-dev libgtk2.0-dev libglibmm-2.4-dev libsigc++-2.0-dev libltdl3-dev libtool gettext cvs ttf-freefont ttf-dejavu ttf-dustin&lt;br /&gt;
&lt;br /&gt;
 $ sudo apt-get install ccache autopoint&lt;br /&gt;
&lt;br /&gt;
4) Run the script to build the binaries:&lt;br /&gt;
 $ sh build.sh&lt;br /&gt;
Depending on your computer speed you may want to go to prepare some cofee ;). Verify that there are not error messages when the script ends.&lt;br /&gt;
&lt;br /&gt;
5) Run synfigstudio and enjoy:&lt;br /&gt;
 $ cd synfig/install/bin&lt;br /&gt;
 &amp;amp;./synfigstudio&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Dev:Building_Documentation&amp;diff=15669</id>
		<title>Dev:Building Documentation</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Dev:Building_Documentation&amp;diff=15669"/>
				<updated>2012-04-02T19:22:33Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: build on Ubuntu&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Purpose ==&lt;br /&gt;
The purpose of this web page is to gather information about the current build system in order to migrate cmake setup.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building on Ubuntu ==&lt;br /&gt;
The forum post [http://www.synfig.org/forums/viewtopic.php?f=13&amp;amp;t=972 How to Build Synfig Studio in Ubuntu Karmic Koala 9.10] is pretty self explaining, and works great to build synfig from GIT source under ubuntu 11.04 (tested March 19, 2012), provided a minor addition for an additional package required for the compilation to succeed, as explained in [http://www.synfig.org/forums/viewtopic.php?p=14830#p14830]&lt;br /&gt;
&lt;br /&gt;
Those instructions would allow you install Synfig Studio in your system using the latest development version.&lt;br /&gt;
The default installation path is in your home directory but it can be changed to any place just modifying the script.&lt;br /&gt;
As development version it is not recommended to install using sudo unless you know what you're doing.&lt;br /&gt;
The following instructions would allow you install it in a folder in your home directory and can be easily deleted.&lt;br /&gt;
&lt;br /&gt;
1) Prepare to dowload the source code.&lt;br /&gt;
Install git&lt;br /&gt;
 $ sudo apt-get install git&lt;br /&gt;
&lt;br /&gt;
Clone the source code. This will create a folder called 'synfig'.&lt;br /&gt;
 $ git clone git://synfig.git.sourceforge.net/gitroot/synfig/synfig&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) Create the building script:&lt;br /&gt;
 $ nano build.sh&lt;br /&gt;
&lt;br /&gt;
Then copy and paste this text into the editor:&lt;br /&gt;
 #!/bin/sh&lt;br /&gt;
 cd synfig&lt;br /&gt;
 CPUS=4&lt;br /&gt;
 prefix=$(pwd)/install&lt;br /&gt;
 export PKG_CONFIG_PATH=&amp;quot;$prefix/lib/pkgconfig&amp;quot;&lt;br /&gt;
 export PATH=$(pwd)/synfig-core/src/tool/.libs:$PATH&lt;br /&gt;
 export CXX=&amp;quot;/usr/bin/ccache /usr/bin/g++&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 cd ETL &amp;amp;&amp;amp;&lt;br /&gt;
 autoreconf --install --force &amp;amp;&amp;amp;&lt;br /&gt;
 ./configure --prefix $prefix &amp;amp;&amp;amp;&lt;br /&gt;
 make install &amp;amp;&amp;amp;&lt;br /&gt;
 \&lt;br /&gt;
 cd ../synfig-core &amp;amp;&amp;amp;&lt;br /&gt;
 libtoolize --ltdl --copy --force &amp;amp;&amp;amp;&lt;br /&gt;
 autoreconf --install --force &amp;amp;&amp;amp;&lt;br /&gt;
./configure --prefix $prefix &amp;amp;&amp;amp;&lt;br /&gt;
 make -j $CPUS install &amp;amp;&amp;amp;&lt;br /&gt;
 \&lt;br /&gt;
 cd ../synfig-studio &amp;amp;&amp;amp;&lt;br /&gt;
 autoreconf --install --force &amp;amp;&amp;amp;&lt;br /&gt;
 ./configure --prefix $prefix &amp;amp;&amp;amp;&lt;br /&gt;
 make -j $CPUS install&lt;br /&gt;
&lt;br /&gt;
Then press CTRL+O (ENTER) and CTRL+X. This will save the script in the folder where you created the cloned repository... and save it as build.sh.&lt;br /&gt;
&lt;br /&gt;
3) Install the needed libraries. Copy the entire line and hit ENTER. Accept all the suggestions.&lt;br /&gt;
 $ sudo apt-get install build-essential autoconf automake libtool&lt;br /&gt;
&lt;br /&gt;
 $ sudo apt-get install libxml++2.6-dev libsigc++-2.0-dev libltdl3-dev libtool gettext cvs libpng12-dev libmng-dev libjpeg62-dev libfreetype6-dev libfontconfig1-dev libopenexr-dev libavcodec-dev libavformat-dev libmagick++9-dev libdv-bin ffmpeg imagemagick&lt;br /&gt;
&lt;br /&gt;
 $ sudo apt-get install libgtkmm-2.4-dev libgtk2.0-dev libglibmm-2.4-dev libsigc++-2.0-dev libltdl3-dev libtool gettext cvs ttf-freefont ttf-dejavu ttf-dustin&lt;br /&gt;
&lt;br /&gt;
 $ sudo apt-get install ccache autopoint&lt;br /&gt;
&lt;br /&gt;
4) Run the script to build the binaries:&lt;br /&gt;
 $ sh build.sh&lt;br /&gt;
Depending on your computer speed you may want to go to prepare some cofee ;). Verify that there are not error messages when the script ends.&lt;br /&gt;
&lt;br /&gt;
5) Run synfigstudio and enjoy:&lt;br /&gt;
 $ cd synfig/install/bin&lt;br /&gt;
 &amp;amp;./synfigstudio&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Dev:Wish_list&amp;diff=15430</id>
		<title>Dev:Wish list</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Dev:Wish_list&amp;diff=15430"/>
				<updated>2012-03-21T10:53:49Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: /* Misc */ status update + pointers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''Warning''''': We need more people working on the code if we are going to be able to achieve all the feature requests.&lt;br /&gt;
&lt;br /&gt;
Got a great idea for a new feature? Just add it here, or on the [http://sourceforge.net/tracker/?group_id=144022&amp;amp;atid=757419 feature requests tracker]. Before you do, please check the [https://synfig.svn.sourceforge.net/svnroot/synfig/ETL/trunk/TODO etl], [https://synfig.svn.sourceforge.net/svnroot/synfig/synfig-core/trunk/TODO synfig] and [https://synfig.svn.sourceforge.net/svnroot/synfig/synfig-studio/trunk/TODO synfigstudio] TODO files for similar ideas. Please add a rating of how essential this feature is to your workflow according to the following scale:&lt;br /&gt;
&lt;br /&gt;
#&amp;quot;Well, it might be nifty. To someone.&amp;quot;&lt;br /&gt;
#&amp;quot;I probably would make use this&amp;quot;&lt;br /&gt;
#&amp;quot;It's not essential, but I'd really like to have this at my disposal.&amp;quot;&lt;br /&gt;
#&amp;quot;Synfig would be soooo much better with this change&amp;quot;&lt;br /&gt;
#&amp;quot;I can't/won't use Synfig without it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
&lt;br /&gt;
Please clean this section up as desired.&lt;br /&gt;
&lt;br /&gt;
* A different color dialog for picking/changing colors easier.&lt;br /&gt;
** Swatch menu from gimp with .gpl files. (being worked on [http://sourceforge.net/tracker/?func=detail&amp;amp;aid=3505969&amp;amp;group_id=144022&amp;amp;atid=757418])&lt;br /&gt;
* Workflow improvements, like content help and ui-refinement.&lt;br /&gt;
** set the fine line between design and animation work.&lt;br /&gt;
** Greet the user at startup, give hints and help in the ui to better the usability and user-experience.&lt;br /&gt;
* test synfig cross-platform (Linux, Windows, Mac)&lt;br /&gt;
* Pluggable App (run from memory stick)&lt;br /&gt;
* make a short film about synfigs capabilitys in a starwars kind of spaceship setting as promo video about 3 minutes long.&lt;br /&gt;
* Sound layer&lt;br /&gt;
* full tablet support&lt;br /&gt;
* small set of vector contend for fast animation results&lt;br /&gt;
* Help is available as pdf-file and distributed with the program (being worked on [http://synfig.org/forums/viewtopic.php?p=7202#p7202][http://issuu.com/berteh/docs/synfig_manual_en read it online])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Input:'''&lt;br /&gt;
* Import vectorgraphics (svg,fig)&lt;br /&gt;
&lt;br /&gt;
'''Output:'''&lt;br /&gt;
* Render output to [http://animatedpng.com/ animated PNG]&lt;br /&gt;
* Export vectorgraphics (svg,fig)&lt;br /&gt;
&lt;br /&gt;
== Interchangeable/customizing Splash screen ==&lt;br /&gt;
[3] GIMP has this feature of letting users [http://docs.gimp.org/2.2/en/using-customize-splashscreen.html|customize GIMP's splash screen]. GIMP looks for &amp;lt;code&amp;gt;'''samples'''&amp;lt;/code&amp;gt; directory under &amp;lt;code&amp;gt;'''.gimp-2.x'''&amp;lt;/code&amp;gt; then randomly picks a picture from it to become the spash image.&lt;br /&gt;
&lt;br /&gt;
This will also help GNU/Linux distro, like Ubuntu, to adopt Synfig and put their logo on the splash screen.&lt;br /&gt;
&lt;br /&gt;
Also, official Synfig distribution can pack sample arts created by other artists to be randomly displayed -- like the synfig.org's title's background image.&lt;br /&gt;
&lt;br /&gt;
== Verbosity levels for error output ==&lt;br /&gt;
&lt;br /&gt;
Synfigstudio needs verbosity levels for the error output. Levels are info, warning and error. Make sure, to spew out only errors when something nasty happens. If someone wants to know all what happens in synfigstudio, the user should activate a higher level of verbosity with the command line switch --verbose=all,info,warning&lt;br /&gt;
&lt;br /&gt;
== Usage screen for new users ==&lt;br /&gt;
&lt;br /&gt;
Synfig and Synfigstudio need a usage screen, which helps a new user to type in the right syntax on the command line. Any switch not known to the program should point to the usage screen. On the bottom of the usage screen could be a hint: &amp;quot; For more help use synfig --help&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Keyboard shortcuts for panning ==&lt;br /&gt;
&lt;br /&gt;
The navigation and canvas windows need shortcut keys that pan the canvas view horizontally and vertically. Probably just the arrow keys would work for this, as well as the home/end/pageup/pagedown keys. Ctrl and shift variants could make the panning more or less.&lt;br /&gt;
: You can pan with a middle mouse button. --{{l|User:Zelgadis|Zelgadis}} 00:59, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Linking Zoom layer to Paste Canvas ==&lt;br /&gt;
&lt;br /&gt;
[3] It is impossible to link Center of Zoom layer to Origin of Paste Canvas without exporting a value. It often needed for pans &amp;amp; zooms. Suggestion: rename &amp;quot;Center&amp;quot; parameter of Zoom Layer to the &amp;quot;Origin&amp;quot;. Will improve the workflow. --{{l|User:Zelgadis|Zelgadis}}&lt;br /&gt;
&lt;br /&gt;
== Convert Strings ==&lt;br /&gt;
[4] It could be very good to have feature to represent Convert sequences as strings and vice versa - make convert sequences from strings. Example: To produce this convert sequence: &lt;br /&gt;
&lt;br /&gt;
{{l|Image:WishList-ConvertStrings.png}}&lt;br /&gt;
&lt;br /&gt;
I just right-click on &amp;quot;Origin&amp;quot; parameter and choosing &amp;quot;String Convert&amp;quot; menu item. In the appeared dialog I just entering: &amp;quot;=Composite(Scale(x, Switch(scalar, 1.0, 0)), y)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Also if I clicking on the parameter already containing convert sequence and choosing &amp;quot;String Convert&amp;quot;, it shows string representation of current convert sequence with an ability to edit.&lt;br /&gt;
&lt;br /&gt;
This feature will make possible to easy copy convert sequences from one parameter to another.  --{{l|User:Zelgadis|Zelgadis}} 03:46, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Morph sets==&lt;br /&gt;
This feature is similar to some other suggestions below, just with another way to approach. In animations are many movements, which can be put in some kind of library, to make use of at a later time. For example, movements to animate the key moments of a mouth, sampling syllables. For vector graphics, it should be possible to define some key points, which move just a small amount of space, to form another syllable. These syllables in this example, should be stored in a drop down list, to be able to select them for the key time on the timeline.&lt;br /&gt;
A morph-set for walking-left-to-right is different from a morph-set for a mounth, which has as options a,e,i,o,u,bah-disgust,happy-smile. The morph-set has to be stored as vector coordinates in a relative way(offset), e.g. X1=+212,+34;X2=-56,-23;X3=+3,-88;&lt;br /&gt;
&lt;br /&gt;
To make use of the morph-set for the mouth, you have to define first, which vector points in your drawn mouth, correspond to the key-points of your morph-set. X1, X2, X3, Xn&lt;br /&gt;
&lt;br /&gt;
--{{l|User:SvH|SvH}} 06:53, 27 May 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Render time approximation==&lt;br /&gt;
Synfigstudio should get a button in the render dialog, which calculates the total render time for the actual settings (frames per second, length of the film, resolution, output format) It should testrender 1 picture, when the amount of total frames is below 1000. Over 1000 frames, it should testrender 10 pictures for more precise calculation.&lt;br /&gt;
&lt;br /&gt;
--{{l|User:SvH|SvH}} 12:49, 22 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Smartrendering==&lt;br /&gt;
I have made 25,000 small png-pictures with my 800Mhz computer in about 45 minutes. Synfigstudio did calculate each single frame of it. Nothing changed in this picture, so it does only need to get written to disk for the amount of pictures, until the next change (animation) has an effect on the output picture. This should save time for bigger projects with thousands of pictures. With smartrendering it is also possible to predict the total amound of space in Megabytes (Mibibytes) of the final render of the movie. It should calculate how much it needs and see, if enough space is free on the harddisk before the rendering get started.&lt;br /&gt;
&lt;br /&gt;
--{{l|User:SvH|SvH}} 12:49, 22 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:More specifically, only render frames that need to be changed since the last rendering as defined by something like a last edit (or write to filesystem) timestamp and a dependency tree.  ...In the short-term, a tool like gmake might be useful for implementing this accross sessions if we add &amp;quot;last changed&amp;quot; timestamps to one or more sections of sifz files (rather than the almost useless case of a single sifz file timestamp if virtually all information for a project is kept within a single sifz file). We would use the last edit times in the filesystem if synfig recognizes the potentially generated files have names that already exist on disk. [There could be some tricky issues.] ...Within a given SynfigStudio (synfig?) session, we can use the timestamps from disk or just internalize that information without redoing the lookup. In addition, synfig internal dependencies based on what objects were changed since the last rendering can be used to implement a makefile whose make output would include a list of which frames need recalculation. Of course, the job of gmake could be internalized as well. [[User:Jose X|Jose X]] 21:18, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== get_color method in text and radial blur ==&lt;br /&gt;
&lt;br /&gt;
[5] Without get_color method distorion produces artifacts &lt;br /&gt;
[http://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1831355&amp;amp;group_id=144022&amp;amp;atid=757416 bug  1831355]. So I would like to get this problem fixed before doing something else. --{{l|User:AkhIL|AkhIL}} 22:41, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== import/export .swf files ==&lt;br /&gt;
&lt;br /&gt;
[2] Not that important regarding where the internet community are moving towards. [[Dev:Wish_list#import.2Fexport_.svg_frames_sequence.2C_and.2For_.svg_animations | SVG animation]] -- [[User:Eldruin|Eldruin]] 12:10, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== import/export .svg frames sequence, and/or .svg animations ==&lt;br /&gt;
&lt;br /&gt;
[3] Synfig could export to svg animations with SVG+SMIL, which would make possible to view an animation directly in the browser without any previous rendering.&lt;br /&gt;
&lt;br /&gt;
SMIL is the W3C recommended XML markup language to describe multimedia presentations. It defines markup for timing, layout, animations, visual transitions, and media embedding, among other things. SMIL allows presenting media items such as text, images, video, audio, links to other SMIL presentations, and files from multiple web servers which is getting supported in mayor browsers. Actually it's necessary to support SMIL in order to pass Acid3 web standards test.&lt;br /&gt;
: See http://en.wikipedia.org/wiki/SVG_animation &lt;br /&gt;
: http://en.wikipedia.org/wiki/Synchronized_Multimedia_Integration_Language &lt;br /&gt;
[[User:Eldruin|Eldruin]] 12:07, 1 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== a realtime .sif synchronized text window ==&lt;br /&gt;
&lt;br /&gt;
just like the xml editor of Inkscape, or the html editor in Dreamweaver (this is hugelly useful for productivity)&lt;br /&gt;
&lt;br /&gt;
I thinks scripting API can be implement in this way. For example you make XML DOM like implementation for python which alows to change DOM tree from python code and see chenges in canvas. By this way you can implement import/export scripts. Automation scripts. And a lot of different things. Even synchronization of animation between blender and synfig. --{{l|User:AkhIL|AkhIL}} 23:10, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== choosing colour from gimp/inkscape palettes ==&lt;br /&gt;
&lt;br /&gt;
very useful when you need some colour comformity of what you're doing &lt;br /&gt;
&lt;br /&gt;
== Good high-level documentation of the source code ==&lt;br /&gt;
&lt;br /&gt;
(2) It'd be nice if a newbie could quickly navigate around the source code. The best thing to do would be to add top-level comments in each file, explaining what that file does, a README.TXT in each directory, explaining what's in that directory. This would be pretty fast and easy to do, and make it much easier for new programmers to join. &lt;br /&gt;
&lt;br /&gt;
Time permitting, it would also be good to document on a high level what the data structures are, but that's harder, since those tend to evolve, and it is often difficult to keep in sync. It would also be useful to document what individual functions do (just a one-liner high-level description), but that also takes more time.&lt;br /&gt;
: There is a page link in the wiki that connect to the [http://www.synfig.com/doc Synfig API Documentation]. I think this link should be highlighted to be more accessible for newbies contributors and mature developers (the link was found {{l|Releases/DeveloperPreview#Support | here}}). --{{l|User:Genete|Genete}} 10:02, 11 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mathematical functions to animate ==&lt;br /&gt;
(2/4) If you want to make a waving flag, it would be handful a sine function, tuned with random correctors, for example. &lt;br /&gt;
: -This should generate waypoints each 1, 2, 4 frames or any other step at artist's wish.&lt;br /&gt;
: -When applying a function you can add it to current values, add it to 1st frame values or simply override old values. Perhaps other options (such multiplication) would be fine, too. Something like texture editor in [http://www.artofillusion.org Art of Illusion], perhaps.&lt;br /&gt;
Perhaps it would be useful reusing the [http://www.gnu.org/software/octave/ Octave] source code to parse mathematical expressions.&lt;br /&gt;
I have rated this wish with a '2' because undoubtly many users will not be familiar to mathematical concepts, but for those who will be, I'd rate it with a 4. It would be possible to make a ball describing a parabolic moving in no time.&lt;br /&gt;
{{l|User:ajotatxe|ajotatxe}} 20 November 2007&lt;br /&gt;
: dooglus can probably chime in better than I here (see his example of balls on mathematical paths at http://uk.youtube.com/watch?v=YTpSfUthuVE ), but I believe that this is already possible.  Synfig does support a variety of mathematical transforms for parameters, although the way you do this is by no means intuitive.  (You might also want to check out the preambletaffy.sifz example for an easier approach to a waving flag. I know you were just using that as an example, but for the record...) {{l|User:Pxegeek|Pxegeek}} 00:58, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I'd also rate it with a (4) (and updated the rating accordingly), not for this special case, but to make many workarounds much easier.  Simulating [Parabolic Shot|free fall], for example, would be a lot easier with real formulas.  I don't know, though how easy it will be to implement, maybe waiting for a scripting interface to be implemented is better than hacking this feature in an ad-hoc manner.  --{{l|User:Rubikcube|Rubikcube}} 16:38, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:One thing to keep in mind is that 2D animations will not frequently look realistic if you implement the exact mathematics without some sort of 3d perspective transformation. And then there is the complex physics also involved in defining precise trajectories. ..This aside, what is needed is simply a function value generator as a function of n variables where at least one variable can be the frame you are on (I don't have much experience with synfig, but I presume there is a way to explicitly get the value of the frame/time you are on) and where this output value can be linked to any other parameter (of a compatible type); you can hook these function block outputs to inputs of other instances of the generator; and the outputs are defined once on every frame. To do a movement like a parabola you configure the generator to output parabola values (one per frame or even allow skipping frames) and then link these values to the vertices of a translation layer. [In other words, the stuff underneath within scope would likely move relative to other stuff underneath but at an outer scope.] We note that linking this way will create many potentials for conflict between these values and existing waypoint values. We can specify which takes precedence and how to smooth between these. Eg, if waypoints take precedence in some particular case, we can specify how to smooth against the function generator values before and after the waypoint. How do we define the functions? The functions can come from a preselect set of parameterized functions (user enters fills in the parameters with constant values or else links). Two examples of functions with three param values would be: Asin(x)+B and mx+b. Also, very usefully, allow a sequence of values to be copy/pasted to define the function outputs at each step (so the mapping defining the function is a stream interpreted as the output value at each discrete frame value). The generator can be time shifted of course. This function definition approach allows other applications (or things like motion sensors) to generate the function values. Another method that can be useful for defining a function would be to accept a curve (eg, bline) and the function output values would come from the curve based on some method specified (eg, as a function of the length from some starting point along the curve and where the speed of travel is defined by a function L(t) where L is length from start so far and t is time/frame count (eg, L(t)=t means we move at constant speed along the curve, that is, at a value of 5 frames we would be 5 units along the length of the curve)).  ..Anyway, the point is to have a function generator to hook up arbitrarily with inputs and which can co-exist with waypoints that would otherwise conflict. This would allow arbitrary automation of anything (based on precomputed or dynamic algorithmic values) without having to manually define/record a single waypoint. Conceptually, this doesn't seem that complex to integrate into the existing synfig and would be very useful (to allow arbitrary automation). An initial prototype version might integrate with only a few things, only have a limited set of simple predefined functions (plus sequence definition capabilities), have the output value be tossed out whenever a waypoint already existed, and exist only from a single menu entry. I really would like this feature. It would make it easier to speed up animation generation in many new custom ways without having to hack into synfig or into the sif file with some other tool. If I get comfortable with the code base, I might be able to chip in. [Any pointers would be appreciated.] [[User:Jose X|Jose X]] 07:03, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Warning about editing bizarre things in animate editing mode ==&lt;br /&gt;
(3.5) It seems to have little sense animate certain things like Blend Method or Type of Feather. It would be very nice that the program asked comfirmation if you change these attributes in animate editing mode. If you do want to, you would have three options: &amp;quot;Yes, never ask&amp;quot;, &amp;quot;Yes, never ask for this attribute&amp;quot;, &amp;quot;No&amp;quot;. I guess that internally, this attributes has integer type (or something like that) and the attributes that you normally want to animate, float type, so I think that this feature is relatively easy to implement. My English is not very good, so please feel free to fix this post.&lt;br /&gt;
{{l|User:ajotatxe|ajotatxe}} 20 November 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bones with FK &amp;amp; IK + grouping of objects into folders ==&lt;br /&gt;
&lt;br /&gt;
(5) Bones cane move specific vector assigned to them or the bones can have envelopes that move the vectors within their field of influence, much Like Anime Studio/Moho does. It's quite a time saving process of animating. Objects created can be saved into separate groups or folders using the same system as Anime Studio/Moho -Shadowphoenix 27/8/2007&lt;br /&gt;
&lt;br /&gt;
== Animated sketch ==&lt;br /&gt;
&lt;br /&gt;
(5) it would be great, if the tool Sketch was animatable (for example, in a form of a special sketch-layer). --Zelgadis 2007-06-14&lt;br /&gt;
&lt;br /&gt;
: For now as a workaround we could use animation program called Pencil. See {{l|Related Projects}} page. --{{l|User:Zelgadis|Zelgadis}}&lt;br /&gt;
&lt;br /&gt;
: So, currently it could be achieved by using other software, but integration with synfig is poor, cause it requires importing a movie through a sequence of images. This is not intuitive and not obvious for new users. It will be good if synfig will have it implemented like [url=http://www.blender.org/development/release-logs/blender-248/grease-pencil/]blender's Grease Pencil[/url]. This feature will improve workflow, make synfig usable for frame-by frame animation (it is intuitive way of learning animation and powerful tool for producing preproduction work like animatic). --{{l|User:Zelgadis|Zelgadis}}&lt;br /&gt;
&lt;br /&gt;
: It would be nice to also implement the onion peel feature, where you can see the frame before or after, and/or selectable keyframes if this is included. An example can be seen in the program Pencil--{{l|User:richardwad1|richardwad1}}&lt;br /&gt;
&lt;br /&gt;
: The best would be to implement separate layer called Sketch layer. And implement painting on it with the [http://wiki.mypaint.info/Development/Documentation/Brushlib MyPaint's brushlib] library. That will require adding a set of tools for painting.&lt;br /&gt;
&lt;br /&gt;
== Duck for Amount value in Zoom layer ==&lt;br /&gt;
&lt;br /&gt;
(2) It would be nice if Amount value in Zoom layer was controlled by additional duck. --{{l|User:Zelgadis|Zelgadis}} 02:49, 29 December 2007 (EST)&lt;br /&gt;
: I found that I can better use Warp layer instead of Zoom to change size. But it'd be nice to have Amount duck for Zoom layer anyway...&lt;br /&gt;
:: The Amount parameter works exponentially; each time you add 1 to the Amount, the image is zoomed by a further factor of e (= 2.71828 or so).  Would a duck be any use if it just controlled the value of Amount in a linear way?&lt;br /&gt;
:: Workarounds include: export Amount, select it in the children dialog.  Whatever's selected in the children dialog shows a duck.  You can adjust it using that duck.&lt;br /&gt;
:: Also, if you use a Stretch layer, convert the Amount to Composite, export the X-Axis and connect it to the Y-Axis, then you have a duck-controllable fixed-aspect zoom. -- {{l|User:Dooglus|dooglus}} 15:32, 15 January 2008 (EST)&lt;br /&gt;
::: Yeah I found this workaround, but it's to much actions - i prefer better use Warp or Stretch layers. Why not the link Amount duck and Amount value with logarithmic function? ;) --{{l|User:Zelgadis|Zelgadis}} 10:33, 17 January 2008 (EST)&lt;br /&gt;
::::{{l|Convert#Logarithm|Logarithm}} convert type for real parameters exists since svn 2034. {{l|User:Genete|Genete}} 10:17, 30 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Automatic colour palette optimisation ==&lt;br /&gt;
&lt;br /&gt;
(0) it would be nice to use libcontrast [http://david.navi.cx/blog/?p=132] [http://david.navi.cx/blog/?p=94] [http://david.navi.cx/blog/?p=99] [http://svn.gnome.org/svn/xchat-gnome/trunk/src/libcontrast/] to automatically adjust selected or all the palette items for best visual contrast. It would also be interesting to have a layer that uses this code to filter the image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Arbitrary Color Channels ==&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash; The ability for the user to create any number of custom channels for various purposes.&lt;br /&gt;
&lt;br /&gt;
== Autorecover History ==&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash; It would be great if autorecover could also recover the associated history of a file in the event of a crash.&lt;br /&gt;
&lt;br /&gt;
== Layer Convert ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strike&amp;gt;(4)&amp;lt;/strike&amp;gt; (2) &amp;amp;mdash; The original intent of this feature request has been solved and documented - {{l|How_do_I#Fill_an_outline.3F|How do I....Fill an Outline?}} - but it would still be nice to have a way to convert one sort of path layer to another. ''(Downgraded to level 2) {{l|User:SnapSilverlight|Snap}} 12:32, 17 Jan 2006 (PST)''&lt;br /&gt;
&lt;br /&gt;
== Vector fill bucket ==&lt;br /&gt;
&lt;br /&gt;
(3) &amp;amp;mdash; Like the traditional bitmap fill, but this fills the area clicked out to the nearest boundary paths with a region of that area, set to the foreground color (it actually would create a new {{l|Region Layer|region layer}}). &amp;lt;p&amp;gt;Alternatively, a single-duck layer object, that performs a simple bitmap fill from its (animatable) location, with its stored color value. (This second approach is similar to the behavior of one of Softimage's TOONZ[http://www.google.com/search?q=softimage+TOONZ]'s tools)&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;If this is implemented, it will probably be necessary to change the existing &amp;quot;fill&amp;quot; tool's name and icon to a &amp;quot;color injector&amp;quot; (hypodermic needle / turkey injector icon) tool, as that's closer to describing what it does.&lt;br /&gt;
&lt;br /&gt;
*Inkscape has a very innvative version of this tool. Maybe you can just grab the code from there and integrate it in synfig? --{{l|User:SvH|SvH}} 01:37, 14 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== {{l|Dev:Redraw tool}} ==&lt;br /&gt;
&lt;br /&gt;
(4-5) &amp;amp;mdash; Intutive reshaping of path-based layers. See link.&lt;br /&gt;
&lt;br /&gt;
== [http://developer.gnome.org/projects/gup/hig/ Gnome HIG Compliance] ==&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash; This should solve all complaints about the layout, without requiring Synfig to be &amp;quot;just like program (x)&amp;quot;. See {{l|Dev:UI Reloaded}} for progress on this.&lt;br /&gt;
&lt;br /&gt;
== Feedback for {{l|Smooth Move Tool}} ==&lt;br /&gt;
&lt;br /&gt;
(3) &amp;amp;mdash; This tool does what a lot of folks are looking for, warping selected ducks in a &amp;quot;soft&amp;quot; fashion. But it's not very obvious what sort of effect it will have, from the tool's interface. It needs some sort of momentary center-of-action and radius indicator at the very least. Perhaps an &amp;quot;influence gradient&amp;quot; overlaid on the canvas once Synfig's core is sped up?&lt;br /&gt;
&lt;br /&gt;
== Networkability ==&lt;br /&gt;
&lt;br /&gt;
(2) &amp;amp;mdash; Like Inkscape's &amp;quot;inkboard&amp;quot; feature (using Jabber), or Blender's Verse server [http://www.blender.org/modules/verse/index.php], or OpenCanvas's Networking option. This should probably farm off all the networking stuff to the telepathy framework so that synfig doesn't have to deal with all the account/etc issues.&lt;br /&gt;
&lt;br /&gt;
== Intuitive tangent modification ==&lt;br /&gt;
&lt;br /&gt;
(3) &amp;amp;mdash; (BBQ Pulled Duck) Inkscape has this for still handles - basically, grab a section of the spline between handles, and pull it around, the program automatically alters the tangent handles to match. What would be really neat is if you could do the same for temporal handles - be able to grab the spline between keyframes, and yank it around, and have Synfig automatically adjust the key interpolation to match. Not sure exactly what the workflow in the UI would be for this, however.&lt;br /&gt;
&lt;br /&gt;
-Agreed; blender does this with its IPO curves, and it's a really efficient way to work.&lt;br /&gt;
&lt;br /&gt;
== Plugin API ==&lt;br /&gt;
&lt;br /&gt;
(1) &amp;amp;mdash; Would be nice to enable additional functionality to be added to the program without it necessarily needing to be in the Synfig source tree. ''According to the Synfig 0.61.01 roadmap on [http://deepdarc.com/ deepdarc.com], there is a plugin API already implemented. So instead, this may be a {{l|Wiki Wish List|Wiki Wish}} for documentation, depending on how much has already been completed. {{l|User:SnapSilverlight|Snap}} 19:57, 13 Jan 2006 (PST)&lt;br /&gt;
&lt;br /&gt;
== Python support ==&lt;br /&gt;
&lt;br /&gt;
(1) of some sort will no doubt be demanded by the userbase eventually, for studio-specific automation of tasks, noncompiled plugins, etc. I ({{l|User:Snap|SnapSilverlight}}) don't have any particular use for it at the moment, tho'.&lt;br /&gt;
&lt;br /&gt;
I suppose to join this request with {{l|Dev:Wish_list#a_realtime_.sif_synchronized_text_window}}. We can implement python access to XML DOM and write XML Editor in python. --{{l|User:AkhIL|AkhIL}} 06:54, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== mod_synfig ==&lt;br /&gt;
&lt;br /&gt;
(1) &amp;amp;mdash; For Apache. Render .sif to some format like png/mng on access.&lt;br /&gt;
&lt;br /&gt;
== synfig nsplugin ==&lt;br /&gt;
&lt;br /&gt;
(1) &amp;amp;mdash; Let Mozilla and Mozilla-based view synfig files in-browser.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Align function ==&lt;br /&gt;
&lt;br /&gt;
(3) &amp;amp;mdash; Align objects at a common border (as in Inkscape)&lt;br /&gt;
&lt;br /&gt;
== Improved SVG import ==&lt;br /&gt;
&lt;br /&gt;
SVG import support is currently limited to paths - it does not support text or effects. [[User:Nikitakit|nikitakit]] 01:27, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Useful would be the possibility of importing SVG sequences, just like Macromedia/Adobe Flash does with .ai sequences&lt;br /&gt;
&lt;br /&gt;
== Gradient Paint Tool ==&lt;br /&gt;
&lt;br /&gt;
How about a tool that can 'paint' a gradient object.  For example the options would be width and gradient type, one would make a stroke with the tool and the gradient would be automatically applied inside of the outline (set by width).  This would save the trouble of having to the all the encapsulation stuff. (Actually any tool that makes creating gradient one step would be good).--{{l|User:Triclops|Triclops}} 09:52, 9 Aug 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
(4) Agree. 4 for usability/readability of layers reasons --[[User:Ohoservices|Ohoservices]] 11:33, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bone Animation Tools ==&lt;br /&gt;
&lt;br /&gt;
Bone system with inverse kinematics, very important for quick animation. You put bones on a drawed man and you can animate him like a puppet. I'm using that in Moho (lost marble product).--{{l|User:Ziolive|ziolive}} 23 Aug 2006&lt;br /&gt;
*I would find this very useful too. I think it is called '''rigging'''(4/5) --{{l|User:SvH|SvH}} 01:33, 14 May 2008 (EDT)&lt;br /&gt;
*I think this effect can be simulated by adding the correct rotation layers + encapsulation to every object that is to be restrained by joints and then linking vertices. A rotation layer center would be at the corresponding joint. We would then link the vertices of the &amp;quot;limbs&amp;quot; that shared a joint. See {{l|Doc:Cut-out Animation}} ...Perhaps this process could be made more direct through an interface that behinds the scenes creates the proper layers and reorganization all at once as the user decides to link objects to joints. ...Implementing this will involve seeing if already restrained motions allow creating joints. Also, adding a joint may clash with already existing waypoints, so waypoint conflict resolution options and rules will have to be developed. [See also an above remark in the section &amp;quot;Mathematical functions to animate&amp;quot; about linked function generator values conflicting with waypoints.] [[User:Jose X|Jose X]] 20:17, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== AVI Backgrounds ==&lt;br /&gt;
Is there any way I can add an avi as a background so I could add facial expressions to a stop-motion animated figure. [zotz here, I was thinking DV background or extra timeline. I would like to mix animations with live footage. rating (3/4)]&lt;br /&gt;
: Already implemented for ffmpeg pipeline of ppm in svn r2161 {{l|User:Genete|Genete}} 05:36, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Character tool on Tool Options Dialog ==&lt;br /&gt;
&lt;br /&gt;
I want to use the as a character generator for a TV show. By using chroma key hide the background.  Even better interface to a video overlay card with Alpha blending.&lt;br /&gt;
&lt;br /&gt;
== Collect for Publication ==&lt;br /&gt;
&lt;br /&gt;
(3/4) - (zotz) Menu item, functionality that would collect all files referenced in a sif and place them all in a tgz for sending elsewhere or publishing animations in source form.&lt;br /&gt;
&lt;br /&gt;
== Object Library ==&lt;br /&gt;
&lt;br /&gt;
(3/4) - (zotz) Haven't thought this all through yet, but synfig could come with a library of categotrised &amp;quot;objects&amp;quot; with a copyleft license (GPL?  CC BY-SA?) An animation clip art type deal.&lt;br /&gt;
:I'd suggest this should be public domain and distributed by openclipart.org -- --{{l|User:PaulWise|pabs}}&lt;br /&gt;
&lt;br /&gt;
== Flash Export ==&lt;br /&gt;
&lt;br /&gt;
(3/4) Well, might just be me but if there was a posiblity to  export in .swf or .fla, I think the project might become a lot more popular.{{l|User:Conceit|Conceit}}&lt;br /&gt;
&lt;br /&gt;
(4/5) I wholeheartedly agree. I would definitely use synfig more if this feature were added and it would most definitely increase popularity. {{l|User:cdj05a|cdj05a}}&lt;br /&gt;
&lt;br /&gt;
(4[me]/5[others]) Definitely would love flash export. There is no well maintained Flash animation studio that is Open Source. To have Synfig become that along with all that it already is would be absolutely wonderful. You'd also possibly add to your user base all the flash animators out there that don't want to pay Adobe. Some people would only want it for the flash animation hence the 5 for others. {{l|User:jblandrum|jblandrum}}&lt;br /&gt;
&lt;br /&gt;
This can be simply done from a python plugin could use SwfTools for converting temporary exported data into .swf file - not very hard thing to do - the information used from SwfTools is very simple to be created, such as simple .swf files are.&lt;br /&gt;
&lt;br /&gt;
== Single window ==&lt;br /&gt;
&lt;br /&gt;
Depending on individual desktop setups, single window is sometimes preferable to many  windows. Can we have a single-window option?&lt;br /&gt;
&lt;br /&gt;
Also, even with many windows, Windows-users especially might find it better if all the windows only appeared as a single one on the taskbar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Export Wizard ==&lt;br /&gt;
&lt;br /&gt;
(2/4) Conversion and export to other file formats (mpg, avi, flash formats, others, and the synfig format) with a step by step wizard for choosing format and place of saving. Similar to Gimp's saving of .png files but for movie/video type files. --&lt;br /&gt;
{{l|User:Hiddenghost|hiddenghost}}&lt;br /&gt;
&lt;br /&gt;
== Using Synfig as a portable app ==&lt;br /&gt;
&lt;br /&gt;
(3) This isn't really a feature request (though it could be) but I was wondering if synfig could be used as a portable application (as in www.portableapps.com). Does the windows install require registry access? i really want to use Synfig at work, but I'm reluctant to install it just in case it leave footprints in the regisitry or something, and it would be sweet to use it on my travels as well. Only thing is, I can't test it out at home because I am using Linux.&lt;br /&gt;
See also: http://portableapps.com/node/5761&lt;br /&gt;
{{l|User:Zenoscope|zenoscope}}&lt;br /&gt;
&lt;br /&gt;
This isn't currently possible without modifying the source code. That has been on my TODO list for ages {{l|User:PaulWise|pabs}} 01:17, 26 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allow organize child valuenodes in an hierarchy ==&lt;br /&gt;
(3-2) And allow maintain the organization once the file is saved. At the moment they are reordered in alphabetical order which is useless and annoying.&lt;br /&gt;
&lt;br /&gt;
== Triangle sliders to be always visible ==&lt;br /&gt;
(3) I would like that the triangle sliders from {{l|Colors Dialog}} and {{l|Gradient Editor Dialog}} were visible whatever color or channel you're editing. Some times when the color or channel is to bright or light the slider is difficult to distinguish. --{{l|User:Genete|Genete}} 14:30, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This is important for usability, should be solved soon.&lt;br /&gt;
--[[User:Ohoservices|Ohoservices]] 10:49, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== XICC support ==&lt;br /&gt;
&lt;br /&gt;
It would be cool if synfigstudio had support for [http://burtonini.com/blog/computers/xicc XICC].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area to Edit ==&lt;br /&gt;
&lt;br /&gt;
An option like blender - select area to update would be nice, so the only part of the image that updates when you add or change something is in the selected area&lt;br /&gt;
&lt;br /&gt;
ie. when working on a complex composition, studio doesn't know, when I tweak a tiny part of the composition, that only that part needs redrawing, so it redraws the whole thing.  It would be good if there was some way of telling it which part to focus on. -- {{l|User:Dooglus|dooglus}} 04:02, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Histograms ==&lt;br /&gt;
&lt;br /&gt;
 01:23  * AkhIL wish to have histograms and luma/color scope like [http://mac.softpedia.com/progScreenshots/Avid-Xpress-DV-Screenshot-14207.html] in synfig&lt;br /&gt;
&lt;br /&gt;
I've looked at those pictures but don't know what they're showing.  Can you describe what those scopes are doing, and what the histograms display?  ie. what are the X and Y axes of the histograms? -- {{l|User:Dooglus|dooglus}} 04:07, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
First look this description in blender wiki [http://wiki.blender.org/index.php/Manual/VSE_Modes]&lt;br /&gt;
&lt;br /&gt;
Ok There is four things.&lt;br /&gt;
* Upper left is Lumascope (Luma Waveform in blender). X-Axis represents image's X-Axys. Y-Axis  is average luminescence of column of pixels.&lt;br /&gt;
* Upper right is Chromascope (Chroma Vectorscope in blender). Just look description on blender wiki.&lt;br /&gt;
* Lower left is like Lumascope but for each channel &lt;br /&gt;
* Lower right is histograms. X is luminescence and Y is count of pixels with such luminiscence.&lt;br /&gt;
&lt;br /&gt;
== Sound Layer ==&lt;br /&gt;
&lt;br /&gt;
(4) It would be a very good improvement if the sound system were implemented into synfig in {{l|Dev:Sound Layer | this}} way. --{{l|User:Genete|Genete}} 07:46, 8 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rearrange the view of waypoints for Canvas param ==&lt;br /&gt;
As reported in [http://sourceforge.net/tracker/index.php?func=detail&amp;amp;aid=1888858&amp;amp;group_id=144022&amp;amp;atid=757416 Bug #1888858] waypoints are not displayed for canvas switch events.&lt;br /&gt;
I suggest to rearrange waypoints display according to {{l|Media:Canvas_prop.png|this scheme}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Improved Colour Dialog ==&lt;br /&gt;
How easy is it to stick in a colour square/wheel? Messing with sliders is somewhat obstructive.&lt;br /&gt;
&lt;br /&gt;
== Insert Waypoints ==&lt;br /&gt;
A button to create a waypoint for every selected duck, in its current position. Moving each duck up a bit and down again quickly gets tedious.&lt;br /&gt;
:If the duck in question has already a waypoint then you don't need to move it to create a new waypoint. Just select the corresponding parameter in your child list panel and select 'Add Waypoint' from the right click context menu over the parameter. No need to have the duck selected. If you want to freeze the entire bline just do that over the Bline Point List. {{l|User:Genete|Genete}} 07:48, 29 April 2008 (EDT)&lt;br /&gt;
::Yes, but it would be nice to have opportunity to add waypoint to parameer which not have any ducks yet (i.e. non-animated parameter). --{{l|User:Zelgadis|Zelgadis}} 08:33, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Automatically split tangeants ==&lt;br /&gt;
&lt;br /&gt;
Holding shift while moving tangeant ducks should automatically split them. They can be rejoined if necessary through the context menu as they are now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== A way to link params without exporting ==&lt;br /&gt;
I need a way to link params with different names without exporting. It is possible to achive by manualy editing of sif file. But inposible by gui. I will be nice to have linking by drag-n-drop. Or just by selecting reference param, pushing copy button, selecting another param and bushing link button. ---{{l|User:AkhIL|AkhIL}} 21:47, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Allow select the origin of rotation when using the Rotate Tool ==&lt;br /&gt;
&lt;br /&gt;
It can be initially set to the geometrical center of the selected ducks or the gravity center depending of the selected checkboxes in the tool options panel. Later the user could move it before perform the rotation operation. It is a waste of time to rotate and translate the ducks every time a rotation manipulation is done. ---{{l|User:Genete|Genete}} 12:16, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was adding this request at the same time than you Genete :-). Here is an example of how this issue is solved in Inkscape:&lt;br /&gt;
&lt;br /&gt;
:{{l|Image:rotate-tool-inkscape.png|center}}&lt;br /&gt;
&lt;br /&gt;
:---{{l|User:Yaco|Yaco}}&lt;br /&gt;
&lt;br /&gt;
== Non-symetrical but &amp;quot;smooth&amp;quot; tangents on ducks ==&lt;br /&gt;
Add another mode for duck tangent, where the tangent can have different radius, but keep the same angle. (a &amp;quot;split tangents (radius only)&amp;quot; mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dockable windows ==&lt;br /&gt;
The current GUI is a pain in the rear by not complete covering the desktop and it's showing 5 tabs instead of  usual one tab so it's frustrating to switch windows if you running more than one software. (windows version)&lt;br /&gt;
&lt;br /&gt;
:--{{l|User:super animator|super animator}}&lt;br /&gt;
&lt;br /&gt;
== A Particle Tool/Particle Object Editor ==&lt;br /&gt;
I  thought it might be interesting to add a Particle tool that is intuitive. Genete's script is amazing and I am sure I will do a lot of things with it once I have a chance to sit down and figure it out, but if there were a way to make it into tool with all the settings on sliders, it would be much easier. His script adds endless possibilities of nice effects to make animations look better. I personally rate this rather high. 3.5/5&lt;br /&gt;
&lt;br /&gt;
:--{{l|User:richardwad1|richardwad1}}&lt;br /&gt;
&lt;br /&gt;
== A programation language as code behind like python, ruby or any ==&lt;br /&gt;
Code behind should be important to program the animation or events associated, programers and designers could work in a colaborative workspace and make applications with richfull content on desktop applicactions or web applications like expression blend or macromedia flash CS.&lt;br /&gt;
&lt;br /&gt;
:--{{l|User:nickholai|nickholai}}&lt;br /&gt;
&lt;br /&gt;
== Embedding animation on web applications ==&lt;br /&gt;
Like Macromedia Flash, it seems to require a plug in for internet explorer or firefox diferent as silverlight or flash, open source and &amp;quot;software libre&amp;quot; projects are working on animation but using the flash plug in, this wish needs a free plug in.&lt;br /&gt;
&lt;br /&gt;
:--{{l|User:nickholai|nickholai}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This seems a bit confusing; why do you want a plug in for synfig? When we add the import and export swf. file feature, it will use the flash plug in. Besides the flash player program is free, so you don't have to pay anything.  I find that this feature is useless until you explain to us better why you think this software needs a plug-in.&lt;br /&gt;
&lt;br /&gt;
Create a thread in the synfig forum if you want to continue to talk about this. We're listening.&lt;br /&gt;
:--{{l|User:super animator|super animator}}&lt;br /&gt;
&lt;br /&gt;
:Support for svg export would solve the problem (I think), to the extent svg plugins work well (and svg is a more open format than is swf). Would sifz -&amp;gt; svg -&amp;gt; sifz possibly result in data loss/ambiguity (eg, with names)? I don't think sifz has interactivity, right (eg, mouse events that control the visual)? [[User:Jose X|Jose X]] 04:20, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Split Tangent indicator ==&lt;br /&gt;
&lt;br /&gt;
Its hard to tell if a tangent is split or not without clicking on it (either to use the context menu, or move a duck). All of the ducks should change to another shape (eg a square) for a quick visual indication of a ducks state.&lt;br /&gt;
&lt;br /&gt;
:---{{l|User:zenoscope|zenoscope}}&lt;br /&gt;
&lt;br /&gt;
== Progress indicators ==&lt;br /&gt;
&lt;br /&gt;
Eg % complete in opening file, pop-up window which indicates how many frames are rendered of a render, eg &amp;quot;rendering 10 of 999&amp;quot; that can be closed/ignored if needed. &lt;br /&gt;
:---{{l|User:zenoscope|zenoscope}}&lt;br /&gt;
&lt;br /&gt;
== Improve the Timeline ==&lt;br /&gt;
&lt;br /&gt;
I know, this is one hell of a wish, but, as in all, i think that is best if you think in the ideals conditions and then you downgrade into what is possible to achieve in a reasonable period of time.&lt;br /&gt;
&lt;br /&gt;
:D greetings!!&lt;br /&gt;
&lt;br /&gt;
[4] Normal mode // [4] Layer mode // [4] Secuence mode &lt;br /&gt;
&lt;br /&gt;
.I think that this modes are three diferent windows layout, therefore the hability to create new and save different windows layout, should be the first to do in order to achieve this three modes.&lt;br /&gt;
&lt;br /&gt;
{{l|Image:Timeline-normal-mode-explained.jpg|200px}} {{l|Image:Timeline-layer-mode-explained.jpg|200px}} {{l|Image:Timeline-secuence-mode-explained.jpg|200px}}&lt;br /&gt;
&lt;br /&gt;
(click to enlarge)&lt;br /&gt;
&lt;br /&gt;
02/01/2009 {{l|User:Belifilmaker|Belifilmaker}}&lt;br /&gt;
&lt;br /&gt;
== Lockable Layers ==&lt;br /&gt;
I would use them all of the time.&lt;br /&gt;
{{l|User:Zenoscope|Zenoscope}}&lt;br /&gt;
&lt;br /&gt;
== Vector Objects ==&lt;br /&gt;
Represent objects (ie. circles, rectangles, regions, outlines, etc) as a new type of element. These objects exist as childs of some layer. The layer then takes care of rendering these objects to a raster. Currently layers do both things, represent objects and render them.&lt;br /&gt;
&lt;br /&gt;
Having objects as a seperate entity would allow defining operations between them. For example:&lt;br /&gt;
* Take two region objects and find the union of their regions. This would produce a vector representation of the resulting region (ie. Bline) which in turn can be used for other operations (ie. link vertex to Bline).&lt;br /&gt;
* Apply transformation to a vector object producing a vector object as a result which can be further processed.&lt;br /&gt;
* Trace a {{l|Media:Smooth_silhoutte.png|smooth silhoutte}} around a set of vector objects.&lt;br /&gt;
* Slice an animated vector object into pieces and be able to move the pieces around (while preserving the original animation). Would be useful for reflection on a broken glass effect.&lt;br /&gt;
&lt;br /&gt;
:---{{l|User:Yoyobuae|Yoyobuae}}&lt;br /&gt;
&lt;br /&gt;
== Free drawing ==&lt;br /&gt;
&lt;br /&gt;
I wish the synfig have ability to do paintings like with brush and eraser. Imagine: you painting over Paste canvas, and synfig automatically creates shapes inside this Paste canvas layer, doing necessary boolean operations and linking between them. So they don't overlap. This would allow flash-like workflow, which is very suitable for newbies. {{l|Dev:Free Drawing|Discussion.}} --{{l|User:Zelgadis|Zelgadis}} 15:27, 9 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Even a simpler manifestation of this wish, an eraser feature for the sketch tool, would come in very handy. [[User:Jose X|Jose X]] 19:53, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Projection Layer ==&lt;br /&gt;
&lt;br /&gt;
The projection layer (a new type of transformation layer) would have two angle parameters that define how the lower layers get transformed: as if projected from a canvas angled in 3D space unto a 2D final image. By combining different encapsulations that use the projection layer, we can facilitate some 3D animation realism from simple 2D manipulations.&lt;br /&gt;
[[User:Jose X|Jose X]] 22:14, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==  New Gradient Tool icon ==&lt;br /&gt;
[3]  The Rectangle Tool and Gradient Tool have almost identical icons.  One of them should be changed.&lt;br /&gt;
Arbitrary suggestion:  Make the Rectangle's icon a rectangle instead of a square, with a solid fill, and make the Gradient's icon a coloured gradient instead of grey.&lt;br /&gt;
&lt;br /&gt;
==  Arrowheads  ==&lt;br /&gt;
[4]  I use Synfig for animations that go in instructional videos.  I currently use the Polygon tool for making arrows, but it would be a lot faster if Bline layers had a property for putting shapes like arrowheads at the ends of the path.[[User:Envergure|Envergure]] 18:17, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In addition:&lt;br /&gt;
&lt;br /&gt;
:*The ability to stroke bline paths so as to have the outline be made up of a series one or more arbitrary shapes (ie, besides lines) would also be useful since this would facilitate the animation of discrete objects that relate to each other in space and across frames.&lt;br /&gt;
&lt;br /&gt;
:*Having a shapes repository would be very useful [and with an improved synfig import mechanism that allows exported variables from imported canvases to be seen and be accessible automatically under the imported canvas' namespace -- this would facilitate the use of these .sif libraries/plugins]. And a community of people can collaborate on writing programs to help find shapes that meet certain specs: for example, just like we can write a program to find the optimal way to set up N blines to minimize squared error(?) estimation of a circle, we can write other programs to find how N blines might represent hemi-sphere and many other shapes as faithfully as possible. [Contrast with having users create standard shapes out of blines but using subjective criteria.]&lt;br /&gt;
&lt;br /&gt;
:*A special raster and vector library and set of tutorials can be created to help with the creation of tutorials for synfig documentation. Eg, include png files for &amp;quot;every&amp;quot; view of synfig (eg, every menu entry, panel view, button, etc); have arrows, boxes, bubbles, and other synfig &amp;quot;widgets&amp;quot; that are likely to be used in videos; and include good tutorials and set of instructions for using this art/animation library to build videos or simulated screenshots, etc.&lt;br /&gt;
:::Side effects of this doc project would include helping more people get involved with synfig, motivating more people be able to build such documentation/instructions for projects beyond synfig (though perhaps using synfig to create the scenes), and helping to create a standard set of pictures and best practices for synfig so that the synfig docs will tend towards uniformity (to the degree this is desirable).&lt;br /&gt;
&lt;br /&gt;
==  Rotoscope Layer ==&lt;br /&gt;
[3]  I hereby request an option in the Draw Tool's Tool Option box which would be labeled &amp;quot;This Frame Only&amp;quot; and have the following characteristics:  Three waypoints would be automatically created, one at the current frame, with an Amount value of One (1), and one each on the previous and next frames, with Amounts of Zero (0).  The purpose of such an option is as follows:  although Synfig is one of the only open-source applications capable of rotoscoping, or at least rotoscoping in an editable manner, it is actually pretty poor at it, for one very basic reason.  Synfig is geared toward tweening of relatively simple vector shapes, and rotoscoping is frame-by-frame tracing of organic shapes.  Currently in Synfig, to rotoscope (trace an object from live-action footage, such as a person) the user must either trace with the draw tool or and set the abovementioned waypoints manually (a pain), or try to use bline shapes, which is really worse, because real-life things aren't that smooth.  I suspect that this would be such an easy fix that I might attempt to learn enough C++ to figure it out on my own; if not, someone else could probably do it in fifteen minutes.  It certainly wouldn't be used by everyone, but it would be an incredible boon to those of us who do use Synfig for effects on live-action footage.&lt;br /&gt;
&lt;br /&gt;
: Are you talking about some kind of &amp;quot;frame-by-frame feature&amp;quot; which allows to switch layers on every frame? --[[User:Zelgadis|Zelgadis]] 14:42, 14 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Yes - currently, frame-by-frame is possible, but requires manually setting three waypoints per layer.  I'd just like an automation of that.  --[[User:Nikolardo|Nikolardo]] 9:55, 14 February 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
==  Difference Matte Blend Method ==&lt;br /&gt;
[2]  Precisely:  compare the red, blue, and green channel and, when the same (or within a specifiable amount), make them transparent.&lt;br /&gt;
&lt;br /&gt;
==  Chroma Key Layer==&lt;br /&gt;
[4]  Make selected color in layer beneath transparent.  I'm working on using different combinations of layers to accomplish this at the moment, but no joy yet.  When I get it to work, I'll remove this.&lt;br /&gt;
&lt;br /&gt;
: There is a work-in-progress module for chromakey developed by AkhIL - [http://akhil.nm.ru/tools/synfig-modules/mod_akhilfx-20080509.tar.bz2 mod_akhilfx-20080509.tar.bz2]. Unfortunately it is still not included into official source code. --[[User:Zelgadis|Zelgadis]]&lt;br /&gt;
&lt;br /&gt;
==  Auto-Split Tangents==&lt;br /&gt;
[3]  Have an checkbox in the Bline Tool (and other tools) which would force all tangents in the created object to be split.&lt;br /&gt;
&lt;br /&gt;
: Maybe it's better will be to change behavior of BlineTool? Single click adds vertex with tangents split (and zero length) and click-and-drag adds vertex with merged tangents. That's a common way of construct splines in other vector applications. --[[User:Zelgadis|Zelgadis]] 04:13, 4 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cairo rendering ==&lt;br /&gt;
[3] Using Cairo as render for synfig instead of the software actual render would enourmously boost its performance, as it did in Inkscape (in that case 2x).&lt;br /&gt;
&lt;br /&gt;
: See the process [[Dev:Cairo_render_migration]] [[User:Eldruin|Eldruin]] 14:13, 7 February 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Smart image sequence rendering ==&lt;br /&gt;
[2] It would be nice to have option for smart rendering for PNG sequences. The idea is: Synfig dumps XML code of the frame and generates a checksum of XML code. Then it writes the checksum as metadata to png frame when rendered. If the the rendering done second time (on top of existing image sequence), then synfig first compares the generated checksum and checksum in existing file and does rendering of that frame only if checksums mismatch. --[[User:Zelgadis|Zelgadis]] 15:21, 5 March 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=GPL2SPAL&amp;diff=15394</id>
		<title>GPL2SPAL</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=GPL2SPAL&amp;diff=15394"/>
				<updated>2012-03-16T11:19:40Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: remove language for redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Doc:GIMP palette converter]]&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=GPL2SPAL&amp;diff=15393</id>
		<title>GPL2SPAL</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=GPL2SPAL&amp;diff=15393"/>
				<updated>2012-03-16T11:19:02Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT {{l|Doc:GIMP palette converter}}&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Converters&amp;diff=15392</id>
		<title>Converters</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Converters&amp;diff=15392"/>
				<updated>2012-03-16T11:17:45Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: /* Importers */ added GPL2SPAL (palette)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Importers ==&lt;br /&gt;
&lt;br /&gt;
synfig currently only supports importing bitmap images or its own vector image format. This can be annoying, especially since many use Inkscape for drawing. There are a couple of converters that might be useful:&lt;br /&gt;
&lt;br /&gt;
{{l|Svg2synfig|SVG}}: A XSLT transform for converting SVG files directly to SIF format. Also there is a C program that converts SVG to SIF files directly.&lt;br /&gt;
&lt;br /&gt;
{{l|Gimp2synfig|GIMP}}: A GIMP plugin for converting GIMP images to the SIF format.&lt;br /&gt;
&lt;br /&gt;
{{l|GPL2SPAL|GIMP Palette}}: A Perl script to transform a GIMP palette into a Synfig palette, that can be loaded from the [[Palette Editor Panel]].&lt;br /&gt;
&lt;br /&gt;
== Exporters ==&lt;br /&gt;
&lt;br /&gt;
synfig currently only supports exporting bitmap images or video formats. This can be annoying, for artists who like to work with multiple media and multiple software programs. There is a converter that might be useful:&lt;br /&gt;
&lt;br /&gt;
{{l|Sif2svg|SVG}}: A XSLT transform for converting SIF files directly to SVG format. Please note that the synfig format is subject to change so this may not always work.&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:GIMP_palette_converter&amp;diff=15391</id>
		<title>Doc:GIMP palette converter</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:GIMP_palette_converter&amp;diff=15391"/>
				<updated>2012-03-16T11:14:01Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: initial version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Support for loading a [http://gimp.org GIMP] palette in the [[Palette Editor Panel]] will soon be available directly in Synfig. &lt;br /&gt;
&lt;br /&gt;
Meanwhile you can use an external (Perl) script to convert GIMP palettes (.gpl) into Synfig palettes (.spal). It applies a [[wikipedia:gamma correction|gamma correction]] of 3 (best visual match after quick test&amp;amp;trial), that you may want to change to 2.2 or any other best suiting your screen and devices.&lt;br /&gt;
&lt;br /&gt;
[http://www.synfig.org/forums/download/file.php?id=1920 Download], unzip, (be sure to have [http://www.perl.org Perl] installed) and run it from the command line:&lt;br /&gt;
 ./gpl2spal.pl &amp;lt;/usr/share/gimp/2.0/palettes/Named_Colors.gpl &amp;gt;Named_Colors.spal&lt;br /&gt;
&lt;br /&gt;
In the zip are some sample results too (Tango, Pastel, and Named Colors palettes converted to spal format).&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Palette_Editor_Panel&amp;diff=15390</id>
		<title>Palette Editor Panel</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Palette_Editor_Panel&amp;diff=15390"/>
				<updated>2012-03-16T11:03:01Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: update &amp;amp; complete&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Palette Editor Panel}}&lt;br /&gt;
{{Category|Panels}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
[[File:palette icon.png|60px]]&lt;br /&gt;
[[File:Palette-editor.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here you can add, edit or delete your preferred colors from your document. A right click on a color gives you 2 options: color (to edit the color) and delete (to delete it).&lt;br /&gt;
&lt;br /&gt;
The buttons at the bottom of the panel allow you to '''add''' a new color, '''save''' the current palette in Synfig Palette format (.spal), '''load''' a palette in Synfig Palette format (.spal), or '''reset''' the current palette colors, discarding any change you've done.&lt;br /&gt;
&lt;br /&gt;
Support for loading a GIMP palette will soon be available, and can meanwhile be achieved with an external script converting GIMP palettes (.gpl) into Synfig palettes (.spal): [[Doc:GIMP palette converter]].&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=File:Palette_editor_panel.png&amp;diff=15389</id>
		<title>File:Palette editor panel.png</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=File:Palette_editor_panel.png&amp;diff=15389"/>
				<updated>2012-03-16T10:53:30Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: uploaded a new version of &amp;amp;quot;File:Palette editor panel.png&amp;amp;quot;: corrected 0.63.04&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Palette editor panel image sample&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=File:Palette_editor_panel.png&amp;diff=15388</id>
		<title>File:Palette editor panel.png</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=File:Palette_editor_panel.png&amp;diff=15388"/>
				<updated>2012-03-16T10:51:14Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: uploaded a new version of &amp;amp;quot;File:Palette editor panel.png&amp;amp;quot;: updated to 0.63.04&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Palette editor panel image sample&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:How_Do_I&amp;diff=14710</id>
		<title>Doc:How Do I</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:How_Do_I&amp;diff=14710"/>
				<updated>2012-01-04T08:52:33Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: /* Rendering through a .png sequence. */ default to mp4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|How Do I...}}&lt;br /&gt;
{{Category|Manual}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Basic}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Feel free to add your own questions here or {{l|Contact|contact}} us with them. Or put them on the {{l|Wiki Wish List}}.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Insert some text? ==&lt;br /&gt;
&lt;br /&gt;
With recent development versions, there is a text tool. If you are using 0.61.08 or earlier, use right click on your canvas and choose Layer &amp;gt; New &amp;gt; Other &amp;gt; Text.&lt;br /&gt;
&lt;br /&gt;
== How to change shortcut keys? ==&lt;br /&gt;
'''1.''' Find your Synfig config file under:&lt;br /&gt;
  '''Ubuntu (and other GNU/Linux):''' /home/{username}/.synfig/&lt;br /&gt;
  '''Mac OS:''' /Users/{username}/Library/Synfig/&lt;br /&gt;
  '''Windows XP:''' C:\Documents and Settings\{username}\Synfig\&lt;br /&gt;
  '''Windows Vista:''' C:\Users\{username}\Synfig\&lt;br /&gt;
'''2.''' Open the file, named '''accelrc''', using any text editing software (GEdit, Kate, Notepad).&lt;br /&gt;
&lt;br /&gt;
'''3.''' Change the shortcuts you want, save and close. Remember to remove the ; at the start of the line to make the custom shortcut active.&lt;br /&gt;
&lt;br /&gt;
== How to have a Flash-like shortcut keys? ==&lt;br /&gt;
'''1.''' Follow the step on {{l|Tips#How_to_change_shortcut_keys.3F|how to change shortcut keys}}, except for step 3.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Copy the code below and paste it on the very last part of '''accelrc''' then save and close it.&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 ; misc&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//redo&amp;quot; &amp;quot;&amp;lt;Control&amp;gt;y&amp;quot;)&lt;br /&gt;
 ; tools&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-text&amp;quot; &amp;quot;t&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-rectangle&amp;quot; &amp;quot;r&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-rotate&amp;quot; &amp;quot;&amp;lt;Shift&amp;gt;q&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-zoom&amp;quot; &amp;quot;z&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-polygon&amp;quot; &amp;quot;n&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-bline&amp;quot; &amp;quot;p&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-normal&amp;quot; &amp;quot;v&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-eyedrop&amp;quot; &amp;quot;i&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-fill&amp;quot; &amp;quot;k&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-circle&amp;quot; &amp;quot;o&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-scale&amp;quot; &amp;quot;q&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-gradient&amp;quot; &amp;quot;g&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-draw&amp;quot; &amp;quot;y&amp;quot;)&lt;br /&gt;
 ; navigation&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//seek-next-frame&amp;quot; &amp;quot;period&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//seek-prev-frame&amp;quot; &amp;quot;comma&amp;quot;)&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Apply a gradient to an object instead of the entire canvas? ==&lt;br /&gt;
&lt;br /&gt;
# Create the region you want to fill with a gradient, and the gradient layer, if you haven't already.&lt;br /&gt;
# Make sure that the gradient layer is above the region layer in the {{l|Layers Panel}}.&lt;br /&gt;
# Select both layers, right click, and select {{l|Encapsulate}}.&lt;br /&gt;
# Expand the new {{l|Paste Canvas|Inline Canvas}} layer if it's not already, and select your gradient layer.&lt;br /&gt;
# In the {{l|Params Panel}} select the {{l|Blend Method}} parameter, and choose {{l|Blend Method#Onto|Onto}} from the drop-down menu.&lt;br /&gt;
&lt;br /&gt;
The gradient will clip to the visible area of the region below it inside the {{l|Paste Canvas|Inline Canvas}}. (and any other layers in that section).&lt;br /&gt;
&lt;br /&gt;
== Show or hide a layer, or fade the effect of a blur? ==&lt;br /&gt;
In the {{l|Params Panel}}, look for an option labeled {{l|Amount Parameter|Amount}} - this controls how much of the blended result of the layer is composited with the blend of the layers beneath it.&lt;br /&gt;
&lt;br /&gt;
In other words, for a typical layer, this will 'fade it out'. For a {{l|Blur Layer}} set to &amp;quot;{{l|Blend Method#Straight|Straight}}&amp;quot;, this will fade ''between'' the blurred version and the unblurred version of the canvas. If you want it to become less blurry, adjust the {{l|Blur Layer#Size|Blur Layer's 'size' parameter}}.&lt;br /&gt;
&lt;br /&gt;
== Fill an outline? ==&lt;br /&gt;
(Requested by {{l|User:Karlb|Karlb}})&lt;br /&gt;
&lt;br /&gt;
There are several options:&lt;br /&gt;
* The easiest way is to link a new region layer to the outline's shape.&lt;br /&gt;
*# Select the outline you want to fill.&lt;br /&gt;
*# In the Params Panel, right-click the Vertices parameter, select &amp;quot;Export&amp;quot;, enter a name for the shape, and hit return.  This will export the shape of the outline, making it visible in the {{l|Children Panel}}.&lt;br /&gt;
*# In the Children panel, open the ValueBase Nodes tree and select the name you just saved the shape as.&lt;br /&gt;
*# From the {{l|Layer Menu}} (either context-click on the {{l|Layers Panel}} or use the {{l|Canvas Menu Caret}}) create a new {{l|Region Layer}} by selecting &amp;quot;New Layer -&amp;gt; Geometry -&amp;gt; Region&amp;quot;. Ensure that the created layer is selected.&lt;br /&gt;
*# In the parameter dialog, right-click the Vertices parameter and click &amp;quot;Connect&amp;quot;.&lt;br /&gt;
*# Now, if you don't need exported shape, you can unexport it: right click name of the shape in the Children panel and click &amp;quot;Unexport&amp;quot;.&lt;br /&gt;
* Similar to the above, but using a different method:&lt;br /&gt;
*# Create a new region layer as above, and leave it selected.&lt;br /&gt;
*# Don't make any changes to the outline layer, which you want to fill! (see the Tier 5 on the {{l|Linking}} page for details).&lt;br /&gt;
*# Select both layers in the {{l|Layers Panel}} This will display only the parameters shared by both layers in the {{l|Params Panel}}.&lt;br /&gt;
*# Context-click on the {{l|Vertices Parameter}}, and select {{l|Linking|Link}}.&lt;br /&gt;
*# The {{l|Region Layer}} will snap to the shape of the {{l|Outline Layer}}.&lt;br /&gt;
* When you create an {{l|Outline Layer|outline}} with the {{l|BLine Tool|Bline Tool}} that you intend to be a filled area as well, make sure you select the Fill checkbox in the {{l|BLine Tool#Options|tool options dialog}}. Obviously, this doesn't help much if you realise later that you needed a fill here.&lt;br /&gt;
* If you are using the {{l|Draw Tool}}, there is a button at the bottom of the {{l|Draw Tool#Options|tool options dialog}} labeled {{l|Draw Tool#Buttons|&amp;quot;Fill Last Stroke&amp;quot;}}, which creates a new {{l|Region Layer}} and links its shape to the previously drawn outline. Unfortunately, it doesn't work as of Synfig Studio v0.61.04.  It has been fixed in the current SVN version of the code.&lt;br /&gt;
* Create a {{l|Region Layer|region}} with the same number of ducks, and manually link each duck. If you want a region that depends on multiple outline layers, this is really your only choice for now.&lt;br /&gt;
* Use the draw tool, select only the outline to fill, draw a stroke roughly following the outline and make sure you're holding the Control key when you left go of the mouse button at the end of the stroke.  This doesn't work 100% right at the moment.&lt;br /&gt;
&lt;br /&gt;
== Dock windows together? ==&lt;br /&gt;
&lt;br /&gt;
*To dock (join) separate windows into one you must drag the tab ''icons'' for each of the tools into another window. &lt;br /&gt;
*You can create subdivisions inside the windows by dragging the icons into the side tabs (located around the edges, the look like rectangles). &lt;br /&gt;
*Tool tabs inside the window can be arranged by dragging them on top of one another, therefore changing the order.&lt;br /&gt;
*''How Do I min/maximize all Synfig windows on a Windows pc''? There must be an easy way/tool to do this?&lt;br /&gt;
&lt;br /&gt;
== Use an external bitmap? ==&lt;br /&gt;
&lt;br /&gt;
* In the image menu (&amp;gt;) choose file--&amp;gt;import. PNG with alpha channel works fine.&lt;br /&gt;
* To animate it without accidental stretching, right-click on the layer and choose encapsulate. You can then animate the position of the new &amp;quot;Inline Canvas&amp;quot; layer instead of the bbox.&lt;br /&gt;
&lt;br /&gt;
== Use an image as a fill colour? ==&lt;br /&gt;
&lt;br /&gt;
Make a new object (bline, region, squares, circles, polygons all work) &lt;br /&gt;
Import the image you want as the fill colour, and put it on the layer underneith your object. Set the blend method of the image (using the {{l|Params Panel}}) to &amp;quot;onto&amp;quot; or &amp;quot;straightonto&amp;quot;. &lt;br /&gt;
 Encapsulate the object and the fill colour image, otherwise everthing below the image will have the same fill colour.&lt;br /&gt;
Be sure to have a look at what the other composite options do as well.&lt;br /&gt;
&lt;br /&gt;
== Use an external Vector? ==&lt;br /&gt;
&lt;br /&gt;
Synfig doesn't yet support vector import because no-one has written an import process yet. You can use the Svg2synfig {{l|Converters|converter}}, or import it as a bitmap and trace over it in synfig. If you want to implement vector import we would gladly accept your patch.&lt;br /&gt;
&lt;br /&gt;
== Close a bline? ==&lt;br /&gt;
&lt;br /&gt;
* Right click on the starting point and then click on loop bline.&lt;br /&gt;
&lt;br /&gt;
Note: It doesn't work unless the initial point has a tangent - ie the first segment is curved. But you can hide tangent ducks (Alt+3, or &amp;quot;Caret Menu &amp;gt; View &amp;gt; Show/Hide Ducks &amp;gt; Show tangent ducks&amp;quot;) and process as described. Don't forget to press (Alt+3) after that to show tangent ducks again.&lt;br /&gt;
&lt;br /&gt;
== How do I transform encapsulated objects? ==&lt;br /&gt;
&lt;br /&gt;
* Right click on the Encapsulated object in the Layer dialog and choose &amp;quot;select all child layers&amp;quot;. Then you select the ducks you want to transform (usually just all of them, like for rotating the object), and the rotate or scale tool and do the work.&lt;br /&gt;
&lt;br /&gt;
== Make objects go behind each other, without moving layers? ==&lt;br /&gt;
&lt;br /&gt;
You'll notice each layer you make has a number in the z depth column in the Layers Panel. Say you have 3 layers, they will be numbered 2 (lowest, e.g. a square) 1 (eg a circle) 0 (highest, the default, e.g. a line). In order to make layer 1, the circle, pass behind layer 2, the square, change its z depth to be 3 or more. The z depth of the circle needs to be greater than 2 in order to be behind the square. To make the square on top of everything, you'd change its z depth to -1 or less. &lt;br /&gt;
&lt;br /&gt;
Positive numbers on the z axis go into the screen, and negative numbers go out of the screen, towards the viewer.  &lt;br /&gt;
&lt;br /&gt;
It is possible to animate this effect, but each layer is discrete. They seem to go from 0 to 0.9999.&lt;br /&gt;
&lt;br /&gt;
In addition, objects in encapsulated layers can only go behind other objects in the same encapsulated layer. However an encapsulated layer can go behind another encapsulated layer.&lt;br /&gt;
&lt;br /&gt;
== Copy a complex convert combination between parameters of different layers? ==&lt;br /&gt;
&lt;br /&gt;
For example: you want to copy a complicated {{l|Convert|conversion}} type that you have in one parameter from a layer, to other parameter (maybe not a root parameter, but a sub-parameter) of other layer. If you {{l|Export|export}} the complicated conversion type from the original layer and then go to the other layer and select {{l|Connect}} (right click and the exported and the parameter both selected) then you have the parameter form the second layer to be exactly the same than the original one. But there is a drawback: if you modify one of the sub-parameters in the complicated conversion type (e.g. you change the value of one of them) then automatically the same sub-parameter of the other layer is changed.&lt;br /&gt;
&lt;br /&gt;
How can you copy the conversion but allow modify the sub-parameters independently on each layer? &lt;br /&gt;
&lt;br /&gt;
Once you have achieved the complex conversion type in the original layer, &amp;lt;u&amp;gt;don't export the root parameter!&amp;lt;/u&amp;gt; If you have done yet {{l|Export|unexport}} it. (Why?. You will understand it later.) Now duplicate the original layer. Then you should obtain the same layer with the same conversion type placed at the same parameter (but not exported). NOW export the parameter from the duplicated layer. Then go to the (sub) parameter of the layer where you want to copy the complex conversion type and Connect it to the just exported parameter form the duplicated layer. Now delete the duplicated layer (!). Then the exported {{l|ValueNode}} still undeleted and the layer where you wanted to copy the complex convert type have a (sub) parameter connected to it. You can {{l|Export|unexport}} the ValueNode or not. It is up to you. But notice that the conversion type is already copied into other (sub) parameter of other layer and they are independent as well as you can change one of them (by modifying the sub-parameters) and the other remains untouched.&lt;br /&gt;
&lt;br /&gt;
== Make an existing animation run at half speed? ==&lt;br /&gt;
&lt;br /&gt;
If you have an animation that runs from 0s to 10s and you want it to run at half speed from 0s to 20s, how can you do that?&lt;br /&gt;
&lt;br /&gt;
* Either: encapsulate it, and use the 'time offset' parameter in the encapsulation layer to slow it down:&lt;br /&gt;
** Right-click 'time offset' in the encapsulation layer, convert&amp;gt;linear, rate -0.5 offset 0.  That means offset the time by -0.5 seconds per second - or in other words, run at half speed&lt;br /&gt;
** Or, putting waypoints on the 'time offset' param would work too: 0 at 0s and -10 at 20s.  (The choice between using a linear convert and valuenodes is entirely up to you.  They both achieve the same result in this simple case).&lt;br /&gt;
&lt;br /&gt;
* Or: use a {{l|Time Loop Layer}}.  The first method seems better and more intuitive in this case, but there are ways of getting the same effect from the Time Loop layer.  Perhaps the Time Loop layer is better if the animation doesn't run from 0s, but from some other time.  Anyway: put a Time Loop layer over the layers you wish to slow down, and:&lt;br /&gt;
** Either: set duration to 0, local time to 0, convert-&amp;gt;linear the link time and set rate to 0.5 - this slows the animation down *to* 50% of its original speed;  use bigger rates to slow it down less&lt;br /&gt;
** Or: set duration to 1h (*), link time to 0, convert-&amp;gt;linear the local time and set rate to 0.5 - this slows the animation down *by* 50%; use bigger rates to slow it down more&lt;br /&gt;
(*) if your animation is longer than 1h then set this parameter to EOT (End Of Time) what is the same as Infinite (INF) for a real number but for a time parameter.&lt;br /&gt;
&lt;br /&gt;
== Draw a rectangle with a given width and height? ==&lt;br /&gt;
&lt;br /&gt;
I was asked on IRC how to specify the width and height of a rectangle, rather than having to specify the position of two opposite corners.  Here's how:&lt;br /&gt;
&lt;br /&gt;
* draw a rectangle&lt;br /&gt;
* go to the {{l|Params Panel}}&lt;br /&gt;
* right-click the 'point 1' parameter and {{l|Export}}&lt;br /&gt;
* give it a name, &amp;quot;p1&amp;quot; say&lt;br /&gt;
* right-click the 'point 2' parameter and {{l|Convert}} to {{l|Convert#Add|Add}}&lt;br /&gt;
* (that's saying that rather than specifying the absolute position of the other point, you want synfig to calculate it for you)&lt;br /&gt;
* (it will make 2 new sub-parameters for 'point 2', and the value used for point 2 will be their sum so we want to tell it to use 'point 1' and your (width,height))&lt;br /&gt;
* open up the sub-parameters of 'point 2' by clicking the triangle to its left&lt;br /&gt;
* go to the {{l|Children Panel}}, open up the values and select the one you exported earlier (p1)&lt;br /&gt;
* right-click the &amp;quot;LHS&amp;quot; parameter in the parameters dialog and {{l|Connect}} it&lt;br /&gt;
* then enter the width and height you want in the 'RHS' parameter&lt;br /&gt;
&lt;br /&gt;
== Make linked BLine vertices not affected by Rotate layer? ==&lt;br /&gt;
Look at the http://dooglus.rincevent.net/synfig/logs/2008/%23synfig-2008-02-07.log &lt;br /&gt;
See also: {{l|Convert}}.&lt;br /&gt;
&lt;br /&gt;
== Create dashed outlines? ==&lt;br /&gt;
&lt;br /&gt;
If you want to make simple dashed outlines the faster way is proceed like this:&lt;br /&gt;
&lt;br /&gt;
* Create a Curve Gradient and an Outline over the same {{l|BLine|Bline}} using the {{l|BLine Tool|Bline Tool}} options. Check both Outline and Gradient at the {{l|Tool Options Panel}}.&lt;br /&gt;
* Raise up the gradient layer (it is created below the {{l|Outline Layer}}).&lt;br /&gt;
* Modify the gradient {{l|Blend Method}} parameter to be Straight Onto. That would render the gradient onto the outline width. Also it wouldn't render the outline, so transparent portions of the gradient are transparent.&lt;br /&gt;
* Check the 'Perpendicular' parameter of the Curve Gradient Layer.&lt;br /&gt;
* {{l|Convert}} the Gradient Parameter of the Curve Gradient Layer to be one of those types: Stripes or Repeat Gradient.&lt;br /&gt;
* Modify the properties of the sub parameters to achieve the desired effect.&lt;br /&gt;
&lt;br /&gt;
== Render to AVI with higher quality? ==&lt;br /&gt;
&lt;br /&gt;
=== Using raw video ===&lt;br /&gt;
The module used by Synfig to render AVI files is ffmpeg. For the moment there is not interface to control ffmpeg options so you render with a fixed bitrate and quality. If you want the maximum quality in your AVI file, follow these steps:&lt;br /&gt;
&lt;br /&gt;
* Render your animation to yuv420p format. To do that select that target at the drop down list of the render dialog and add the &amp;quot;.yuv&amp;quot; extension to your animation name (without quotes).&lt;br /&gt;
* Once rendered (it would produce a huge size yuv file) you can quickly convert it to AVI using this command:&lt;br /&gt;
&lt;br /&gt;
 ffmpeg -i animation.yuv -sameq animation.avi&lt;br /&gt;
&lt;br /&gt;
Change the animation file name to your one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rendering through a .png sequence. ===&lt;br /&gt;
Render your sif to png sequence &lt;br /&gt;
 mkdir render&lt;br /&gt;
 synfig my_animation.sifz -o render/frame.png&lt;br /&gt;
Then convert it to movie with ffmpeg&lt;br /&gt;
 ffmpeg -r &amp;lt;frame rate&amp;gt; -i render/frame.%04d.png &amp;lt;more settings from ffmpeg's manual&amp;gt; my_animation.mp4&lt;br /&gt;
&lt;br /&gt;
=== Possible settings for ffmpeg ===&lt;br /&gt;
Possible settings for converting the png sequence from synfig into a video using ffmpeg, from the [http://www.ffmpeg.org/ffmpeg-doc.html ffmpeg manual], are&lt;br /&gt;
* for a low quality flv file (eg: for streaming from low bandwidth server)&lt;br /&gt;
 ffmpeg -r &amp;lt;frame rate&amp;gt; -i render/frame.%04d.png -f flv my_animation.flv&lt;br /&gt;
* for a high quality flv file (2 pass encoding, eg: to be uploaded on youtube)&lt;br /&gt;
 ffmpeg -r &amp;lt;frame rate&amp;gt; -i render/frame.%04d.png -f flv -b 2M -s y -pass 1 -passlogfile log_file video.flv&lt;br /&gt;
 ffmpeg -r &amp;lt;frame rate&amp;gt; -i render/frame.%04d.png -f flv -b 2M -s y -pass 2 -passlogfile log_file video.flv&lt;br /&gt;
 flvtool2 -UP video.flv&lt;br /&gt;
* for mid quality H264 mp4 file (try to change CRF from 15 -high quality- to 25 -generally satisfactory for animations-). H264 codec requires both width and height of source frames to be multiples of 16.&lt;br /&gt;
 ffmpeg -r &amp;lt;frame rate&amp;gt; -i render/frame.%04d.png -crf 25 -vcodec libx264 -vpre hq my_animation.mp4&lt;br /&gt;
* for high quality H264 mp4 file (2 pass encoding)&lt;br /&gt;
 ffmpeg -y -r &amp;lt;frame rate&amp;gt; -i render/frame.%04d.png -r 30000/1001 -b 2M -bt 4M -vcodec libx264 -pass 1 -vpre fastfirstpass -an my_animation.mp4&lt;br /&gt;
 ffmpeg -r &amp;lt;frame rate&amp;gt; -i render/frame.%04d.png -crf 25 -vcodec libx264 -vpre hq my_animation.mp4&lt;br /&gt;
* replace the second pass above with the following to include an AAC audio stream&lt;br /&gt;
 ffmpeg -i &amp;lt;audio file&amp;gt; -r &amp;lt;frame rate&amp;gt; -i render/frame.%04d.png -crf 25 -vcodec libx264 -vpre hq -acodec libfaac -ac 2 -ar 48000 -ab 192k my_animation.mp4&lt;br /&gt;
&lt;br /&gt;
If you need nice open source format without any tweaks you may try ffmpeg2theora:&lt;br /&gt;
 ffmpeg2theora render/frame.%04d.png --inputfps &amp;lt;frame rate&amp;gt; -o my_animation.ogg&lt;br /&gt;
png takes less disk space then yuv.&lt;br /&gt;
--{{l|User:AkhIL|AkhIL}} 21:38, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
If you want you can also use [http://www.mplayerhq.hu/ mplayer].&lt;br /&gt;
&lt;br /&gt;
 mencoder mf://render/frame.*.png -mf fps=25 -o my_animation.avi -ovc lavc -lavcopts vcodec=mpeg4&lt;br /&gt;
&lt;br /&gt;
==Increase performance by optimizing during compilation time? ==&lt;br /&gt;
&lt;br /&gt;
I would like to know what parameters do I need to apply to configure to improve performance. {{l|User:Genete|Genete}} 11:04, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
To optimize program you should set two environment variables&lt;br /&gt;
 export CFLAGS=&amp;quot;&amp;quot;&lt;br /&gt;
 export CXXFLAGS=&amp;quot;${CFLAGS}&amp;quot;&lt;br /&gt;
&lt;br /&gt;
First flag will be &amp;quot;-O3&amp;quot; (ow three). &amp;quot;-02&amp;quot; is normal optimization. &amp;quot;-03&amp;quot; is hard optimization.&lt;br /&gt;
&lt;br /&gt;
Now you should get info about your CPU&lt;br /&gt;
 cat /proc/cpuinfo&lt;br /&gt;
&lt;br /&gt;
find your cpu model name&lt;br /&gt;
&lt;br /&gt;
now go to man gcc and search &amp;quot;-mtune&amp;quot;&lt;br /&gt;
&lt;br /&gt;
find your cpu and add &amp;quot;-mtune=your-cpu -march=your-cpu&amp;quot; to CFLAGS. &lt;br /&gt;
&lt;br /&gt;
Then look at flags from /proc/cpuinfo and search it in gcc manual&lt;br /&gt;
For example I have 3dnow. So I can find &amp;quot;-m3dnow&amp;quot;. For sse I can find &amp;quot;-msse&amp;quot; and &amp;quot;-mfpmath=sse&amp;quot; (can make program unstable). &lt;br /&gt;
&lt;br /&gt;
Finaly you may add &amp;quot;-ffast-math&amp;quot; to disable math checks. But it can make program unstable.&lt;br /&gt;
&lt;br /&gt;
For my AthlonXP I'm using this flags:&lt;br /&gt;
 export CFLAGS=&amp;quot;-O3 -pipe -mtune=athlon-xp -march=athlon-xp -mmmx -msse -m3dnow -mfpmath=sse -ffast-math -funsigned-char -fno-strict-aliasing&amp;quot;&lt;br /&gt;
 export CXXFLAGS=&amp;quot;${CFLAGS}&amp;quot;&lt;br /&gt;
--{{l|User:AkhIL|AkhIL}} 12:05, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
For my Pentium3 i use the line:&lt;br /&gt;
 export CFLAGS=&amp;quot;-O3 -pipe -mtune=pentium3 -march=pentium3 -msse -mfpmath=sse -funsigned-char -fno-strict-aliasing&amp;quot;&lt;br /&gt;
 export CXXFLAGS=&amp;quot;${CFLAGS}&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The additional switches -mmmx and -ffast-math does seem to '''not''' yield any gain in computing performance! So you could leave them out.&lt;br /&gt;
--{{l|User:SvH|SvH}} 03:46, 20 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Import a movie into Synfig? ==&lt;br /&gt;
&lt;br /&gt;
To import a movie (image only, not sound) into synfig there is only one option for the moment: Extract an image sequence from the movie and import them using {{l|ListImporter}}. Before you can load the image sequence you have to extract it from the movie. There are several software to do that but a straight and easy way is to use mplayer:&lt;br /&gt;
&lt;br /&gt;
 mplayer mymovie.avi -vo png:z=1 -ss seconds-start -endpos duration &lt;br /&gt;
&lt;br /&gt;
where ''seconds-start'' are the seconds where you want to extract form and ''duration'' is the number of seconds you want to extract from ''mymovie.avi''. Also the image format specified in this case is png but jpeg or tga can be used also. See [http://www.mplayerhq.hu/DOCS/man/en/mplayer.1.html mplayer manual page] for more info.&lt;br /&gt;
&lt;br /&gt;
It would extract a set of files of the selected section of the movie. Each file takes the frame number padded with leading zeros as name.&lt;br /&gt;
&lt;br /&gt;
To put all the filenames into a ''.lst'' file just type this in the folder wehre the files are:&lt;br /&gt;
&lt;br /&gt;
 ls *.png &amp;gt;&amp;gt; mymovie.lst&lt;br /&gt;
&lt;br /&gt;
and add a line specifying the frame rate at the beginning of the text file:&lt;br /&gt;
&lt;br /&gt;
 FPS 25&lt;br /&gt;
&lt;br /&gt;
if the movie was 25 fps.&lt;br /&gt;
&lt;br /&gt;
== Granted Wishes ==&lt;br /&gt;
&lt;br /&gt;
=== MNG target filetype ===&lt;br /&gt;
&lt;br /&gt;
The ability to save as/in the Free/Open MNG (.mng) format [http://libpng.org/pub/mng/]&lt;br /&gt;
&lt;br /&gt;
A partial implementation was committed in SVN r470.&lt;br /&gt;
&lt;br /&gt;
It was implemented in svn 986. See {{l|Render options}}. --{{l|User:Genete|Genete}} 13:12, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Optionally display RGB in Hex in Color dialog ===&lt;br /&gt;
&lt;br /&gt;
(3) When colors are quoted as 3 bytes of hexadecimal, you have to convert them to decimal, divide by 255, multiply by 100 to get a number to type into the dialog box.  It's painful to match color schemes for example, with the [http://tango.freedesktop.org/Tango_Icon_Theme_Guidelines Tango Icon Theme style guidelines].  {{l|User:pxegeek|PXEGeek}} 3/16/07&lt;br /&gt;
&lt;br /&gt;
: Added in [http://kibi.dyndns.org:8083/~dooglus/gitweb.pl?p=synfig;a=commitdiff;h=40dda9d27b5249ee32f62d84c819ff569f078929 svn r354].  You can type 3 or 6 digit hex codes and hit return to use.  3 digit code 36a gives colour 3366aa (each digit is duplicated) -- {{l|User:Dooglus|dooglus}} 3/18/07&lt;br /&gt;
&lt;br /&gt;
:: Many thanks - already used many times! PXEGeek.&lt;br /&gt;
&lt;br /&gt;
::: Did you notice that you can use single digit codes too?  '5' gives 555555 for instance, giving you 16 equally spaces shades of black through white. -- {{l|User:Dooglus|dooglus}} 17:51, 25 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Restore Default Layout ===&lt;br /&gt;
&lt;br /&gt;
(3) &amp;amp;mdash; It's very difficult to put all the dialogs back where they were when you started the program, if you've closed them. In addition, with many programs, if you've done something with your window manager to take a window's position off screen, this command is sometimes the only way to bring them back.&lt;br /&gt;
-&amp;gt; I'd like to second this one - especially with the bug where dialog boxes sometime shrink to nothing or offscreen, and no amount of maximizing or minimizing restores them.  The only solution is to kill the windows, and none of the combo options in the dialog menu match the default configuration.  4/4/07 PXEGeek&lt;br /&gt;
&lt;br /&gt;
: Implemented in [http://kibi.dyndns.org:8083/~dooglus/gitweb.pl?p=synfig;a=commitdiff;h=036306f3c2c265a604971728d50fcce258766552 svn r757] -- {{l|User:Dooglus|dooglus}} 17:48, 25 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== General outline / Polygon-based Outline / &amp;quot;Set Tangents to Zero&amp;quot; button ===&lt;br /&gt;
(3.5) I'm no artist, thus my primary form of art is stick figures, not to mention, many interesting animations are done in stick-figure style. Stick figures must be perfectly straight to get the effect across, so when I'm making an outline using B-Curves, it is too time consuming to set the tangents to 0 each time. Similarly, outlines of other shapes like squares, circles and so forth would be very useful. Whichever of the above is easiest, please implement right away. --{{l|User:Dragontamer|Dragontamer}} 02:35, 19 November 2007 (EST)&lt;br /&gt;
: For perfectly straight lines, click without moving the mouse.  You will get a single point with no tangents.  Outline shapes would require some development, particularly with some thought given to backward compatibility.  A workaround you might consider is to create a duplicate shape with a different color and make the top one slightly smaller, so the outline of the one below shows.  {{l|User:Pxegeek|Pxegeek}} 21:58, 19 November 2007 (EST)&lt;br /&gt;
:: Well, in general, whenever I click on a point to edit it (say, to make it move somewhere in animation mode), there is a decent chance that I click on a tangent instead. Then, if I want to right click the point itself, I usually right click the tangent marker instead. It isn't that big a deal, but simplicity at the cost of power generally is a good thing, especially when it will save a few mouse clicks. &lt;br /&gt;
:: As for the outlines, yeah, I've tried that and it is a decent solution for now, although it is no replacement for a real outline. I am going to also experiment with a clamp to see if I can make the center of the shape have 100% alpha... but I don't have synfig on the computer I'm on right now. Thanks for the tips Pxegeek. --{{l|User:Dragontamer|Dragontamer}} 01:58, 27 November 2007 (EST)&lt;br /&gt;
::: You can press Alt+3 to hide tangent ducks. --{{l|User:Zelgadis|Zelgadis}} 09:27, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What to do when I've made a mistake and added tangents to a point wich had none initially ?  How can I &amp;quot;remove&amp;quot; tangents ?  The only way I see is to go to the &amp;quot;param&amp;quot; panel, look for the correct tangent, and manually enter a zero value for its lengh.--[[User:Grondilu|Grondilu]] 22:34, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Copy &amp;amp; Paste/Image Importing ===&lt;br /&gt;
&lt;br /&gt;
(4) I sometimes make graphics in other programs, or use clipart and other images. Would it be possible for Synfig to be able to import images and/or copy and paste them?--Khlieeq 2007-07-19&lt;br /&gt;
Well, it doesn't support Copy &amp;amp; paste from the clipboard, but you can import images using &amp;quot;New Layer -&amp;gt; Other -&amp;gt; Import&amp;quot;.  This will create an Import layer, for which you can then edit the properties to point to the file containing your image.  PXEGeek.  2007-07-19&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Recursive Waypoint Manipulation ===&lt;br /&gt;
&lt;br /&gt;
(4) it is really tiresome to revert changes to waypoints created by manipulating tangent/position ducks or change their interpolation functions. making it possible to right-click-modify the waypoint shown for objects that have some waypoint in a referenced sub-object would be great! -- timonator 2007-06-01&lt;br /&gt;
:You can do it in two ways: changing the interpolation method of the waypoint of paste canvas or editing the keyframe properties. The first allow to modify the waypoints interpolation method for all the waypoints of all the parameters of all the layers that are inside the paste canvas layer. You can right click on the left or right part of the waypoint to edit by a context menu the left or the right interpolation method of the waipoints. The second method would add and modify all the parameters that have any waypoint in the animation. See {{l|Keyframe}} for more detail. --{{l|User:Genete|Genete}} 13:10, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tweening for images developed in other imaging programs ===&lt;br /&gt;
&lt;br /&gt;
It's obvious I am a beginner at image movement, but morphing is not enough: movement across the page is needed.  Thanks for listening. {{l|User:Comwell@bellsouth.net|Comwell}}&amp;lt;br&amp;gt;&lt;br /&gt;
Imported images can be moved across the page.  They can also be scaled, rotated and deformed.  Was there a specific example you had in mind?  {{l|User:Pxegeek|pxegeek}}&amp;lt;br&amp;gt;&lt;br /&gt;
:I also would like a way to tween images that have been drawn in other programs. I've had trouble drawing with Bline tool and the drawing tool in Synfig, and I'd rather just draw with a paint brush (like the one in Photoshop). Another problem I have is that Synfig tends to shut down on me every 20 minutes or so, and it's really frustrating even with the auto recover feature, because my sketches disappear. It'd be nice if I'm able to draw all of the keyframes in Photoshop or another image program and import it to Synfig so that Synfig can tween and animate them. Thank you. {{l|User:xychefoo@gmail.com|Huina}}&lt;br /&gt;
::You CAN use images, drawn in other programs. Just select &amp;quot;File-&amp;gt;Import&amp;quot; from {{l|Canvas Menu Caret|canvas menu}} --{{l|User:Zelgadis|Zelgadis}} 01:39, 24 November 2007 (EST)&lt;br /&gt;
:::But how do you animate using images from other sources? I tried to make 2 keyframes with 2 different images, and it doesn't animate. It just stays as 1 picture for the entire render. The closest thing I saw to importing images from another source into Synfig and having it animate is the Walking Cycle Tutorial, but I would still have to trace the images to make it animate. As I said earlier, I'm not entirely fond of using the draw/Bline tool.  {{l|User:xychefoo@gmail.com|Huina}}&lt;br /&gt;
:::: Huina, there's no way to do what you want right now.  Interpolating between two images that are not created in Synfig is well beyond its scope right now.  However, what you could do is take an image and separate elements of the picture onto different layers (e.g. have a picture of an arm and another of the rest of the body) and you can move those around, stretch and rotate them.  (If you're familiar with the work of Terry Gilliam on Monty Python you'll know what I mean) I don't know how feasible it is to implement your request (I suspect some heavy lifting).  We'll keep it on the list, but don't hold your breath.  {{l|User:Pxegeek|Pxegeek}} 19:57, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: I think, you hardly find any other animation package  which allow you to do such things. You could use a special tools for this task, like xmorph (http://xmorph.sourceforge.net/). But to do the tween between two bitmap images you STILL need to set points. It's not tracing, but very similar. Anyway, result may be poor and I'd better suggest to use technique, described in Walking Cycle Tutorial or which the {{l|User:Pxegeek|Pxegeek}} meant. --{{l|User:Zelgadis|Zelgadis}} 02:08, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: There is a technique called &amp;quot;optical flow&amp;quot;.  It takes two input frames and calculates the movement of each individual pixel between the frames, allowing interpolation to be done. Here's an example: http://www.fxguide.com/article333.html.  It doesn't require setting of control points, but it has problems it's own set of problems: http://www.fxguide.com/article333.html. --{{l|User:Yoyobuae|Yoyobuae}} 13:32, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Auto-link option in {{l|Draw Tool}} ===&lt;br /&gt;
&lt;br /&gt;
(4) so that you can draw a line, and have its endpoint automatically link to a duck - or if Auto-connect is off, you can get a line object linked to the end of another line object. / I missed this too, it even should be like that by default I think. {{l|User:Maxy|Maxy}} 13:22, 25 Apr 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Isn't this done already?  We don't have line objects, but blines are automatically linked to if auto-connect is on.  Am I missing something? -- {{l|User:Dooglus|dooglus}} 17:29, 27 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::To clarify dooglus' comments - If you have an outline created by the draw tool highlighted in the layer dialog and the &amp;lt;b&amp;gt;auto-extend&amp;lt;/b&amp;gt; checkbox is checked, then you can continue drawing with the draw tool in that same layer.  Blines created with the Bline tool cannot be extended once a different tool or layer is selected.  {{l|User:Pxegeek|Pxegeek}} 23:46, 12 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: A line is a line - Synfig doesn't remember whether it was created with the Bline tool or the Draw tool - so you can extend blines created with the bline tool using the draw tool.  Just make sure the line is selected (so that its ducks are visible), not looped (so that it has end points to extend from), enable the draw tool, check 'auto extend' and start drawing at one of its end ducks. {{l|User:Dooglus|dooglus}} 05:47, 13 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
So this sounds like it is already done.  But on a related note, being able to open an existing bline in the bline tool to extend it would be useful. -- {{l|User:Dooglus|dooglus}} 04:51, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Layer hide boolean parameter ===&lt;br /&gt;
&lt;br /&gt;
(3) &amp;amp;mdash; An animatable way to remove a layer from visibility and consideration in tools. And as an option, to hide the layer in the layer list while it is invisible. This crosses over functionality from the {{l|Amount Parameter}}, the Show/Hide checkbox in the {{l|Layers Panel}}, and builds upon it as well, allowing the {{l|Layers Panel}} to dynamically unclutter. ''(This feature request is a refactoring of the {{l|Amount Parameter}})''&lt;br /&gt;
: With the addition of the {{l|Convert#Switch|Switch}} type conversion it is not needed this feature request. You can convert the Amount parameter to a Switch value and give 0 and 1 to the Linked OFF/ON values. --{{l|User:Genete|Genete}} 13:20, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Riding ducks ===&lt;br /&gt;
&lt;br /&gt;
(2) &amp;amp;mdash; Not chocobos. The ability to link a duck from one shape to an arbitrary position on another path, without creating an extra shape duck on that path.&lt;br /&gt;
:Already done in SVN.{{l|User:Genete|Genete}} 18:59, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Image filmstrip import ===&lt;br /&gt;
&lt;br /&gt;
(2) &amp;amp;mdash; Allow import of a series of images (TGA, etc) as frames of an animation, on a layer. &amp;lt;br&amp;gt;&lt;br /&gt;
Response - 'lst' files of a list of images can be imported.  I've used this to develop a walk cycle.  See {{l|Walk_Cycle|Walk cycle}} for an example.  {{l|user:pxegeek|pxegeek}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Character Animation Tools ===&lt;br /&gt;
&lt;br /&gt;
I have seen some interesting methods for helping character design/animation in different 2d/3d software.  Hash's animation master has 'poses' which are extremes of a model, for example smiling and frowning, once you add these extremes ot a set you can use slider to create a pose that somewhere inbetween.  The real power of this is when you have serveral different poses on the same object, a face say,  you can easily come up with new facial expressions. Maybe something similar could be done with synfig using layers and groups, the implementation could something similar to Moho's switch layers. --{{l|User:Triclops|Triclops}} 09:52, 9 Aug 2006 (PDT)&lt;br /&gt;
: Have you read this tutorial? {{l|Reuse Animations}}. It is very close to the Switch layer of Moho/Anime Studio. Also You can change the Canvas parameter to any other canvas dynamically in the time line by clicking on it and selecting other exported canvas. Other option is convert the canvas to a Switch type and alternate between two different canvas.  --{{l|User:Genete|Genete}} 13:26, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== More Animation Tools ===&lt;br /&gt;
&lt;br /&gt;
{{l|New Animation Tools|Added here}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Improved User Experience for First Contact ===&lt;br /&gt;
* Single file download and installer (at least for Windows)&lt;br /&gt;
* Ability to draw the first object directly after starting the application (start with an empty document)&lt;br /&gt;
* Ability to animate the object directly after drawing the first object (new documents have a say 3 seconds timeline)&lt;br /&gt;
In my opinion this is crucial to attract potential users. Because if I see how easy it is to create my first animation I'm going to accept all the bugs and clumsyness. A good example is the Pencil animation software. --{{l|User:Dmd|Dmd}} 13:50, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: I've implemented #2 and #3 above in svn r1519 &amp;amp; 1520.  If no files are specified to be opened when running studio, it'll make a new one.  It won't pop up the canvas properties dialog when making new canvases by default.  And the default end time is 5s (3s is small enough to cause the time slider to show &amp;quot;1s 12f&amp;quot;, whereas 5s looks cleaner). -- {{l|User:Dooglus|dooglus}} 04:00, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Automatic attach and manipulate a Vertex to a Bline ===&lt;br /&gt;
&lt;br /&gt;
Please see {{l|Inverse Duck Manipulation|this}} page to understand what we want. --{{l|User:Genete|Genete}} 12:43, 3 March 2008 (EST).&lt;br /&gt;
:Already done in SVN. {{l|User:Genete|Genete}} 19:00, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Toggle visible ducks ===&lt;br /&gt;
(3) So pressing, say, tab while editing a Bline toggles which vertices/ducks are visible - so we can easily move the actual vertices around without having the view cluttered by tangeants (and also make it easier to select 'Loop' rather than 'Split Tangeants' when creating the thing.)&lt;br /&gt;
&lt;br /&gt;
Given that extra ducks such as the width ones listed above may be added, this might become more and more necessary. If too many different sets are added for toggling to be feasible, each visibility for each set can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
: Synfig already have hotkeys to toggle visibility of the ducks. See {{l|Keyboard_Shortcuts#Hotkeys_Visual_Guide}}. --{{l|User:Zelgadis|Zelgadis}} 00:39, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Remove the thin line from stitched regions===&lt;br /&gt;
When you stitch or {{l|Sewing_BLines|sew two regions together}} with the same color (or different even?) it can appear a thin line in the common edge that reveals the background color (see the problem {{l|Sewing_BLines#Removing_thin_line_bug|here}}). This is due to that the antialiasing effect is keeping the background pixels information and displays it on the region. To solve this issue it is needed to:&lt;br /&gt;
:1) Uncheck all the antialias parameter of all the regions involved&lt;br /&gt;
:2) Add a Supersample Layer over the layers that has the antialiasing parameter disabled. A value of 4 for the height and width values is usually enough. Maybe you need to check &amp;quot;Alpha Safe&amp;quot; for better results.&lt;br /&gt;
:3) Render normally.&lt;br /&gt;
This tip is particularly useful when you want to have a region over and under other composition at the same time.&lt;br /&gt;
{| &lt;br /&gt;
|'''SAMPLE SHOWING THE THIN LINE'''&lt;br /&gt;
|''' REMOVED THIN LINE AFTER SUPER SAMPLE'''&lt;br /&gt;
|- &lt;br /&gt;
|{{l|Image: planet-saturn2.png}}&lt;br /&gt;
|{{l|Image: planet-saturn2ss.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It has the draw back that intermediate layers has to be super sampled too (line the planet in the example) because the super sample has to be done at the same time to the involved regions (the back and top half rings).&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Examples&amp;diff=13250</id>
		<title>Doc:Examples</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Examples&amp;diff=13250"/>
				<updated>2010-09-24T09:35:19Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Examples}}&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Examples}}&lt;br /&gt;
[[Category:Manual]]&lt;br /&gt;
[[Category:Unverified]]&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Synfig_examples_repository.png|200px|thumb|right|[http://www.synfig.org/en/examples-repository examples repository] on the Synfig website]] Examples of Synfig-made animations and stills can be found in various places, including [http://www.synfig.org/en/examples our website], and in a dedicated [http://download.tuxfamily.org/synfig/synfig-examples.zip examples package] released under the terms of GPL V3.&lt;br /&gt;
&lt;br /&gt;
Many topics, techniques and ideas have been explored over time by the community of Synfig users. Many creators were keen enough to share the source files of their art work for your own inspiration. You can find it in our [http://www.synfig.org/en/examples-repository examples repository]. Please do check the licensing terms before reusing in other work.&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Category:Manual&amp;diff=13249</id>
		<title>Category:Manual</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Category:Manual&amp;diff=13249"/>
				<updated>2010-09-24T09:34:28Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: added examples page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Title|Manual}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Pages in this category should be listed in specific order. So let's place them here manually: --&amp;gt;&lt;br /&gt;
* '''Introduction'''&lt;br /&gt;
** {{L|Doc:Overview}}&lt;br /&gt;
&amp;lt;!-- ** {{L|Doc:Installation}} --&amp;gt;&lt;br /&gt;
* '''Diving In'''&lt;br /&gt;
** {{L|Doc:Getting Started}}&lt;br /&gt;
** {{L|Doc:Animation Basics}}&lt;br /&gt;
** {{L|Doc:Adding Layers}}&lt;br /&gt;
** {{L|Doc:Creating Shapes}}&lt;br /&gt;
** {{L|Doc:Flower Animation}}&lt;br /&gt;
* '''Interface'''&lt;br /&gt;
** {{L|Doc:Quick Overview}}&lt;br /&gt;
** {{L|Doc:Interface}}&lt;br /&gt;
* '''Artwork Import'''&lt;br /&gt;
** {{L|Gimp2synfig|GIMP Import}}&lt;br /&gt;
** {{L|Svg2synfig|SVG Import}}&lt;br /&gt;
** {{L|Doc:ListImporter|List Importer}} (Image sequence import)&lt;br /&gt;
* '''Artwork Construction'''&lt;br /&gt;
** {{L|BLine Tool}}&lt;br /&gt;
** {{L|Outline Layer}}&lt;br /&gt;
** {{L|Region Layer}}&lt;br /&gt;
** {{L|Color_Editor_Dialog|Color Editor}}&lt;br /&gt;
** {{L|Draw Tool}}&lt;br /&gt;
** {{L|Width Tool}}&lt;br /&gt;
** {{L|Paste Canvas Layer}}&lt;br /&gt;
** {{L|Children Lock}}&lt;br /&gt;
** {{L|Gradient Tool}}&lt;br /&gt;
** {{L|Gradient_Editor_Dialog|Gradient Editor}}&lt;br /&gt;
** {{L|Blend Method}} ???&lt;br /&gt;
** {{L|Doc:Basic Masking|Masking}}&lt;br /&gt;
* '''Data Linking'''&lt;br /&gt;
** {{L|Linking}}&lt;br /&gt;
** {{L|Export}}&lt;br /&gt;
** {{L|Convert}}&lt;br /&gt;
** {{L|Sewing_BLines}}&lt;br /&gt;
** {{L|Link to BLine}}&lt;br /&gt;
** {{L|ValueNodes}}&lt;br /&gt;
** {{L|Reuse_Exported_ValueNodes}}&lt;br /&gt;
** {{L|Switching_Scenes}}&lt;br /&gt;
* '''Advanced ...'''&lt;br /&gt;
** {{L|Slideshow_Tutorial|Slideshows}}&lt;br /&gt;
** {{L|Snowflake_with_the_Duplicate_Layer|Duplicate Layer}}&lt;br /&gt;
** {{L|Doc:Brushes}}&lt;br /&gt;
* '''Animation'''&lt;br /&gt;
** {{L|Keyframe}}&lt;br /&gt;
** {{L|Timetrack_Panel}}&lt;br /&gt;
** {{L|Waypoint}}&lt;br /&gt;
** {{L|Doc:Reuse Animations}}&lt;br /&gt;
** {{L|Lock_Keyframes}}&lt;br /&gt;
** {{L|Toggle_Onion_Skin|Onion Skin}}&lt;br /&gt;
** {{L|Doc:Following a BLine}}&lt;br /&gt;
** {{L|Z_Depth_Parameter|Z-Depth}}&lt;br /&gt;
** {{L|Time_Loop_Layer}}&lt;br /&gt;
** {{L|Doc:Rescale Animations}}&lt;br /&gt;
** {{L|Time_Offset_Parameter}}&lt;br /&gt;
* '''Animation Techniques'''&lt;br /&gt;
** {{L|Walk_Cycle|Morphing}}&lt;br /&gt;
** {{L|Doc:Cut-out Animation|Cut-out}}&lt;br /&gt;
* '''Output'''&lt;br /&gt;
** {{L|Preview}}&lt;br /&gt;
** {{L|Render_options}}&lt;br /&gt;
** {{L|Render dialog}}&lt;br /&gt;
** {{L|Sif2svg|SVG export}}&lt;br /&gt;
* '''Configuring Synfig'''&lt;br /&gt;
** {{L|Setup_Dialog}}&lt;br /&gt;
** {{L|Unit System}}&lt;br /&gt;
** {{L|Image_Dimensions}}&lt;br /&gt;
** {{L|Canvas_Properties_Dialog|Canvas Properties}}&lt;br /&gt;
** {{L|Environment_Variables}}&lt;br /&gt;
* '''Appendix'''&lt;br /&gt;
** {{L|Doc:Synfig Studio vs Synfig}}&lt;br /&gt;
** {{L|Doc:Synfig CLI Syntax}}&lt;br /&gt;
** {{L|Doc:Build Instructions}}&lt;br /&gt;
** {{L|Doc:How Do I}}&lt;br /&gt;
** {{L|FAQ}}&lt;br /&gt;
** {{L|Window_Manager_Hints}} (merge to FAQ?)&lt;br /&gt;
** {{L|Keyboard Shortcuts}}&lt;br /&gt;
** {{L|Mouse_Shortcuts}}&lt;br /&gt;
** {{L|Doc:Examples}}&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Category:Manual&amp;diff=13248</id>
		<title>Category:Manual</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Category:Manual&amp;diff=13248"/>
				<updated>2010-09-24T09:34:01Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: change to major change for notifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Title|Manual}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Pages in this category should be listed in specific order. So let's place them here manually: --&amp;gt;&lt;br /&gt;
* '''Introduction'''&lt;br /&gt;
** {{L|Doc:Overview}}&lt;br /&gt;
&amp;lt;!-- ** {{L|Doc:Installation}} --&amp;gt;&lt;br /&gt;
* '''Diving In'''&lt;br /&gt;
** {{L|Doc:Getting Started}}&lt;br /&gt;
** {{L|Doc:Animation Basics}}&lt;br /&gt;
** {{L|Doc:Adding Layers}}&lt;br /&gt;
** {{L|Doc:Creating Shapes}}&lt;br /&gt;
** {{L|Doc:Flower Animation}}&lt;br /&gt;
* '''Interface'''&lt;br /&gt;
** {{L|Doc:Quick Overview}}&lt;br /&gt;
** {{L|Doc:Interface}}&lt;br /&gt;
* '''Artwork Import'''&lt;br /&gt;
** {{L|Gimp2synfig|GIMP Import}}&lt;br /&gt;
** {{L|Svg2synfig|SVG Import}}&lt;br /&gt;
** {{L|Doc:ListImporter|List Importer}} (Image sequence import)&lt;br /&gt;
* '''Artwork Construction'''&lt;br /&gt;
** {{L|BLine Tool}}&lt;br /&gt;
** {{L|Outline Layer}}&lt;br /&gt;
** {{L|Region Layer}}&lt;br /&gt;
** {{L|Color_Editor_Dialog|Color Editor}}&lt;br /&gt;
** {{L|Draw Tool}}&lt;br /&gt;
** {{L|Width Tool}}&lt;br /&gt;
** {{L|Paste Canvas Layer}}&lt;br /&gt;
** {{L|Children Lock}}&lt;br /&gt;
** {{L|Gradient Tool}}&lt;br /&gt;
** {{L|Gradient_Editor_Dialog|Gradient Editor}}&lt;br /&gt;
** {{L|Blend Method}} ???&lt;br /&gt;
** {{L|Doc:Basic Masking|Masking}}&lt;br /&gt;
* '''Data Linking'''&lt;br /&gt;
** {{L|Linking}}&lt;br /&gt;
** {{L|Export}}&lt;br /&gt;
** {{L|Convert}}&lt;br /&gt;
** {{L|Sewing_BLines}}&lt;br /&gt;
** {{L|Link to BLine}}&lt;br /&gt;
** {{L|ValueNodes}}&lt;br /&gt;
** {{L|Reuse_Exported_ValueNodes}}&lt;br /&gt;
** {{L|Switching_Scenes}}&lt;br /&gt;
* '''Advanced ...'''&lt;br /&gt;
** {{L|Slideshow_Tutorial|Slideshows}}&lt;br /&gt;
** {{L|Snowflake_with_the_Duplicate_Layer|Duplicate Layer}}&lt;br /&gt;
** {{L|Doc:Brushes}}&lt;br /&gt;
* '''Animation'''&lt;br /&gt;
** {{L|Keyframe}}&lt;br /&gt;
** {{L|Timetrack_Panel}}&lt;br /&gt;
** {{L|Waypoint}}&lt;br /&gt;
** {{L|Doc:Reuse Animations}}&lt;br /&gt;
** {{L|Lock_Keyframes}}&lt;br /&gt;
** {{L|Toggle_Onion_Skin|Onion Skin}}&lt;br /&gt;
** {{L|Doc:Following a BLine}}&lt;br /&gt;
** {{L|Z_Depth_Parameter|Z-Depth}}&lt;br /&gt;
** {{L|Time_Loop_Layer}}&lt;br /&gt;
** {{L|Doc:Rescale Animations}}&lt;br /&gt;
** {{L|Time_Offset_Parameter}}&lt;br /&gt;
* '''Animation Techniques'''&lt;br /&gt;
** {{L|Walk_Cycle|Morphing}}&lt;br /&gt;
** {{L|Doc:Cut-out Animation|Cut-out}}&lt;br /&gt;
* '''Output'''&lt;br /&gt;
** {{L|Preview}}&lt;br /&gt;
** {{L|Render_options}}&lt;br /&gt;
** {{L|Render dialog}}&lt;br /&gt;
** {{L|Sif2svg|SVG export}}&lt;br /&gt;
* '''Configuring Synfig'''&lt;br /&gt;
** {{L|Setup_Dialog}}&lt;br /&gt;
** {{L|Unit System}}&lt;br /&gt;
** {{L|Image_Dimensions}}&lt;br /&gt;
** {{L|Canvas_Properties_Dialog|Canvas Properties}}&lt;br /&gt;
** {{L|Environment_Variables}}&lt;br /&gt;
* '''Appendix'''&lt;br /&gt;
** {{L|Doc:Synfig Studio vs Synfig}}&lt;br /&gt;
** {{L|Doc:Synfig CLI Syntax}}&lt;br /&gt;
** {{L|Doc:Build Instructions}}&lt;br /&gt;
** {{L|Doc:How Do I}}&lt;br /&gt;
** {{L|FAQ}}&lt;br /&gt;
** {{L|Window_Manager_Hints}} (merge to FAQ?)&lt;br /&gt;
** {{L|Keyboard Shortcuts}}&lt;br /&gt;
** {{L|Mouse_Shortcuts}}&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Category:Manual&amp;diff=13247</id>
		<title>Category:Manual</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Category:Manual&amp;diff=13247"/>
				<updated>2010-09-24T09:32:17Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: added examples page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Title|Manual}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Pages in this category should be listed in specific order. So let's place them here manually: --&amp;gt;&lt;br /&gt;
* '''Introduction'''&lt;br /&gt;
** {{L|Doc:Overview}}&lt;br /&gt;
&amp;lt;!-- ** {{L|Doc:Installation}} --&amp;gt;&lt;br /&gt;
* '''Diving In'''&lt;br /&gt;
** {{L|Doc:Getting Started}}&lt;br /&gt;
** {{L|Doc:Animation Basics}}&lt;br /&gt;
** {{L|Doc:Adding Layers}}&lt;br /&gt;
** {{L|Doc:Creating Shapes}}&lt;br /&gt;
** {{L|Doc:Flower Animation}}&lt;br /&gt;
* '''Interface'''&lt;br /&gt;
** {{L|Doc:Quick Overview}}&lt;br /&gt;
** {{L|Doc:Interface}}&lt;br /&gt;
* '''Artwork Import'''&lt;br /&gt;
** {{L|Gimp2synfig|GIMP Import}}&lt;br /&gt;
** {{L|Svg2synfig|SVG Import}}&lt;br /&gt;
** {{L|Doc:ListImporter|List Importer}} (Image sequence import)&lt;br /&gt;
* '''Artwork Construction'''&lt;br /&gt;
** {{L|BLine Tool}}&lt;br /&gt;
** {{L|Outline Layer}}&lt;br /&gt;
** {{L|Region Layer}}&lt;br /&gt;
** {{L|Color_Editor_Dialog|Color Editor}}&lt;br /&gt;
** {{L|Draw Tool}}&lt;br /&gt;
** {{L|Width Tool}}&lt;br /&gt;
** {{L|Paste Canvas Layer}}&lt;br /&gt;
** {{L|Children Lock}}&lt;br /&gt;
** {{L|Gradient Tool}}&lt;br /&gt;
** {{L|Gradient_Editor_Dialog|Gradient Editor}}&lt;br /&gt;
** {{L|Blend Method}} ???&lt;br /&gt;
** {{L|Doc:Basic Masking|Masking}}&lt;br /&gt;
* '''Data Linking'''&lt;br /&gt;
** {{L|Linking}}&lt;br /&gt;
** {{L|Export}}&lt;br /&gt;
** {{L|Convert}}&lt;br /&gt;
** {{L|Sewing_BLines}}&lt;br /&gt;
** {{L|Link to BLine}}&lt;br /&gt;
** {{L|ValueNodes}}&lt;br /&gt;
** {{L|Reuse_Exported_ValueNodes}}&lt;br /&gt;
** {{L|Switching_Scenes}}&lt;br /&gt;
* '''Advanced ...'''&lt;br /&gt;
** {{L|Slideshow_Tutorial|Slideshows}}&lt;br /&gt;
** {{L|Snowflake_with_the_Duplicate_Layer|Duplicate Layer}}&lt;br /&gt;
** {{L|Doc:Brushes}}&lt;br /&gt;
* '''Animation'''&lt;br /&gt;
** {{L|Keyframe}}&lt;br /&gt;
** {{L|Timetrack_Panel}}&lt;br /&gt;
** {{L|Waypoint}}&lt;br /&gt;
** {{L|Doc:Reuse Animations}}&lt;br /&gt;
** {{L|Lock_Keyframes}}&lt;br /&gt;
** {{L|Toggle_Onion_Skin|Onion Skin}}&lt;br /&gt;
** {{L|Doc:Following a BLine}}&lt;br /&gt;
** {{L|Z_Depth_Parameter|Z-Depth}}&lt;br /&gt;
** {{L|Time_Loop_Layer}}&lt;br /&gt;
** {{L|Doc:Rescale Animations}}&lt;br /&gt;
** {{L|Time_Offset_Parameter}}&lt;br /&gt;
* '''Animation Techniques'''&lt;br /&gt;
** {{L|Walk_Cycle|Morphing}}&lt;br /&gt;
** {{L|Doc:Cut-out Animation|Cut-out}}&lt;br /&gt;
* '''Output'''&lt;br /&gt;
** {{L|Preview}}&lt;br /&gt;
** {{L|Render_options}}&lt;br /&gt;
** {{L|Render dialog}}&lt;br /&gt;
** {{L|Sif2svg|SVG export}}&lt;br /&gt;
* '''Configuring Synfig'''&lt;br /&gt;
** {{L|Setup_Dialog}}&lt;br /&gt;
** {{L|Unit System}}&lt;br /&gt;
** {{L|Image_Dimensions}}&lt;br /&gt;
** {{L|Canvas_Properties_Dialog|Canvas Properties}}&lt;br /&gt;
** {{L|Environment_Variables}}&lt;br /&gt;
* '''Appendix'''&lt;br /&gt;
** {{L|Doc:Synfig Studio vs Synfig}}&lt;br /&gt;
** {{L|Doc:Synfig CLI Syntax}}&lt;br /&gt;
** {{L|Doc:Build Instructions}}&lt;br /&gt;
** {{L|Doc:How Do I}}&lt;br /&gt;
** {{L|FAQ}}&lt;br /&gt;
** {{L|Window_Manager_Hints}} (merge to FAQ?)&lt;br /&gt;
** {{L|Keyboard Shortcuts}}&lt;br /&gt;
** {{L|Mouse_Shortcuts}}&lt;br /&gt;
** {{L|Doc:Examples}}&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Examples&amp;diff=13246</id>
		<title>Doc:Examples</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Examples&amp;diff=13246"/>
				<updated>2010-09-24T09:31:17Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: Created page with '&amp;lt;!-- Page info --&amp;gt; {{Title|Examples}} {{Navigation|Category:Manual|Doc:Examples}} Category:Manual Category:Unverified &amp;lt;!-- Page info end --&amp;gt;  [[File:Synfig_examples_repos…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Examples}}&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Examples}}&lt;br /&gt;
[[Category:Manual]]&lt;br /&gt;
[[Category:Unverified]]&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Synfig_examples_repository.png|200px|thumb|right|[http://www.synfig.org/en/examples-repository examples repository] on the Synfig website]] Examples of Synfig-made animations and stills can be found in various places, including [http://www.synfig.org/en/examples our website], and a dedicated [http://download.tuxfamily.org/synfig/synfig-examples.zip examples package] released under the terms of GPL V3.&lt;br /&gt;
&lt;br /&gt;
Many topics, techniques and ideas have been explored over time by the community of Synfig users. Many creators were keen enough to share the source files of their art work for your own inspiration. You can find it in our [http://www.synfig.org/en/examples-repository examples repository]. Please do check the licensing terms before reusing in other work.&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=File:Synfig_examples_repository.png&amp;diff=13245</id>
		<title>File:Synfig examples repository.png</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=File:Synfig_examples_repository.png&amp;diff=13245"/>
				<updated>2010-09-24T09:11:45Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: web links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Repository of Examples on the Synfig Website [http://www.synfig.org/en/examples-repository]. Powered by open source [http://www.simile-widgets.org/ Simile's Exhibit].&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Challenges&amp;diff=13244</id>
		<title>Challenges</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Challenges&amp;diff=13244"/>
				<updated>2010-09-24T09:09:28Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: updated challenges list + link to examples repository&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What are you talking about? ==&lt;br /&gt;
Every month the Synfig community organizes a fun [http://synfig.org/forums/viewforum.php?f=17 challenge] where people can show their talent, skills and humor using their favorite design tool: Synfig.&lt;br /&gt;
&lt;br /&gt;
All this great action takes place in the [http://synfig.org/forums/ Synfig Forums]. You can also participate and show all of us how good you are. There are some {{l|Challenges/Rules|rules}} for participation that you should follow.&lt;br /&gt;
&lt;br /&gt;
== Current challenge ==&lt;br /&gt;
This month, {{l|User:pxegeek|pixelgeek}} has challenged us:&lt;br /&gt;
&lt;br /&gt;
 ... What happened here/what happens next? ...&lt;br /&gt;
&lt;br /&gt;
Read the [http://synfig.org/forums/viewtopic.php?f=17&amp;amp;t=1429 complete forum thread]...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Previous Challenges ==&lt;br /&gt;
[[File:Synfig_examples_repository.png|200px|thumb|right|[http://www.synfig.org/en/examples-repository examples repository] on the Synfig website]] After the end of each challenge, a lot of useful and interesting resources are available. You can find all the stuff produced in previous challenge sessions. Click on the links to visit the past challenge, or browse the [http://www.synfig.org/en/examples-repository examples repository] where most of the recent challenges entries can be found:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 2010 ===&lt;br /&gt;
* September 2010 Challenge:	What happened here?	[http://synfig.org/forums/viewtopic.php?f=17&amp;amp;t=1429]&lt;br /&gt;
* August 2010 Challenge:	Tracing a photo	[http://synfig.org/forums/viewtopic.php?p=7187#p7187]&lt;br /&gt;
* July 2010 Challenge:	A Kaleidoscope	[http://synfig.org/forums/viewtopic.php?p=6827#p6827]&lt;br /&gt;
* June 2010 Challenge:	four leg walk cycle...	[http://synfig.org/forums/viewtopic.php?p=6621#p6621]&lt;br /&gt;
* May 2010 Challenge:    Fire!    [http://synfig.org/forums/viewtopic.php?p=5902#p5902]&lt;br /&gt;
* March 2010 Challenge:	New Splash challenge for Synfig 0.62.01 !!	[http://synfig.org/forums/viewtopic.php?f=17&amp;amp;t=1071]&lt;br /&gt;
* February 2010 Challenge:	A flapping flag	[http://synfig.org/forums/viewtopic.php?p=5077#p5077]			&lt;br /&gt;
&lt;br /&gt;
=== 2009 ===&lt;br /&gt;
* October 2009 Challenge:	A dancing skeleton	[http://synfig.org/forums/viewtopic.php?p=4184#p4184]&lt;br /&gt;
* September 2009 Challenge:	Splash Screen!	[http://synfig.org/forums/viewtopic.php?p=3897#p3897]&lt;br /&gt;
* August 2009 Challenge:	Dram an insect	[http://synfig.org/forums/viewtopic.php?p=3634#p3634]&lt;br /&gt;
* July 2009 Challenge:	Motion Blur	[http://synfig.org/forums/viewtopic.php?p=3458#p3458]&lt;br /&gt;
* June 2009 Challenge:	Space - the final frontier	[http://synfig.org/forums/viewtopic.php?p=3261#p3261]&lt;br /&gt;
* {{l|Challenges/May2009|May 2009 Challenge: Something Random}}&lt;br /&gt;
* {{l|Challenges/April2009|April 2009 Challenge: An Animated Flower/Plant}}&lt;br /&gt;
* {{l|Challenges/March2009|March 2009 Challenge: A Bouncing Ball}}&lt;br /&gt;
* {{l|Challenges/February2009|February 2009 Challenge: Stickman's Day Out}}&lt;br /&gt;
* {{l|Challenges/January2009|January 2009 Challenge: Use Every Layer of Synfig}}&lt;br /&gt;
&lt;br /&gt;
=== 2008 ===&lt;br /&gt;
* {{l|Challenges/December2008|December 2008: Season's Greetings}}&lt;br /&gt;
* {{l|Challenges/November2008|November 2008: A looping background}}&lt;br /&gt;
* {{l|Challenges/October2008|October 2008: Halloween!}}&lt;br /&gt;
* {{l|Challenges/September2008|September 2008: Time for another splash screen}}&lt;br /&gt;
* {{l|Challenges/August2008|August 2008: Kinetic typography}}&lt;br /&gt;
* {{l|Challenges/July2008|July 2008: What goes around...}} &lt;br /&gt;
* {{l|Challenges/June2008|June 2008: A Walk Cycle}} &lt;br /&gt;
* {{l|Challenges/May2008|May 2008: Created with Synfig!}} &lt;br /&gt;
* {{l|Challenges/April2008|April 2008: Nursery Rhyme}} &lt;br /&gt;
* {{l|Challenges/March2008|March 2008: Monster Month}} &lt;br /&gt;
* {{l|Challenges/February2008|February 2008: New Synfig splash screen}} ''already moved to website''&lt;br /&gt;
* {{l|Challenges/January2008|January 2008: &amp;quot;Hello, Delilah!&amp;quot;}} ''already moved to website''&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=File:Synfig_examples_repository.png&amp;diff=13243</id>
		<title>File:Synfig examples repository.png</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=File:Synfig_examples_repository.png&amp;diff=13243"/>
				<updated>2010-09-24T09:05:58Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: Repository of examples on the Synfig Website. powered by Simile's Exhibit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Repository of examples on the Synfig Website. powered by Simile's Exhibit&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:How_Do_I&amp;diff=13104</id>
		<title>Doc:How Do I</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:How_Do_I&amp;diff=13104"/>
				<updated>2010-08-19T08:13:15Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: /* Possible settings for ffmpeg */ updated high quality flv settings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|How Do I...}}&lt;br /&gt;
{{Category|Manual}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Basic}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Feel free to add your own questions here or {{l|Contact|contact}} us with them. Or put them on the {{l|Wiki Wish List}}.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Insert some text? ==&lt;br /&gt;
&lt;br /&gt;
With recent development versions, there is a text tool. If you are using 0.61.08 or earlier, use right click on your canvas and choose Layer &amp;gt; New &amp;gt; Other &amp;gt; Text.&lt;br /&gt;
&lt;br /&gt;
== How to change shortcut keys? ==&lt;br /&gt;
'''1.''' Find your Synfig config file under:&lt;br /&gt;
  '''Ubuntu (and other GNU/Linux):''' /home/{username}/.synfig/&lt;br /&gt;
  '''Mac OS:''' /Users/{username}/Library/Synfig/&lt;br /&gt;
  '''Windows XP:''' C:\Documents and Settings\{username}\Synfig\&lt;br /&gt;
  '''Windows Vista:''' C:\Users\{username}\Synfig\&lt;br /&gt;
'''2.''' Open the file, named '''accelrc''', using any text editing software (GEdit, Kate, Notepad).&lt;br /&gt;
&lt;br /&gt;
'''3.''' Change the shortcuts you want, save and close. Remember to remove the ; at the start of the line to make the custom shortcut active.&lt;br /&gt;
&lt;br /&gt;
== How to have a Flash-like shortcut keys? ==&lt;br /&gt;
'''1.''' Follow the step on {{l|Tips#How_to_change_shortcut_keys.3F|how to change shortcut keys}}, except for step 3.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Copy the code below and paste it on the very last part of '''accelrc''' then save and close it.&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 ; misc&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//redo&amp;quot; &amp;quot;&amp;lt;Control&amp;gt;y&amp;quot;)&lt;br /&gt;
 ; tools&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-text&amp;quot; &amp;quot;t&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-rectangle&amp;quot; &amp;quot;r&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-rotate&amp;quot; &amp;quot;&amp;lt;Shift&amp;gt;q&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-zoom&amp;quot; &amp;quot;z&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-polygon&amp;quot; &amp;quot;n&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-bline&amp;quot; &amp;quot;p&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-normal&amp;quot; &amp;quot;v&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-eyedrop&amp;quot; &amp;quot;i&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-fill&amp;quot; &amp;quot;k&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-circle&amp;quot; &amp;quot;o&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-scale&amp;quot; &amp;quot;q&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-gradient&amp;quot; &amp;quot;g&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//state-draw&amp;quot; &amp;quot;y&amp;quot;)&lt;br /&gt;
 ; navigation&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//seek-next-frame&amp;quot; &amp;quot;period&amp;quot;)&lt;br /&gt;
 (gtk_accel_path &amp;quot;&amp;lt;Actions&amp;gt;//seek-prev-frame&amp;quot; &amp;quot;comma&amp;quot;)&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Apply a gradient to an object instead of the entire canvas? ==&lt;br /&gt;
&lt;br /&gt;
# Create the region you want to fill with a gradient, and the gradient layer, if you haven't already.&lt;br /&gt;
# Make sure that the gradient layer is above the region layer in the {{l|Layers Panel}}.&lt;br /&gt;
# Select both layers, right click, and select {{l|Encapsulate}}.&lt;br /&gt;
# Expand the new {{l|Paste Canvas|Inline Canvas}} layer if it's not already, and select your gradient layer.&lt;br /&gt;
# In the {{l|Params Panel}} select the {{l|Blend Method}} parameter, and choose {{l|Blend Method#Onto|Onto}} from the drop-down menu.&lt;br /&gt;
&lt;br /&gt;
The gradient will clip to the visible area of the region below it inside the {{l|Paste Canvas|Inline Canvas}}. (and any other layers in that section).&lt;br /&gt;
&lt;br /&gt;
== Show or hide a layer, or fade the effect of a blur? ==&lt;br /&gt;
In the {{l|Params Panel}}, look for an option labeled {{l|Amount Parameter|Amount}} - this controls how much of the blended result of the layer is composited with the blend of the layers beneath it.&lt;br /&gt;
&lt;br /&gt;
In other words, for a typical layer, this will 'fade it out'. For a {{l|Blur Layer}} set to &amp;quot;{{l|Blend Method#Straight|Straight}}&amp;quot;, this will fade ''between'' the blurred version and the unblurred version of the canvas. If you want it to become less blurry, adjust the {{l|Blur Layer#Size|Blur Layer's 'size' parameter}}.&lt;br /&gt;
&lt;br /&gt;
== Fill an outline? ==&lt;br /&gt;
(Requested by {{l|User:Karlb|Karlb}})&lt;br /&gt;
&lt;br /&gt;
There are several options:&lt;br /&gt;
* The easiest way is to link a new region layer to the outline's shape.&lt;br /&gt;
*# Select the outline you want to fill.&lt;br /&gt;
*# In the Params Panel, right-click the Vertices parameter, select &amp;quot;Export&amp;quot;, enter a name for the shape, and hit return.  This will export the shape of the outline, making it visible in the {{l|Children Panel}}.&lt;br /&gt;
*# In the Children panel, open the ValueBase Nodes tree and select the name you just saved the shape as.&lt;br /&gt;
*# From the {{l|Layer Menu}} (either context-click on the {{l|Layers Panel}} or use the {{l|Canvas Menu Caret}}) create a new {{l|Region Layer}} by selecting &amp;quot;New Layer -&amp;gt; Geometry -&amp;gt; Region&amp;quot;. Ensure that the created layer is selected.&lt;br /&gt;
*# In the parameter dialog, right-click the Vertices parameter and click &amp;quot;Connect&amp;quot;.&lt;br /&gt;
*# Now, if you don't need exported shape, you can unexport it: right click name of the shape in the Children panel and click &amp;quot;Unexport&amp;quot;.&lt;br /&gt;
* Similar to the above, but using a different method:&lt;br /&gt;
*# Create a new region layer as above, and leave it selected.&lt;br /&gt;
*# Don't make any changes to the outline layer, which you want to fill! (see the Tier 5 on the {{l|Linking}} page for details).&lt;br /&gt;
*# Select both layers in the {{l|Layers Panel}} This will display only the parameters shared by both layers in the {{l|Params Panel}}.&lt;br /&gt;
*# Context-click on the {{l|Vertices Parameter}}, and select {{l|Linking|Link}}.&lt;br /&gt;
*# The {{l|Region Layer}} will snap to the shape of the {{l|Outline Layer}}.&lt;br /&gt;
* When you create an {{l|Outline Layer|outline}} with the {{l|BLine Tool|Bline Tool}} that you intend to be a filled area as well, make sure you select the Fill checkbox in the {{l|BLine Tool#Options|tool options dialog}}. Obviously, this doesn't help much if you realise later that you needed a fill here.&lt;br /&gt;
* If you are using the {{l|Draw Tool}}, there is a button at the bottom of the {{l|Draw Tool#Options|tool options dialog}} labeled {{l|Draw Tool#Buttons|&amp;quot;Fill Last Stroke&amp;quot;}}, which creates a new {{l|Region Layer}} and links its shape to the previously drawn outline. Unfortunately, it doesn't work as of Synfig Studio v0.61.04.  It has been fixed in the current SVN version of the code.&lt;br /&gt;
* Create a {{l|Region Layer|region}} with the same number of ducks, and manually link each duck. If you want a region that depends on multiple outline layers, this is really your only choice for now.&lt;br /&gt;
* Use the draw tool, select only the outline to fill, draw a stroke roughly following the outline and make sure you're holding the Control key when you left go of the mouse button at the end of the stroke.  This doesn't work 100% right at the moment.&lt;br /&gt;
&lt;br /&gt;
== Dock windows together? ==&lt;br /&gt;
&lt;br /&gt;
*To dock (join) separate windows into one you must drag the tab ''icons'' for each of the tools into another window. &lt;br /&gt;
*You can create subdivisions inside the windows by dragging the icons into the side tabs (located around the edges, the look like rectangles). &lt;br /&gt;
*Tool tabs inside the window can be arranged by dragging them on top of one another, therefore changing the order.&lt;br /&gt;
*''How Do I min/maximize all Synfig windows on a Windows pc''? There must be an easy way/tool to do this?&lt;br /&gt;
&lt;br /&gt;
== Use an external bitmap? ==&lt;br /&gt;
&lt;br /&gt;
* In the image menu (&amp;gt;) choose file--&amp;gt;import. PNG with alpha channel works fine.&lt;br /&gt;
* To animate it without accidental stretching, right-click on the layer and choose encapsulate. You can then animate the position of the new &amp;quot;Inline Canvas&amp;quot; layer instead of the bbox.&lt;br /&gt;
&lt;br /&gt;
== Use an image as a fill colour? ==&lt;br /&gt;
&lt;br /&gt;
Make a new object (bline, region, squares, circles, polygons all work) &lt;br /&gt;
Import the image you want as the fill colour, and put it on the layer underneith your object. Set the blend method of the image (using the {{l|Params Panel}}) to &amp;quot;onto&amp;quot; or &amp;quot;straightonto&amp;quot;. &lt;br /&gt;
 Encapsulate the object and the fill colour image, otherwise everthing below the image will have the same fill colour.&lt;br /&gt;
Be sure to have a look at what the other composite options do as well.&lt;br /&gt;
&lt;br /&gt;
== Use an external Vector? ==&lt;br /&gt;
&lt;br /&gt;
Synfig doesn't yet support vector import because no-one has written an import process yet. You can use the Svg2synfig {{l|Converters|converter}}, or import it as a bitmap and trace over it in synfig. If you want to implement vector import we would gladly accept your patch.&lt;br /&gt;
&lt;br /&gt;
== Close a bline? ==&lt;br /&gt;
&lt;br /&gt;
* Right click on the starting point and then click on loop bline.&lt;br /&gt;
&lt;br /&gt;
Note: It doesn't work unless the initial point has a tangent - ie the first segment is curved. But you can hide tangent ducks (Alt+3, or &amp;quot;Caret Menu &amp;gt; View &amp;gt; Show/Hide Ducks &amp;gt; Show tangent ducks&amp;quot;) and process as described. Don't forget to press (Alt+3) after that to show tangent ducks again.&lt;br /&gt;
&lt;br /&gt;
== How do I transform encapsulated objects? ==&lt;br /&gt;
&lt;br /&gt;
* Right click on the Encapsulated object in the Layer dialog and choose &amp;quot;select all child layers&amp;quot;. Then you select the ducks you want to transform (usually just all of them, like for rotating the object), and the rotate or scale tool and do the work.&lt;br /&gt;
&lt;br /&gt;
== Make objects go behind each other, without moving layers? ==&lt;br /&gt;
&lt;br /&gt;
You'll notice each layer you make has a number in the z depth column in the Layers Panel. Say you have 3 layers, they will be numbered 2 (lowest, e.g. a square) 1 (eg a circle) 0 (highest, the default, e.g. a line). In order to make layer 1, the circle, pass behind layer 2, the square, change its z depth to be 3 or more. The z depth of the circle needs to be greater than 2 in order to be behind the square. To make the square on top of everything, you'd change its z depth to -1 or less. &lt;br /&gt;
&lt;br /&gt;
Positive numbers on the z axis go into the screen, and negative numbers go out of the screen, towards the viewer.  &lt;br /&gt;
&lt;br /&gt;
It is possible to animate this effect, but each layer is discrete. They seem to go from 0 to 0.9999.&lt;br /&gt;
&lt;br /&gt;
In addition, objects in encapsulated layers can only go behind other objects in the same encapsulated layer. However an encapsulated layer can go behind another encapsulated layer.&lt;br /&gt;
&lt;br /&gt;
== Copy a complex convert combination between parameters of different layers? ==&lt;br /&gt;
&lt;br /&gt;
For example: you want to copy a complicated {{l|Convert|conversion}} type that you have in one parameter from a layer, to other parameter (maybe not a root parameter, but a sub-parameter) of other layer. If you {{l|Export|export}} the complicated conversion type from the original layer and then go to the other layer and select {{l|Connect}} (right click and the exported and the parameter both selected) then you have the parameter form the second layer to be exactly the same than the original one. But there is a drawback: if you modify one of the sub-parameters in the complicated conversion type (e.g. you change the value of one of them) then automatically the same sub-parameter of the other layer is changed.&lt;br /&gt;
&lt;br /&gt;
How can you copy the conversion but allow modify the sub-parameters independently on each layer? &lt;br /&gt;
&lt;br /&gt;
Once you have achieved the complex conversion type in the original layer, &amp;lt;u&amp;gt;don't export the root parameter!&amp;lt;/u&amp;gt; If you have done yet {{l|Export|unexport}} it. (Why?. You will understand it later.) Now duplicate the original layer. Then you should obtain the same layer with the same conversion type placed at the same parameter (but not exported). NOW export the parameter from the duplicated layer. Then go to the (sub) parameter of the layer where you want to copy the complex conversion type and Connect it to the just exported parameter form the duplicated layer. Now delete the duplicated layer (!). Then the exported {{l|ValueNode}} still undeleted and the layer where you wanted to copy the complex convert type have a (sub) parameter connected to it. You can {{l|Export|unexport}} the ValueNode or not. It is up to you. But notice that the conversion type is already copied into other (sub) parameter of other layer and they are independent as well as you can change one of them (by modifying the sub-parameters) and the other remains untouched.&lt;br /&gt;
&lt;br /&gt;
== Make an existing animation run at half speed? ==&lt;br /&gt;
&lt;br /&gt;
If you have an animation that runs from 0s to 10s and you want it to run at half speed from 0s to 20s, how can you do that?&lt;br /&gt;
&lt;br /&gt;
* Either: encapsulate it, and use the 'time offset' parameter in the encapsulation layer to slow it down:&lt;br /&gt;
** Right-click 'time offset' in the encapsulation layer, convert&amp;gt;linear, rate -0.5 offset 0.  That means offset the time by -0.5 seconds per second - or in other words, run at half speed&lt;br /&gt;
** Or, putting waypoints on the 'time offset' param would work too: 0 at 0s and -10 at 20s.  (The choice between using a linear convert and valuenodes is entirely up to you.  They both achieve the same result in this simple case).&lt;br /&gt;
&lt;br /&gt;
* Or: use a {{l|Time Loop Layer}}.  The first method seems better and more intuitive in this case, but there are ways of getting the same effect from the Time Loop layer.  Perhaps the Time Loop layer is better if the animation doesn't run from 0s, but from some other time.  Anyway: put a Time Loop layer over the layers you wish to slow down, and:&lt;br /&gt;
** Either: set duration to 0, local time to 0, convert-&amp;gt;linear the link time and set rate to 0.5 - this slows the animation down *to* 50% of its original speed;  use bigger rates to slow it down less&lt;br /&gt;
** Or: set duration to 1h (*), link time to 0, convert-&amp;gt;linear the local time and set rate to 0.5 - this slows the animation down *by* 50%; use bigger rates to slow it down more&lt;br /&gt;
(*) if your animation is longer than 1h then set this parameter to EOT (End Of Time) what is the same as Infinite (INF) for a real number but for a time parameter.&lt;br /&gt;
&lt;br /&gt;
== Draw a rectangle with a given width and height? ==&lt;br /&gt;
&lt;br /&gt;
I was asked on IRC how to specify the width and height of a rectangle, rather than having to specify the position of two opposite corners.  Here's how:&lt;br /&gt;
&lt;br /&gt;
* draw a rectangle&lt;br /&gt;
* go to the {{l|Params Panel}}&lt;br /&gt;
* right-click the 'point 1' parameter and {{l|Export}}&lt;br /&gt;
* give it a name, &amp;quot;p1&amp;quot; say&lt;br /&gt;
* right-click the 'point 2' parameter and {{l|Convert}} to {{l|Convert#Add|Add}}&lt;br /&gt;
* (that's saying that rather than specifying the absolute position of the other point, you want synfig to calculate it for you)&lt;br /&gt;
* (it will make 2 new sub-parameters for 'point 2', and the value used for point 2 will be their sum so we want to tell it to use 'point 1' and your (width,height))&lt;br /&gt;
* open up the sub-parameters of 'point 2' by clicking the triangle to its left&lt;br /&gt;
* go to the {{l|Children Panel}}, open up the values and select the one you exported earlier (p1)&lt;br /&gt;
* right-click the &amp;quot;LHS&amp;quot; parameter in the parameters dialog and {{l|Connect}} it&lt;br /&gt;
* then enter the width and height you want in the 'RHS' parameter&lt;br /&gt;
&lt;br /&gt;
== Make linked BLine vertices not affected by Rotate layer? ==&lt;br /&gt;
Look at the http://dooglus.rincevent.net/synfig/logs/2008/%23synfig-2008-02-07.log &lt;br /&gt;
See also: {{l|Convert}}.&lt;br /&gt;
&lt;br /&gt;
== Create dashed outlines? ==&lt;br /&gt;
&lt;br /&gt;
If you want to make simple dashed outlines the faster way is proceed like this:&lt;br /&gt;
&lt;br /&gt;
* Create a Curve Gradient and an Outline over the same {{l|BLine|Bline}} using the {{l|BLine Tool|Bline Tool}} options. Check both Outline and Gradient at the {{l|Tool Options Panel}}.&lt;br /&gt;
* Raise up the gradient layer (it is created below the {{l|Outline Layer}}).&lt;br /&gt;
* Modify the gradient {{l|Blend Method}} parameter to be Straight Onto. That would render the gradient onto the outline width. Also it wouldn't render the outline, so transparent portions of the gradient are transparent.&lt;br /&gt;
* Check the 'Perpendicular' parameter of the Curve Gradient Layer.&lt;br /&gt;
* {{l|Convert}} the Gradient Parameter of the Curve Gradient Layer to be one of those types: Stripes or Repeat Gradient.&lt;br /&gt;
* Modify the properties of the sub parameters to achieve the desired effect.&lt;br /&gt;
&lt;br /&gt;
== Render to AVI with higher quality? ==&lt;br /&gt;
&lt;br /&gt;
=== Using raw video ===&lt;br /&gt;
The module used by Synfig to render AVI files is ffmpeg. For the moment there is not interface to control ffmpeg options so you render with a fixed bitrate and quality. If you want the maximum quality in your AVI file, follow these steps:&lt;br /&gt;
&lt;br /&gt;
* Render your animation to yuv420p format. To do that select that target at the drop down list of the render dialog and add the &amp;quot;.yuv&amp;quot; extension to your animation name (without quotes).&lt;br /&gt;
* Once rendered (it would produce a huge size yuv file) you can quickly convert it to AVI using this command:&lt;br /&gt;
&lt;br /&gt;
 ffmpeg -i animation.yuv -sameq animation.avi&lt;br /&gt;
&lt;br /&gt;
Change the animation file name to your one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rendering through a .png sequence. ===&lt;br /&gt;
Render your sif to png sequence &lt;br /&gt;
 mkdir render&lt;br /&gt;
 synfig my_animation.sifz -o render/frame.png&lt;br /&gt;
Then convert it to movie with ffmpeg&lt;br /&gt;
 ffmpeg -r &amp;lt;frame rate&amp;gt; -i render/frame.%04d.png &amp;lt;more settings from ffmpeg's manual&amp;gt; my_animation.mov&lt;br /&gt;
&lt;br /&gt;
=== Possible settings for ffmpeg ===&lt;br /&gt;
Possible settings for converting the png sequence from synfig into a video using ffmpeg, from the [http://www.ffmpeg.org/ffmpeg-doc.html ffmpeg manual], are&lt;br /&gt;
* for a low quality flv file (eg: for streaming from low bandwidth server)&lt;br /&gt;
 ffmpeg -r &amp;lt;frame rate&amp;gt; -i render/frame.%04d.png -f flv my_animation.flv&lt;br /&gt;
* for a high quality flv file (2 pass encoding, eg: to be uploaded on youtube)&lt;br /&gt;
 ffmpeg -r &amp;lt;frame rate&amp;gt; -i render/frame.%04d.png -f flv -b 2M -s y -pass 1 -passlogfile log_file video.flv&lt;br /&gt;
 ffmpeg -r &amp;lt;frame rate&amp;gt; -i render/frame.%04d.png -f flv -b 2M -s y -pass 2 -passlogfile log_file video.flv&lt;br /&gt;
 flvtool2 -UP video.flv&lt;br /&gt;
* for mid quality H264 mp4 file (try to change CRF from 15 -high quality- to 25 -generally satisfactory for animations-). H264 codec requires both width and height of source frames to be multiples of 16.&lt;br /&gt;
 ffmpeg -r &amp;lt;frame rate&amp;gt; -i render/frame.%04d.png -crf 25 -vcodec libx264 -vpre hq my_animation.mp4&lt;br /&gt;
* for high quality H264 mp4 file (2 pass encoding)&lt;br /&gt;
 ffmpeg -y -r &amp;lt;frame rate&amp;gt; -i render/frame.%04d.png -r 30000/1001 -b 2M -bt 4M -vcodec libx264 -pass 1 -vpre fastfirstpass -an my_animation.mp4&lt;br /&gt;
 ffmpeg -r &amp;lt;frame rate&amp;gt; -i render/frame.%04d.png -crf 25 -vcodec libx264 -vpre hq my_animation.mp4&lt;br /&gt;
* replace the second pass above with the following to include an AAC audio stream&lt;br /&gt;
 ffmpeg -i &amp;lt;audio file&amp;gt; -r &amp;lt;frame rate&amp;gt; -i render/frame.%04d.png -crf 25 -vcodec libx264 -vpre hq -acodec libfaac -ac 2 -ar 48000 -ab 192k my_animation.mp4&lt;br /&gt;
&lt;br /&gt;
If you need nice open source format without any tweaks you may try ffmpeg2theora:&lt;br /&gt;
 ffmpeg2theora render/frame.%04d.png --inputfps &amp;lt;frame rate&amp;gt; -o my_animation.ogg&lt;br /&gt;
png takes less disk space then yuv.&lt;br /&gt;
--{{l|User:AkhIL|AkhIL}} 21:38, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
If you want you can also use [http://www.mplayerhq.hu/ mplayer].&lt;br /&gt;
&lt;br /&gt;
 mencoder mf://render/frame.*.png -mf fps=25 -o my_animation.avi -ovc lavc -lavcopts vcodec=mpeg4&lt;br /&gt;
&lt;br /&gt;
==Increase performance by optimizing during compilation time? ==&lt;br /&gt;
&lt;br /&gt;
I would like to know what parameters do I need to apply to configure to improve performance. {{l|User:Genete|Genete}} 11:04, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
To optimize program you should set two environment variables&lt;br /&gt;
 export CFLAGS=&amp;quot;&amp;quot;&lt;br /&gt;
 export CXXFLAGS=&amp;quot;${CFLAGS}&amp;quot;&lt;br /&gt;
&lt;br /&gt;
First flag will be &amp;quot;-O3&amp;quot; (ow three). &amp;quot;-02&amp;quot; is normal optimization. &amp;quot;-03&amp;quot; is hard optimization.&lt;br /&gt;
&lt;br /&gt;
Now you should get info about your CPU&lt;br /&gt;
 cat /proc/cpuinfo&lt;br /&gt;
&lt;br /&gt;
find your cpu model name&lt;br /&gt;
&lt;br /&gt;
now go to man gcc and search &amp;quot;-mtune&amp;quot;&lt;br /&gt;
&lt;br /&gt;
find your cpu and add &amp;quot;-mtune=your-cpu -march=your-cpu&amp;quot; to CFLAGS. &lt;br /&gt;
&lt;br /&gt;
Then look at flags from /proc/cpuinfo and search it in gcc manual&lt;br /&gt;
For example I have 3dnow. So I can find &amp;quot;-m3dnow&amp;quot;. For sse I can find &amp;quot;-msse&amp;quot; and &amp;quot;-mfpmath=sse&amp;quot; (can make program unstable). &lt;br /&gt;
&lt;br /&gt;
Finaly you may add &amp;quot;-ffast-math&amp;quot; to disable math checks. But it can make program unstable.&lt;br /&gt;
&lt;br /&gt;
For my AthlonXP I'm using this flags:&lt;br /&gt;
 export CFLAGS=&amp;quot;-O3 -pipe -mtune=athlon-xp -march=athlon-xp -mmmx -msse -m3dnow -mfpmath=sse -ffast-math -funsigned-char -fno-strict-aliasing&amp;quot;&lt;br /&gt;
 export CXXFLAGS=&amp;quot;${CFLAGS}&amp;quot;&lt;br /&gt;
--{{l|User:AkhIL|AkhIL}} 12:05, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
For my Pentium3 i use the line:&lt;br /&gt;
 export CFLAGS=&amp;quot;-O3 -pipe -mtune=pentium3 -march=pentium3 -msse -mfpmath=sse -funsigned-char -fno-strict-aliasing&amp;quot;&lt;br /&gt;
 export CXXFLAGS=&amp;quot;${CFLAGS}&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The additional switches -mmmx and -ffast-math does seem to '''not''' yield any gain in computing performance! So you could leave them out.&lt;br /&gt;
--{{l|User:SvH|SvH}} 03:46, 20 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Import a movie into Synfig? ==&lt;br /&gt;
&lt;br /&gt;
To import a movie (image only, not sound) into synfig there is only one option for the moment: Extract an image sequence from the movie and import them using {{l|ListImporter}}. Before you can load the image sequence you have to extract it from the movie. There are several software to do that but a straight and easy way is to use mplayer:&lt;br /&gt;
&lt;br /&gt;
 mplayer mymovie.avi -vo png:z=1 -ss seconds-start -endpos duration &lt;br /&gt;
&lt;br /&gt;
where ''seconds-start'' are the seconds where you want to extract form and ''duration'' is the number of seconds you want to extract from ''mymovie.avi''. Also the image format specified in this case is png but jpeg or tga can be used also. See [http://www.mplayerhq.hu/DOCS/man/en/mplayer.1.html mplayer manual page] for more info.&lt;br /&gt;
&lt;br /&gt;
It would extract a set of files of the selected section of the movie. Each file takes the frame number padded with leading zeros as name.&lt;br /&gt;
&lt;br /&gt;
To put all the filenames into a ''.lst'' file just type this in the folder wehre the files are:&lt;br /&gt;
&lt;br /&gt;
 ls *.png &amp;gt;&amp;gt; mymovie.lst&lt;br /&gt;
&lt;br /&gt;
and add a line specifying the frame rate at the beginning of the text file:&lt;br /&gt;
&lt;br /&gt;
 FPS 25&lt;br /&gt;
&lt;br /&gt;
if the movie was 25 fps.&lt;br /&gt;
&lt;br /&gt;
== Granted Wishes ==&lt;br /&gt;
&lt;br /&gt;
=== MNG target filetype ===&lt;br /&gt;
&lt;br /&gt;
The ability to save as/in the Free/Open MNG (.mng) format [http://libpng.org/pub/mng/]&lt;br /&gt;
&lt;br /&gt;
A partial implementation was committed in SVN r470.&lt;br /&gt;
&lt;br /&gt;
It was implemented in svn 986. See {{l|Render options}}. --{{l|User:Genete|Genete}} 13:12, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Optionally display RGB in Hex in Color dialog ===&lt;br /&gt;
&lt;br /&gt;
(3) When colors are quoted as 3 bytes of hexadecimal, you have to convert them to decimal, divide by 255, multiply by 100 to get a number to type into the dialog box.  It's painful to match color schemes for example, with the [http://tango.freedesktop.org/Tango_Icon_Theme_Guidelines Tango Icon Theme style guidelines].  {{l|User:pxegeek|PXEGeek}} 3/16/07&lt;br /&gt;
&lt;br /&gt;
: Added in [http://kibi.dyndns.org:8083/~dooglus/gitweb.pl?p=synfig;a=commitdiff;h=40dda9d27b5249ee32f62d84c819ff569f078929 svn r354].  You can type 3 or 6 digit hex codes and hit return to use.  3 digit code 36a gives colour 3366aa (each digit is duplicated) -- {{l|User:Dooglus|dooglus}} 3/18/07&lt;br /&gt;
&lt;br /&gt;
:: Many thanks - already used many times! PXEGeek.&lt;br /&gt;
&lt;br /&gt;
::: Did you notice that you can use single digit codes too?  '5' gives 555555 for instance, giving you 16 equally spaces shades of black through white. -- {{l|User:Dooglus|dooglus}} 17:51, 25 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Restore Default Layout ===&lt;br /&gt;
&lt;br /&gt;
(3) &amp;amp;mdash; It's very difficult to put all the dialogs back where they were when you started the program, if you've closed them. In addition, with many programs, if you've done something with your window manager to take a window's position off screen, this command is sometimes the only way to bring them back.&lt;br /&gt;
-&amp;gt; I'd like to second this one - especially with the bug where dialog boxes sometime shrink to nothing or offscreen, and no amount of maximizing or minimizing restores them.  The only solution is to kill the windows, and none of the combo options in the dialog menu match the default configuration.  4/4/07 PXEGeek&lt;br /&gt;
&lt;br /&gt;
: Implemented in [http://kibi.dyndns.org:8083/~dooglus/gitweb.pl?p=synfig;a=commitdiff;h=036306f3c2c265a604971728d50fcce258766552 svn r757] -- {{l|User:Dooglus|dooglus}} 17:48, 25 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== General outline / Polygon-based Outline / &amp;quot;Set Tangents to Zero&amp;quot; button ===&lt;br /&gt;
(3.5) I'm no artist, thus my primary form of art is stick figures, not to mention, many interesting animations are done in stick-figure style. Stick figures must be perfectly straight to get the effect across, so when I'm making an outline using B-Curves, it is too time consuming to set the tangents to 0 each time. Similarly, outlines of other shapes like squares, circles and so forth would be very useful. Whichever of the above is easiest, please implement right away. --{{l|User:Dragontamer|Dragontamer}} 02:35, 19 November 2007 (EST)&lt;br /&gt;
: For perfectly straight lines, click without moving the mouse.  You will get a single point with no tangents.  Outline shapes would require some development, particularly with some thought given to backward compatibility.  A workaround you might consider is to create a duplicate shape with a different color and make the top one slightly smaller, so the outline of the one below shows.  {{l|User:Pxegeek|Pxegeek}} 21:58, 19 November 2007 (EST)&lt;br /&gt;
:: Well, in general, whenever I click on a point to edit it (say, to make it move somewhere in animation mode), there is a decent chance that I click on a tangent instead. Then, if I want to right click the point itself, I usually right click the tangent marker instead. It isn't that big a deal, but simplicity at the cost of power generally is a good thing, especially when it will save a few mouse clicks. &lt;br /&gt;
:: As for the outlines, yeah, I've tried that and it is a decent solution for now, although it is no replacement for a real outline. I am going to also experiment with a clamp to see if I can make the center of the shape have 100% alpha... but I don't have synfig on the computer I'm on right now. Thanks for the tips Pxegeek. --{{l|User:Dragontamer|Dragontamer}} 01:58, 27 November 2007 (EST)&lt;br /&gt;
::: You can press Alt+3 to hide tangent ducks. --{{l|User:Zelgadis|Zelgadis}} 09:27, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What to do when I've made a mistake and added tangents to a point wich had none initially ?  How can I &amp;quot;remove&amp;quot; tangents ?  The only way I see is to go to the &amp;quot;param&amp;quot; panel, look for the correct tangent, and manually enter a zero value for its lengh.--[[User:Grondilu|Grondilu]] 22:34, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Copy &amp;amp; Paste/Image Importing ===&lt;br /&gt;
&lt;br /&gt;
(4) I sometimes make graphics in other programs, or use clipart and other images. Would it be possible for Synfig to be able to import images and/or copy and paste them?--Khlieeq 2007-07-19&lt;br /&gt;
Well, it doesn't support Copy &amp;amp; paste from the clipboard, but you can import images using &amp;quot;New Layer -&amp;gt; Other -&amp;gt; Import&amp;quot;.  This will create an Import layer, for which you can then edit the properties to point to the file containing your image.  PXEGeek.  2007-07-19&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Recursive Waypoint Manipulation ===&lt;br /&gt;
&lt;br /&gt;
(4) it is really tiresome to revert changes to waypoints created by manipulating tangent/position ducks or change their interpolation functions. making it possible to right-click-modify the waypoint shown for objects that have some waypoint in a referenced sub-object would be great! -- timonator 2007-06-01&lt;br /&gt;
:You can do it in two ways: changing the interpolation method of the waypoint of paste canvas or editing the keyframe properties. The first allow to modify the waypoints interpolation method for all the waypoints of all the parameters of all the layers that are inside the paste canvas layer. You can right click on the left or right part of the waypoint to edit by a context menu the left or the right interpolation method of the waipoints. The second method would add and modify all the parameters that have any waypoint in the animation. See {{l|Keyframe}} for more detail. --{{l|User:Genete|Genete}} 13:10, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tweening for images developed in other imaging programs ===&lt;br /&gt;
&lt;br /&gt;
It's obvious I am a beginner at image movement, but morphing is not enough: movement across the page is needed.  Thanks for listening. {{l|User:Comwell@bellsouth.net|Comwell}}&amp;lt;br&amp;gt;&lt;br /&gt;
Imported images can be moved across the page.  They can also be scaled, rotated and deformed.  Was there a specific example you had in mind?  {{l|User:Pxegeek|pxegeek}}&amp;lt;br&amp;gt;&lt;br /&gt;
:I also would like a way to tween images that have been drawn in other programs. I've had trouble drawing with Bline tool and the drawing tool in Synfig, and I'd rather just draw with a paint brush (like the one in Photoshop). Another problem I have is that Synfig tends to shut down on me every 20 minutes or so, and it's really frustrating even with the auto recover feature, because my sketches disappear. It'd be nice if I'm able to draw all of the keyframes in Photoshop or another image program and import it to Synfig so that Synfig can tween and animate them. Thank you. {{l|User:xychefoo@gmail.com|Huina}}&lt;br /&gt;
::You CAN use images, drawn in other programs. Just select &amp;quot;File-&amp;gt;Import&amp;quot; from {{l|Canvas Menu Caret|canvas menu}} --{{l|User:Zelgadis|Zelgadis}} 01:39, 24 November 2007 (EST)&lt;br /&gt;
:::But how do you animate using images from other sources? I tried to make 2 keyframes with 2 different images, and it doesn't animate. It just stays as 1 picture for the entire render. The closest thing I saw to importing images from another source into Synfig and having it animate is the Walking Cycle Tutorial, but I would still have to trace the images to make it animate. As I said earlier, I'm not entirely fond of using the draw/Bline tool.  {{l|User:xychefoo@gmail.com|Huina}}&lt;br /&gt;
:::: Huina, there's no way to do what you want right now.  Interpolating between two images that are not created in Synfig is well beyond its scope right now.  However, what you could do is take an image and separate elements of the picture onto different layers (e.g. have a picture of an arm and another of the rest of the body) and you can move those around, stretch and rotate them.  (If you're familiar with the work of Terry Gilliam on Monty Python you'll know what I mean) I don't know how feasible it is to implement your request (I suspect some heavy lifting).  We'll keep it on the list, but don't hold your breath.  {{l|User:Pxegeek|Pxegeek}} 19:57, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: I think, you hardly find any other animation package  which allow you to do such things. You could use a special tools for this task, like xmorph (http://xmorph.sourceforge.net/). But to do the tween between two bitmap images you STILL need to set points. It's not tracing, but very similar. Anyway, result may be poor and I'd better suggest to use technique, described in Walking Cycle Tutorial or which the {{l|User:Pxegeek|Pxegeek}} meant. --{{l|User:Zelgadis|Zelgadis}} 02:08, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: There is a technique called &amp;quot;optical flow&amp;quot;.  It takes two input frames and calculates the movement of each individual pixel between the frames, allowing interpolation to be done. Here's an example: http://www.fxguide.com/article333.html.  It doesn't require setting of control points, but it has problems it's own set of problems: http://www.fxguide.com/article333.html. --{{l|User:Yoyobuae|Yoyobuae}} 13:32, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Auto-link option in {{l|Draw Tool}} ===&lt;br /&gt;
&lt;br /&gt;
(4) so that you can draw a line, and have its endpoint automatically link to a duck - or if Auto-connect is off, you can get a line object linked to the end of another line object. / I missed this too, it even should be like that by default I think. {{l|User:Maxy|Maxy}} 13:22, 25 Apr 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Isn't this done already?  We don't have line objects, but blines are automatically linked to if auto-connect is on.  Am I missing something? -- {{l|User:Dooglus|dooglus}} 17:29, 27 September 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::To clarify dooglus' comments - If you have an outline created by the draw tool highlighted in the layer dialog and the &amp;lt;b&amp;gt;auto-extend&amp;lt;/b&amp;gt; checkbox is checked, then you can continue drawing with the draw tool in that same layer.  Blines created with the Bline tool cannot be extended once a different tool or layer is selected.  {{l|User:Pxegeek|Pxegeek}} 23:46, 12 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: A line is a line - Synfig doesn't remember whether it was created with the Bline tool or the Draw tool - so you can extend blines created with the bline tool using the draw tool.  Just make sure the line is selected (so that its ducks are visible), not looped (so that it has end points to extend from), enable the draw tool, check 'auto extend' and start drawing at one of its end ducks. {{l|User:Dooglus|dooglus}} 05:47, 13 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
So this sounds like it is already done.  But on a related note, being able to open an existing bline in the bline tool to extend it would be useful. -- {{l|User:Dooglus|dooglus}} 04:51, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Layer hide boolean parameter ===&lt;br /&gt;
&lt;br /&gt;
(3) &amp;amp;mdash; An animatable way to remove a layer from visibility and consideration in tools. And as an option, to hide the layer in the layer list while it is invisible. This crosses over functionality from the {{l|Amount Parameter}}, the Show/Hide checkbox in the {{l|Layers Panel}}, and builds upon it as well, allowing the {{l|Layers Panel}} to dynamically unclutter. ''(This feature request is a refactoring of the {{l|Amount Parameter}})''&lt;br /&gt;
: With the addition of the {{l|Convert#Switch|Switch}} type conversion it is not needed this feature request. You can convert the Amount parameter to a Switch value and give 0 and 1 to the Linked OFF/ON values. --{{l|User:Genete|Genete}} 13:20, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Riding ducks ===&lt;br /&gt;
&lt;br /&gt;
(2) &amp;amp;mdash; Not chocobos. The ability to link a duck from one shape to an arbitrary position on another path, without creating an extra shape duck on that path.&lt;br /&gt;
:Already done in SVN.{{l|User:Genete|Genete}} 18:59, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Image filmstrip import ===&lt;br /&gt;
&lt;br /&gt;
(2) &amp;amp;mdash; Allow import of a series of images (TGA, etc) as frames of an animation, on a layer. &amp;lt;br&amp;gt;&lt;br /&gt;
Response - 'lst' files of a list of images can be imported.  I've used this to develop a walk cycle.  See {{l|Walk_Cycle|Walk cycle}} for an example.  {{l|user:pxegeek|pxegeek}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Character Animation Tools ===&lt;br /&gt;
&lt;br /&gt;
I have seen some interesting methods for helping character design/animation in different 2d/3d software.  Hash's animation master has 'poses' which are extremes of a model, for example smiling and frowning, once you add these extremes ot a set you can use slider to create a pose that somewhere inbetween.  The real power of this is when you have serveral different poses on the same object, a face say,  you can easily come up with new facial expressions. Maybe something similar could be done with synfig using layers and groups, the implementation could something similar to Moho's switch layers. --{{l|User:Triclops|Triclops}} 09:52, 9 Aug 2006 (PDT)&lt;br /&gt;
: Have you read this tutorial? {{l|Reuse Animations}}. It is very close to the Switch layer of Moho/Anime Studio. Also You can change the Canvas parameter to any other canvas dynamically in the time line by clicking on it and selecting other exported canvas. Other option is convert the canvas to a Switch type and alternate between two different canvas.  --{{l|User:Genete|Genete}} 13:26, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== More Animation Tools ===&lt;br /&gt;
&lt;br /&gt;
{{l|New Animation Tools|Added here}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Improved User Experience for First Contact ===&lt;br /&gt;
* Single file download and installer (at least for Windows)&lt;br /&gt;
* Ability to draw the first object directly after starting the application (start with an empty document)&lt;br /&gt;
* Ability to animate the object directly after drawing the first object (new documents have a say 3 seconds timeline)&lt;br /&gt;
In my opinion this is crucial to attract potential users. Because if I see how easy it is to create my first animation I'm going to accept all the bugs and clumsyness. A good example is the Pencil animation software. --{{l|User:Dmd|Dmd}} 13:50, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: I've implemented #2 and #3 above in svn r1519 &amp;amp; 1520.  If no files are specified to be opened when running studio, it'll make a new one.  It won't pop up the canvas properties dialog when making new canvases by default.  And the default end time is 5s (3s is small enough to cause the time slider to show &amp;quot;1s 12f&amp;quot;, whereas 5s looks cleaner). -- {{l|User:Dooglus|dooglus}} 04:00, 29 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Automatic attach and manipulate a Vertex to a Bline ===&lt;br /&gt;
&lt;br /&gt;
Please see {{l|Inverse Duck Manipulation|this}} page to understand what we want. --{{l|User:Genete|Genete}} 12:43, 3 March 2008 (EST).&lt;br /&gt;
:Already done in SVN. {{l|User:Genete|Genete}} 19:00, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Toggle visible ducks ===&lt;br /&gt;
(3) So pressing, say, tab while editing a Bline toggles which vertices/ducks are visible - so we can easily move the actual vertices around without having the view cluttered by tangeants (and also make it easier to select 'Loop' rather than 'Split Tangeants' when creating the thing.)&lt;br /&gt;
&lt;br /&gt;
Given that extra ducks such as the width ones listed above may be added, this might become more and more necessary. If too many different sets are added for toggling to be feasible, each visibility for each set can be hotkeyed.&lt;br /&gt;
&lt;br /&gt;
: Synfig already have hotkeys to toggle visibility of the ducks. See {{l|Keyboard_Shortcuts#Hotkeys_Visual_Guide}}. --{{l|User:Zelgadis|Zelgadis}} 00:39, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Remove the thin line from stitched regions===&lt;br /&gt;
When you stitch or {{l|Sewing_BLines|sew two regions together}} with the same color (or different even?) it can appear a thin line in the common edge that reveals the background color (see the problem {{l|Sewing_BLines#Removing_thin_line_bug|here}}). This is due to that the antialiasing effect is keeping the background pixels information and displays it on the region. To solve this issue it is needed to:&lt;br /&gt;
:1) Uncheck all the antialias parameter of all the regions involved&lt;br /&gt;
:2) Add a Supersample Layer over the layers that has the antialiasing parameter disabled. A value of 4 for the height and width values is usually enough. Maybe you need to check &amp;quot;Alpha Safe&amp;quot; for better results.&lt;br /&gt;
:3) Render normally.&lt;br /&gt;
This tip is particularly useful when you want to have a region over and under other composition at the same time.&lt;br /&gt;
{| &lt;br /&gt;
|'''SAMPLE SHOWING THE THIN LINE'''&lt;br /&gt;
|''' REMOVED THIN LINE AFTER SUPER SAMPLE'''&lt;br /&gt;
|- &lt;br /&gt;
|{{l|Image: planet-saturn2.png}}&lt;br /&gt;
|{{l|Image: planet-saturn2ss.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It has the draw back that intermediate layers has to be super sampled too (line the planet in the example) because the super sample has to be done at the same time to the involved regions (the back and top half rings).&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Dev:Release&amp;diff=12506</id>
		<title>Dev:Release</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Dev:Release&amp;diff=12506"/>
				<updated>2010-06-02T13:00:18Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: /* French */ added some french media&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Categories--&amp;gt;&lt;br /&gt;
{{Category|Building}}&lt;br /&gt;
&lt;br /&gt;
==Preparation==&lt;br /&gt;
&lt;br /&gt;
Choose a release manager (RM) who will manage the release and do most of the work and co-ordination needed to get a release out.&lt;br /&gt;
&lt;br /&gt;
The RM will be responsible for deciding when the code is ready to be released and which problems will block the release.&lt;br /&gt;
&lt;br /&gt;
The RM must have a proper up to date copy of the sourcecode. Check out {{l|Dev:Source code|here}} to see how to obtain it.&lt;br /&gt;
&lt;br /&gt;
The RM must be an administrative member of sourceforge and to have write access to the synfig git repository. Ask any of the current administrators about that. Also a wiki account and a forum account are necessary. &lt;br /&gt;
&lt;br /&gt;
We would assume that the git local copy of the source code are in a separate folder in your local drive and they are: etl, synfig-core, and synfig-studio accordingly to the {{l|Dev:Source code|source code}} instructions.&lt;br /&gt;
&lt;br /&gt;
== Splash ==&lt;br /&gt;
&lt;br /&gt;
* Pick a date at least 5 weeks into the future.&lt;br /&gt;
* Post a splash screen challenge in the forums.&lt;br /&gt;
* After 4 weeks, close the challenge and post a poll.&lt;br /&gt;
* After one week close the poll and name the winnar!&lt;br /&gt;
* Obtain the source of the winner file and commit it:&lt;br /&gt;
** Rename the synfig-studio/images/splash-screen.sifz to synfig-studio/images/splash-xx.xx.xx.sifz where xx.xx.xx is the previous version.&lt;br /&gt;
** Add the new splash source file to synfig-studio/images/splash-screen.sifz&lt;br /&gt;
** Modify synfig-studio/images/Makefile.am accordingly.&lt;br /&gt;
** Update synfig-studio/AUTHORS, synfig-studio/README, and synfig-studio/src/gtkmm/about.cpp if needed.&lt;br /&gt;
&lt;br /&gt;
== Freeze commits ==&lt;br /&gt;
&lt;br /&gt;
It would be good if no one commit more changes/patches until the release is done. Mainly because at some point we need to stop polishing the current revision.&lt;br /&gt;
&lt;br /&gt;
First should come the feature freeze, then the string freeze and then the final cutoff of translations &amp;amp; bug fixes just before the release.&lt;br /&gt;
&lt;br /&gt;
There is no technical way to freeze commits with sourceforge, so the developers should be willing to play nice with the release.&lt;br /&gt;
&lt;br /&gt;
Ping coders, artists and translators and advice them about the release preparation. Ask for last updates before freezing the commits. Give some time to update. Preferably no more than a week.&lt;br /&gt;
&lt;br /&gt;
==Copyrights==&lt;br /&gt;
&lt;br /&gt;
Make sure the copyrights in README, the AUTHORS file and the about dialog list of contributors are up to date.&lt;br /&gt;
&lt;br /&gt;
Do a &amp;lt;code&amp;gt;grep -r Copyright README&amp;lt;/code&amp;gt; in the three etl, synfig-core and synfig-studio folders. It would return all the people that have current copyrights. Review the list of commits and the patches authoring to update it properly. Review the AUTHORS in each folder and don't forget the artists and translators.&lt;br /&gt;
&lt;br /&gt;
== Release candidates == &lt;br /&gt;
&lt;br /&gt;
Following {{l|#Create the tarball|this instructions}} to create a tarball of the current git release, {{l|#Upload tarball|upload them to sourceforge}} and tag them as Release Candidate number 1, 2 etc.  Create as many Release candidates as you need or consider. Ask people to download and {{l|#Test before send to SF|test them}}. The forum and the IRC is a good place. &lt;br /&gt;
When everything goes fine then continue the release.&lt;br /&gt;
&lt;br /&gt;
==Versioning==&lt;br /&gt;
&lt;br /&gt;
*Finalise the dates and GIT ids in NEWS. &lt;br /&gt;
** You already know the release revision number and the date of the next commit. Place them correctly in the etl/NEWS, synfig-core/NEWS and synfig-studio/NEWS files.&lt;br /&gt;
&lt;br /&gt;
*Bump version numbers and ETL/synfig dependencies in the configure.ac files.&lt;br /&gt;
**This would imply increase the version number in the following files: &lt;br /&gt;
***etl/configure.ac: increase ETL version number&lt;br /&gt;
***synfig-core/configure.ac: increase ETL version number dependence matching the previous one and the synfig version number.&lt;br /&gt;
***synfig-studio/configure.ac: Increase ETL and synfig version number dependence matching the previous ones and the synfigstudio version number.&lt;br /&gt;
&lt;br /&gt;
* Double check the version numbers in configure.ac and NEWS are correct. Fix them if are wrong.&lt;br /&gt;
&lt;br /&gt;
* Double check the copyright years in the README files and the about dialog are correct. Fix them if are wrong.&lt;br /&gt;
&lt;br /&gt;
== Create the tarball ==&lt;br /&gt;
&lt;br /&gt;
Create a tarball to allow users to just compile and install. Run the following commands and substitute the ''XX'' versions properly. For example for etl the numbering is nowadays 0.04.13 and for synfig and synfigstudio numbering are nowadays 0.62.00. &lt;br /&gt;
&lt;br /&gt;
*This would prepare the environment variables to the correct values. local-synfig is the place where you would install the binary after test its installation.&lt;br /&gt;
  export PREFIX=&amp;quot;$HOME/local-synfig&amp;quot;&lt;br /&gt;
  export PKG_CONFIG_PATH=&amp;quot;$PKG_CONFIG_PATH:$PREFIX/lib/pkgconfig&amp;quot;&lt;br /&gt;
  export PATH=&amp;quot;$PREFIX/bin:$PATH&amp;quot;&lt;br /&gt;
*This creates a temporary working folder to download the source and create the tarballs. &lt;br /&gt;
  mkdir ~/tmp&lt;br /&gt;
  mkdir ~/tmp/synfig-release&lt;br /&gt;
*This fetches Synfig sources from git repository.&lt;br /&gt;
 cd ~/tmp/synfig-release&lt;br /&gt;
 git clone git://synfig.git.sourceforge.net/gitroot/synfig/synfig&lt;br /&gt;
*This creates the etl tarball.&lt;br /&gt;
  export version=0.04.12&lt;br /&gt;
  cd synfig/ETL/&lt;br /&gt;
  autoreconf -if&lt;br /&gt;
  ./configure --prefix=&amp;quot;$PREFIX&amp;quot;&lt;br /&gt;
  make distcheck&lt;br /&gt;
  mv ETL-${version}.tar.gz ../../&lt;br /&gt;
  cd ../..&lt;br /&gt;
*This makes test etl build and install from tarball.&lt;br /&gt;
  tar xf ETL-${version}.tar.gz&lt;br /&gt;
  cd ETL-${version}&lt;br /&gt;
  ./configure --prefix=&amp;quot;$PREFIX&amp;quot;&lt;br /&gt;
  make install&lt;br /&gt;
  cd ..&lt;br /&gt;
*This creates the synfig tarball.&lt;br /&gt;
  export version=0.61.09&lt;br /&gt;
  cd synfig/synfig-core&lt;br /&gt;
  libtoolize --ltdl --copy -f&lt;br /&gt;
  autoreconf --install --force&lt;br /&gt;
  ./configure --prefix=&amp;quot;$PREFIX&amp;quot;&lt;br /&gt;
  make distcheck&lt;br /&gt;
  mv synfig-${version}.tar.gz ../../&lt;br /&gt;
  cd ../..&lt;br /&gt;
*This makes test synfig build and install from tarball.&lt;br /&gt;
  tar xf synfig-${version}.tar.gz&lt;br /&gt;
  cd synfig-${version}&lt;br /&gt;
  ./configure --prefix=&amp;quot;$PREFIX&amp;quot;&lt;br /&gt;
  make install&lt;br /&gt;
  cd ..&lt;br /&gt;
*This creates the synfigstudio tarball.  &lt;br /&gt;
  export version=0.61.09&lt;br /&gt;
  cd synfig/synfig-studio&lt;br /&gt;
  autoreconf -if&lt;br /&gt;
  ./configure --prefix=&amp;quot;$PREFIX&amp;quot;&lt;br /&gt;
  make distcheck&lt;br /&gt;
  mv synfigstudio-${version}.tar.gz ../..&lt;br /&gt;
  cd ../..&lt;br /&gt;
*This makes test synfigstudio build and install from tarball.&lt;br /&gt;
  tar xf synfigstudio-${version}.tar.gz&lt;br /&gt;
  cd synfigstudio-${version}&lt;br /&gt;
  ./configure --prefix=&amp;quot;$PREFIX&amp;quot;&lt;br /&gt;
  make install&lt;br /&gt;
  cd ..&lt;br /&gt;
&lt;br /&gt;
== Test before send to SF ==&lt;br /&gt;
* Test installed stuff. To run the installed synfigstudio from the tarball you've created you have to run directly from the command line: &lt;br /&gt;
&lt;br /&gt;
 $PREFIX/bin/synfigstudio&lt;br /&gt;
&lt;br /&gt;
At this point there should be some battery of tster sifz files and scripts to run various error proof tests to be sure that the release don't have nasty bugs. Share the tarball with other people that have other OS and ask them to build and run the same tests. There is not exact  procedure for that. Maybe contact the {{l|People|People}} and ask them to do that job. This point is important for testing the release in different platforms, specially if there has been some changes that can have cross effects.&lt;br /&gt;
&lt;br /&gt;
== Make tags ==&lt;br /&gt;
*Make tags and update the unstable branch. Run the following commands in the repository with write access:&lt;br /&gt;
 git tag ETL-0.04.12&lt;br /&gt;
 git tag synfig-0.61.09&lt;br /&gt;
 git tag synfigstudio-0.61.09&lt;br /&gt;
 git tag -f stable&lt;br /&gt;
 git push --tags&lt;br /&gt;
With the appropriate version number.&lt;br /&gt;
&lt;br /&gt;
==Release notes==&lt;br /&gt;
*Write release notes based on the NEWS files. This would imply produce a new version at {{l|Releases}} page and its short versions (for example: {{l|Releases/0.61.08-Intro.en}}) to be sent to sf.net and freshmeat.net. &lt;br /&gt;
&lt;br /&gt;
== Upload tarballs ==&lt;br /&gt;
* Upload tarballs to sourceforge. &lt;br /&gt;
** Upload the three tarballs (ETL, synfig, synfigstudio) to SF by using [https://sourceforge.net/project/admin/explorer.php?group_id=144022 the online upload] or following the instructions from [https://sourceforge.net/apps/trac/sourceforge/wiki/Release%20files%20for%20download this link]. Place each tarball in the corresponding folder.&lt;br /&gt;
** Upload an proper release note file (ascii) to the Release Notes folder. Mark the Release Note checkbox from its properties.&lt;br /&gt;
** Create a single tarball file including the etl, synfig, synfigstudio and the release note text file with the name of Synfig-Studio-XXX.tar.gz, where XXX is the version. Upload it to the ETL-Synfig-SynfigStudio folder and mark it as platform downloads (linux, windows, Mac &amp;lt;sigh&amp;gt;, and other).&lt;br /&gt;
** For each file (etl, synfig, synfigstudio and Synfig-Studio) uploaded, select the Release Note you uploaded file as the release note for all them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Update the rest of stuff==&lt;br /&gt;
&lt;br /&gt;
* Update the topic in the {{l|Contact|irc channel}}.&lt;br /&gt;
* Update the {{l|Download}}, {{l|Releases}}, {{l|News/Draft}}, {{l|Main Page|front}}, {{l|News}}, {{l|Dev:Roadmap|Roadmap}}, {{l|FAQ}} pages.&lt;br /&gt;
* Update the artwork of the MainPage and release all the editable graphics in {{l|Releases/Artwork|this page}}&lt;br /&gt;
* Ping {{l|User:Pxegeek|pixelgeek}} to download the tarballs, build windows versions and upload them to sourceforge.&lt;br /&gt;
* Ping {{l|Distributions|distros}} to upgrade their packages by sending a mail to each of the people maintaining packages. Suggest that they send us patches and that they might want to do translations.&lt;br /&gt;
* Post a release announcement on the {{l|Contact|forums}}, sourceforge and get {{l|User:Genete|Genete}} to update [http://freshmeat.net/projects/synfig freshmeat] and [http://gnomefiles.org/app.php/Synfig gnomefiles.org].&lt;br /&gt;
*&lt;br /&gt;
* Send a short writeup to the folks at LWN.net and the {{l|Contact|mailing lists}}.&lt;br /&gt;
* Send a short write to http://www.libregraphicsworld.org/ or ask {{l|User:Genete|Genete}} to do it.&lt;br /&gt;
* Update [http://en.wikipedia.org/wiki/Synfig wikipedia] with latest release information&lt;br /&gt;
* Celebrate with a nice $BEVERAGE_OF_CHOICE&lt;br /&gt;
* Start thinking about the {{l|Dev:Roadmap|Roadmap}} for the next release.&lt;br /&gt;
&lt;br /&gt;
A week or two later, check that all the unofficial packages have been updated, if not ping them and move them to the old versions section. Also check the git versions are recent and if not move them to the old versions section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spread the Word ==&lt;br /&gt;
&lt;br /&gt;
* write press release (PR) (todo: Genete)&lt;br /&gt;
* add PR to website (for linking)&lt;br /&gt;
* update all Wikipedias&lt;br /&gt;
** en&lt;br /&gt;
** es&lt;br /&gt;
** fr&lt;br /&gt;
** ru&lt;br /&gt;
** de (todo: Oho)&lt;br /&gt;
** it&lt;br /&gt;
** ...&lt;br /&gt;
* send PR to all win/linux/debian/ubuntu... user groups, again: en, es, fr... (see below)&lt;br /&gt;
* send PR to major magazines (OS independant, Win, Linux, Artists, Designers...) in all countries...&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
=== PR Distribution List ===&lt;br /&gt;
We want to develop a distribution list. Everyone can contribute with adresses of important magazines, user groups (see below, please add more if you have more). Please keep the alphabethical order for language and address. Thx.&lt;br /&gt;
&lt;br /&gt;
==== English ====&lt;br /&gt;
* Animation Conversation podcast. - Weekly podcast about animation, mainly feature films: http://www.animationconversation.com/ : feedback [AT] animationconversation.com&lt;br /&gt;
* Libre Graphics World - Portal for open source creativity: http://www.libregraphicsworld.org/ : alexandre.prokoudine [AT] gmail.com&lt;br /&gt;
* Animation Magazine - Magazine for the (american) animation business: http://animationmagazine.net/ : edit [AT] animationmagazine.net&lt;br /&gt;
* OS Artist - Free software news for artists blog: http://osartist.com/&lt;br /&gt;
* Animation Reporter - Indian animation magazine: http://www.animationreporter.com/ : suresht [AT] fontandpixel.com&lt;br /&gt;
* Cinefex - Magazine about special effects: http://www.cinefex.com/contact/&lt;br /&gt;
* Frames Per Second magazine - Digital animation magazine: http://www.fpsmagazine.com/blog/index.php : news [AT] fpsmagazine.com  &lt;br /&gt;
&lt;br /&gt;
==== French ====&lt;br /&gt;
===== Webzines  =====&lt;br /&gt;
* [http://www.fousdanim.org/ Fous d'anim] Magazine en ligne sur l'actualité du cinéma d'animation avec de nombreux liens sur la majorité des sites de références.&lt;br /&gt;
* [http://www.awn.com/folioscope/gazette/ La gazette du loup], webzine sur le cinéma d'animation.&lt;br /&gt;
* [http://www.objectif-cinema.com objectif cinéma], cinema plutôt qu'animation, leur forum discute cependant logiciels.&lt;br /&gt;
&lt;br /&gt;
===== General info media =====&lt;br /&gt;
* http://www.paperblog.fr&lt;br /&gt;
&lt;br /&gt;
===== Forums =====&lt;br /&gt;
* http://www.forum-2d.com/f/index.php&lt;br /&gt;
&lt;br /&gt;
===== Blogs =====&lt;br /&gt;
* http://www.polyloop.net/fr/&lt;br /&gt;
* http://www.digitalthink.fr/wordpress/&lt;br /&gt;
&lt;br /&gt;
===== Technology =====&lt;br /&gt;
* http://www.siteduzero.com/ - IT tutorials&lt;br /&gt;
* Ubuntu-fr - http://www.ubuntu-fr.org/&lt;br /&gt;
* Linux.org (fr) - http://linuxfr.org/pub/&lt;br /&gt;
* http://www.korben.info/ - actualité informatique&lt;br /&gt;
&lt;br /&gt;
==== German ====&lt;br /&gt;
Do German translation of PR: (todo: Oho)&lt;br /&gt;
send to German email addresses (todo: Oho)&lt;br /&gt;
&lt;br /&gt;
IT Magazines:&lt;br /&gt;
* c't Magazin: redaktion [AT] ct.de&lt;br /&gt;
* Linux Magazin: presse-info [AT] linux-magazin.de&lt;br /&gt;
* Ubuntu-user Magazin: pr [AT] ubuntu-user.de&lt;br /&gt;
* Linux User Magazin: redaktion [AT] linux-user.de&lt;br /&gt;
&lt;br /&gt;
Portals:&lt;br /&gt;
* ProLinux Portal: info [AT] pro-linux.de&lt;br /&gt;
* ubuntuusers.de: Ikhaya Artikel Vorschlag: http://ikhaya.ubuntuusers.de/suggest/ (todo: Oho)&lt;br /&gt;
&lt;br /&gt;
Maybe:&lt;br /&gt;
* Download Platform: freeware.de: redaktion [AT] freeware.de&lt;br /&gt;
&lt;br /&gt;
==== Spanish ====&lt;br /&gt;
* ...&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc_talk:Realistic_Rain_Animation&amp;diff=12452</id>
		<title>Doc talk:Realistic Rain Animation</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc_talk:Realistic_Rain_Animation&amp;diff=12452"/>
				<updated>2010-05-28T15:17:50Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: why not put this in the page of fire tutorial? because it's the same technique.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Thanks for looking at this tutorial. Feel free to improve it in any way.&lt;br /&gt;
--Work in progress--&lt;br /&gt;
&lt;br /&gt;
I'd suggest to make this tutorial a new section in the page of fire tutorial... that details your settings, along with 1-2 screenshot and a video of the result. I don't see much added value in explaining once again all steps (because the technique remains the same) but am really interested in you showing that Rain effect is possible, and realistic.&lt;br /&gt;
&lt;br /&gt;
That way, any other application of the same technique (for making a river, a waterfall, moving cloulds, leaves, grass or mud...) could be shortly explained in the same way... without re-explaining everything from scratch.&lt;br /&gt;
&lt;br /&gt;
(besides, making a whole new tutorial needs translation effort as well... one more reason to try to be efficient in the content of this wiki)... but it's only my point of view, feel free to disagree!--[[User:Berteh|Berteh]] 15:17, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Some &amp;quot;easy&amp;quot; tailoring I tried&lt;br /&gt;
* play with the ''gradient'' of '''base noise''' to change the ratio between bright and dark flames.&lt;br /&gt;
* tune the '''irregularities''' ''zoom'', ''amount'' and ''blend mode'' to get a wild aggressive fire (0; 0.4; hard light) or something more voluptuously quiet (1.9; 0.5; composite)  &lt;br /&gt;
* make your high flames more realistic by coloring the '''high flames region''' with a vertical gradient, dark grey on top, white at the bottom.&lt;br /&gt;
* simulate wind (ie. change the direction of the flames) by adapting the ''slope'' of '''moving base''' and '''irregularities'''.&lt;br /&gt;
&lt;br /&gt;
[[File:Realistic_fire_tutorial_rainbow.png|200px|thumb|right|Rainbow psychedelic fire]]&lt;br /&gt;
A few fun but less realistic tunings you can see in [http://www.vimeo.com/11569415 Raging Fire]&lt;br /&gt;
* play with the ''color'' of '''fire color''' to get a blue or pink fire.&lt;br /&gt;
* check ''turbulent'' of '''base noise''' and/or '''irregularities noise''' to get a psychedelic effect.&lt;br /&gt;
* set any place of the picture to fire just by adding a light gray spot below '''fire color''' anywhere, including behind text!&lt;br /&gt;
&lt;br /&gt;
For instance the picture rainbow fire is made of a horizontal multicolor gradient '''fire color''' instead of mere orange, with ''turbulent'' enabled for both '''base noise''' and '''irregularities noise'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By the way: how long did you take to complete the tutorial? were the explanations clear enough? did you had fun doing it? Join the [http://synfig.org/forums/viewtopic.php?f=8&amp;amp;t=1161 discussion on the forum]!&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Realistic_Fire_Animation/fr&amp;diff=12390</id>
		<title>Doc:Realistic Fire Animation/fr</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Realistic_Fire_Animation/fr&amp;diff=12390"/>
				<updated>2010-05-21T07:40:37Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: suppression avertissment &amp;quot;en cours&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Feu animé réaliste}}&lt;br /&gt;
{{Category|Manual}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Advanced}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
{{l|File:Realistic_fire_tutorial_completed.png|right|Le résultat de ce tutoriel}} Ce tutoriel vous guidera dans la réalisation d'un ''feu animé réaliste avec {{l|Synfig}}''. &lt;br /&gt;
&lt;br /&gt;
Inspirez-vous de [http://www.vimeo.com/11610662 l'animation finale], et visitez la {{l|Doc:Realistic Fire Animation#Gallery|galerie}} ci-dessous pour trouver d'autres vidéos qui exploitent cette technique!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ce tutoriel n'est pas &amp;quot;avancé&amp;quot; comme dans &amp;quot;difficile&amp;quot;, mais il requiert que vous soyez familier avec l'{{l|Doc:Interface|interface}} de Synfig et ses principaux {{l|Doc:Quick_Overview|outils}}, dans la mesure où ils ne seront pas abordés ici. Commencez par les {{l|Category:Tutorials_Basic|tutoriels débutants}} et gardez le {{l|Category:Manual|manuel}} à portée de main si vous n'êtes pas familier avec des termes tels &amp;quot;{{l|Blend_Method_Parameter}}&amp;quot; ou &amp;quot;{{l|Encapsulate}}&amp;quot;. La longueur de ce tutoriel est estimée entre 30 et 50 minutes pour un utilisateur moyen de Synfig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pour des dispositions ou réglages alternatifs, variantes et autres, n'hésitez pas à participer à la {{l|Doc_talk:Realistic_Fire_Animation|page de discussion}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
L''''idée principale''' au coeur de ce tutoriel  est inspirée d'un guide pour Photoshop intitulé &amp;quot;[http://graffiti.hbfx.com/?p=219&amp;amp;lang=en-us Fire in Photoshop]&amp;quot;, par Eros:&lt;br /&gt;
* un fond rempli de nuages noir &amp;amp; blanc (i.e: bruit) se déplace verticalement. Ses zones claires deviendront une flamme claire et jaune, alors que les zones plus sombres deviendront un flamme rougeâtre.&lt;br /&gt;
* un masque fixe fonce le haut du feu, pour diminuer progressivement l'intensité du feu (i.e: un dégradé vertical blanc &amp;amp; noir)&lt;br /&gt;
* une couche de couleur orange met le feu à la composition&lt;br /&gt;
&lt;br /&gt;
Vous pouvez, si vous le souhaitez, télécharger le {{l|File:Realistic_fire_tutorial.sifz‎|fichier Synfig résultat}}, disponible sous licence Creative Commons (by nc sa).&lt;br /&gt;
&lt;br /&gt;
==étape 1: un feu statique==&lt;br /&gt;
[[File:Realistic_fire_tutorial_flame_intensity.png|200px|thumb|right|Le masque d'intensité, ''intensity mask'']]&lt;br /&gt;
&lt;br /&gt;
Ouvrez un nouveau fichier Synfig, sa taille n'a pas d'importance. Pour donner un bel effet &amp;quot;écran large&amp;quot; ce tutoriel utilise 360x203.&lt;br /&gt;
&lt;br /&gt;
# Ajoutez un nouveau calque {{l|Noise Gradient Layer}} noir &amp;amp; blanc, renommez le bruit de fond ('''base noise''') et changez sa taille (''size'') pour 20x35pt... puisque les flammes sont allongées verticalement.&lt;br /&gt;
# Au dessus du bruit de fond ('''base noise'''), ajoutez un calque {{l|Linear Gradient Layer|dégradé linéaire}}, renommez-le masque d'intensité ('''intensity mask'''), et déplacez les poignées du dégradé ''point 1'' &amp;amp; ''point 2'' de manière à laisser un espace blanc au sommet du canevas, et noir à son pied, comme illustré dans l'image. Changez son mode de fusion (''blend mode'') pour {{l|Blend_Method_Parameter#Subtract|soustraction}}.&lt;br /&gt;
# Au dessu du masque d'intensité ('''intensity mask'''), ajoutez un calque {{l|Solid Color Layer|couleur solide}}, renommez-le couleur du feu ('''fire color'''). Changez sa couleur (''color'') pour un orange chaud, nous avons utilisé #ff6700, et son mode de fusion en {{l|Blend_Method_Parameter#Color|couleur}}.&lt;br /&gt;
# Changez la quantité (''amount'') de la couleur du feu ('''fire color''')et du masque d'intensité ('''intensity mask''') pour obtenir un effet que vous appréciez. Nous avons utilisé des quantités de 0.7 pour la couleur et 1.4 pour le masque pour obtenir le résultat illustré dans l'image à la fin de cette première étape.&lt;br /&gt;
&lt;br /&gt;
[[File:Raging fire tutorial step1.png|center|Result after step 1]]&lt;br /&gt;
&lt;br /&gt;
==étape 2: lui donner vie!==&lt;br /&gt;
Insuffler la vie à ce brasier revient à déplacer vers le haut le calque bruit de fond (''base noise''). Pour ce faire nous&lt;br /&gt;
&lt;br /&gt;
# {{l|Encapsulate|Encapsulons}} le bruit de fond ('''base noise''') et renommons le nouveau groupe base mobile ('''moving base'''). Provoquez son déplacement vertical en  {{l|Convert|convertissant}} son origine (''origin'') pour un {{l|Convert#Linear|linéaire}} et en changeant la pente de cette origine (''slope'') pour 0x200pt.&lt;br /&gt;
&lt;br /&gt;
Vous avez la possibilité à ce point du tutoriel de réaliser une {{l|Preview|prévisualisation}} de quelques trames, pour apprécier l'effet des flammes dansantes... et rapidement réaliser à quel point cette animation à l'air ennuyeuse et simpliste: les flammes diminuent d'intensité en s'élevant mais manquent de mouvement et de surprises. Ajoutez-en!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
L'idée de la technique utilisée dans ce tutoriel consiste à éclaircir des zones qui deviendront une flamme jaune et brillante, et obscurcir des zones qui seront une flamme rouge, sombre. Puisque la base mobile ('''moving base''') a exactement cet effet, répétez les mêmes étapes pour ajouter des irrégularités à votre feu:&lt;br /&gt;
&lt;br /&gt;
# {{l|Canvas_Layer_Menu|Dupliquez}} la base mobile ('''moving base'''), renommez ce nouveau groupe en irrégularités ('''irregularities'''), le bruit qu'il contient en bruit d'irrégularités ('''irregularities noise''') et placez-le au dessus de la base mobile ('''moving base'''). Changez les paramètres que nous avons modifiés précédemment:&lt;br /&gt;
#* Pour le bruit d'irrégularités ('''irregularities noise'''), changez la graine (''RandomNoiseSeed'') en toute autre valeur (p.ex. supprimez le dernier chiffre) et la taille (''size'') pour 5x15pt&lt;br /&gt;
#* Pour le calque irrégularités ('''irregularities'''), modifiez la pente de l'origine (origin ''slope'') pour 50x350pt, la quantité (''amount'') pour 0.5 et le ''zoom'' pour 1.2&lt;br /&gt;
&lt;br /&gt;
Une capture d'écran de ces derniers réglages est proposée dans l'image à la fin de cette seconde étape.&lt;br /&gt;
[[File:Realistic_fire_tutorial_step2.png|center|Résultat après l'étape 2]]&lt;br /&gt;
&lt;br /&gt;
==étape 3: quelques points chauds==&lt;br /&gt;
[[File:Realistic_fire_tutorial_flame_source.png|200px|thumb|right|Le calque source du feu (''flame source'')]]&lt;br /&gt;
Pour terminer ce tutoriel, nous allons ajouter quelques points chauds à la base du feu (figurant la source des flammes) et à gauche du feu, pour le rendre moins rectiligne. Ce sera réalisé en éclaircissant légèrement lesdites zones sous le calque de la couleur du feu ('''fire color''').&lt;br /&gt;
&lt;br /&gt;
# Ajoutez, au-dessus des irrégularités ('''irregularities'''), un nouveau calque {{l|Linear Gradient Layer|dégradé linéaire}}. Renommez-le source du feu ('''flame source''') et déplacez les poignées de ce dégradé (''point 1'' &amp;amp; ''point 2'') pour ne pas laisser de blanc à la base du cadre et laisser un grand espace noir à son sommet, comme illustré dans l'image &amp;quot;calque source du feu&amp;quot;. Changez sa quantité (''amount'') pour 0.6, et son mode de fusion (''blend'') en {{l|Blend_Method_Parameter#Add|ajouter}}. &lt;br /&gt;
# Sous le calque couleur du feu ('''fire color'''), créez une nouvelle {{l|BLine Tool|Region BLine}} (sans avoir besoin du contour) dans une forme où vous souhaitez obtenir des flammes plus claires (voyez par exemple l'image à la fin de cette étape pour une zone possible) et renommez-la zone de flammes hautes ('''high flames region'''). Changez son {{l|Paramètre Feather}} à 50pt, son mode de fusion (''blend'') pour {{l|Blend_Method_Parameter#Add|Ajouter}}, et sa couleur (''color'') pour un gris clair (p.ex. #8c8c8c).&lt;br /&gt;
&lt;br /&gt;
{{l|File:Realistic_fire_tutorial_step3.png|center|Résultat à la fin de la dernière étape}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Félicitations. Vous avez (déjà) terminé ce tutoriel! Faites un rendu et profitez d'une belle flambée.&lt;br /&gt;
&lt;br /&gt;
Vous pouvez, si vous le souhaitez, télécharger le {{l|File:Realistic_fire_tutorial.sifz‎|fichier Synfig résultat}}, disponible sous licence Creative Commons (by nc sa)... mais vous venez de faire votre propre feu donc c'est probablement inutile!&lt;br /&gt;
&lt;br /&gt;
==Réglages précis &amp;amp; essais divers==&lt;br /&gt;
Différents réglages vous permettent d'obtenir des effets et types de feux très différents. Alimentez cette section ou commentez vos découvertes dans la {{l|Doc_talk:Realistic_Fire_Animation|page de discussion}}!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quelques réglages plus &amp;quot;simples&amp;quot; sont par exemple:&lt;br /&gt;
* jouez avec la dégradé (''gradient'') du bruit de base ('''base noise''') pour changer la proportion de flammes plus claires et foncées.&lt;br /&gt;
* Ajustez les irrégularités ('''irregularities'''), et en partulier le ''zoom'', la quantité (''amount'') et le mode de fusion (''blend mode'') pour obtenir un feu plus aggressif (0; 0.4; hard light) ou plus calme et voluptueux (1.9; 0.5; composite)  &lt;br /&gt;
* Rendez vos zone de flames hautes plus réalistes en colorant la région de hautes flammes ('''high flames region''') avec un dégradé vertical, gris foncé sur le haut, blanc à la base.&lt;br /&gt;
* Simulez le souffle du vent (i.e. en changeant la direction de la flamme) en adaptant la pente (''slope'') de la base mobile ('''moving base''') et des irrégularités ('''irregularities'').&lt;br /&gt;
&lt;br /&gt;
[[File:Realistic_fire_tutorial_rainbow.png|200px|thumb|right|Jouer avec le feu peut être dangeureux!]]&lt;br /&gt;
Des modifications amusantes mais moins réalistes:&lt;br /&gt;
* Jouez avec la couleur (''color'') de la couleur du feu ('''fire color''') pour obtenir un feu bleu ou rose.&lt;br /&gt;
* Cochez ''turbulent'' du bruit de base ('''base noise''') et/ou du bruit des irrégularités ('''irregularities noise''') pour obtenir un effet psychédélique.&lt;br /&gt;
* Enflammez n'importe quel portion de l'image en ajoutant simplement un point gris clair sous la couche couleur du feu ('''fire color''') où bon vous semble, exactement comme nous l'avons fait pour la région de flammes hautes dans l'étape 3.&lt;br /&gt;
&lt;br /&gt;
==Galerie==&lt;br /&gt;
Vous avez utilisé cette technique? Laissez ici un lien, et partagez vos astuces dans la {{l|Doc_talk:Realistic_Fire_Animation|page de discussions}}!&lt;br /&gt;
* Tout brûle... y compris le texte dans l'animation [http://www.vimeo.com/11569415 Raging Fire], dont le fichier Synfig source peut être trouvé dans le [http://synfig.org/forums/ forum Synfig].&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Realistic_Fire_Animation/fr&amp;diff=12381</id>
		<title>Doc:Realistic Fire Animation/fr</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Realistic_Fire_Animation/fr&amp;diff=12381"/>
				<updated>2010-05-20T17:11:17Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: initial FR translation completed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Feu animé réaliste}}&lt;br /&gt;
{{Category|Manual}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Advanced}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Ce tutoriel est en cours de traduction, veuillez revenir plus tard.'''''&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
{{l|File:Realistic_fire_tutorial_completed.png|right|Le résultat de ce tutoriel}} Ce tutoriel vous guidera dans la réalisation d'un ''feu animé réaliste avec {{l|Synfig}}''. &lt;br /&gt;
&lt;br /&gt;
Inspirez-vous de [http://www.vimeo.com/11610662 l'animation finale], et visitez la {{l|Doc:Realistic Fire Animation#Gallery|galerie}} ci-dessous pour trouver d'autres vidéos qui exploitent cette technique!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ce tutoriel n'est pas &amp;quot;avancé&amp;quot; comme dans &amp;quot;difficile&amp;quot;, mais il requiert que vous soyez familier avec l'{{l|Doc:Interface|interface}} de Synfig et ses principaux {{l|Doc:Quick_Overview|outils}}, dans la mesure où ils ne seront pas abordés ici. Commencez par les {{l|Category:Tutorials_Basic|tutoriels débutants}} et gardez le {{l|Category:Manual|manuel}} à portée de main si vous n'êtes pas familier avec des termes tels &amp;quot;{{l|Blend_Method_Parameter}}&amp;quot; ou &amp;quot;{{l|Encapsulate}}&amp;quot;. La longueur de ce tutoriel est estimée entre 30 et 50 minutes pour un utilisateur moyen de Synfig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pour des dispositions ou réglages alternatifs, variantes et autres, n'hésitez pas à participer à la {{l|Doc_talk:Realistic_Fire_Animation|page de discussion}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
L''''idée principale''' au coeur de ce tutoriel  est inspirée d'un guide pour Photoshop intitulé &amp;quot;[http://graffiti.hbfx.com/?p=219&amp;amp;lang=en-us Fire in Photoshop]&amp;quot;, par Eros:&lt;br /&gt;
* un fond rempli de nuages noir &amp;amp; blanc (i.e: bruit) se déplace verticalement. Ses zones claires deviendront une flamme claire et jaune, alors que les zones plus sombres deviendront un flamme rougeâtre.&lt;br /&gt;
* un masque fixe fonce le haut du feu, pour diminuer progressivement l'intensité du feu (i.e: un dégradé vertical blanc &amp;amp; noir)&lt;br /&gt;
* une couche de couleur orange met le feu à la composition&lt;br /&gt;
&lt;br /&gt;
Vous pouvez, si vous le souhaitez, télécharger le {{l|File:Realistic_fire_tutorial.sifz‎|fichier Synfig résultat}}, disponible sous licence Creative Commons (by nc sa).&lt;br /&gt;
&lt;br /&gt;
==étape 1: un feu statique==&lt;br /&gt;
[[File:Realistic_fire_tutorial_flame_intensity.png|200px|thumb|right|Le masque d'intensité, ''intensity mask'']]&lt;br /&gt;
&lt;br /&gt;
Ouvrez un nouveau fichier Synfig, sa taille n'a pas d'importance. Pour donner un bel effet &amp;quot;écran large&amp;quot; ce tutoriel utilise 360x203.&lt;br /&gt;
&lt;br /&gt;
# Ajoutez un nouveau calque {{l|Noise Gradient Layer}} noir &amp;amp; blanc, renommez le bruit de fond ('''base noise''') et changez sa taille (''size'') pour 20x35pt... puisque les flammes sont allongées verticalement.&lt;br /&gt;
# Au dessus du bruit de fond ('''base noise'''), ajoutez un calque {{l|Linear Gradient Layer|dégradé linéaire}}, renommez-le masque d'intensité ('''intensity mask'''), et déplacez les poignées du dégradé ''point 1'' &amp;amp; ''point 2'' de manière à laisser un espace blanc au sommet du canevas, et noir à son pied, comme illustré dans l'image. Changez son mode de fusion (''blend mode'') pour {{l|Blend_Method_Parameter#Subtract|soustraction}}.&lt;br /&gt;
# Au dessu du masque d'intensité ('''intensity mask'''), ajoutez un calque {{l|Solid Color Layer|couleur solide}}, renommez-le couleur du feu ('''fire color'''). Changez sa couleur (''color'') pour un orange chaud, nous avons utilisé #ff6700, et son mode de fusion en {{l|Blend_Method_Parameter#Color|couleur}}.&lt;br /&gt;
# Changez la quantité (''amount'') de la couleur du feu ('''fire color''')et du masque d'intensité ('''intensity mask''') pour obtenir un effet que vous appréciez. Nous avons utilisé des quantités de 0.7 pour la couleur et 1.4 pour le masque pour obtenir le résultat illustré dans l'image à la fin de cette première étape.&lt;br /&gt;
&lt;br /&gt;
[[File:Raging fire tutorial step1.png|center|Result after step 1]]&lt;br /&gt;
&lt;br /&gt;
==étape 2: lui donner vie!==&lt;br /&gt;
Insuffler la vie à ce brasier revient à déplacer vers le haut le calque bruit de fond (''base noise''). Pour ce faire nous&lt;br /&gt;
&lt;br /&gt;
# {{l|Encapsulate|Encapsulons}} le bruit de fond ('''base noise''') et renommons le nouveau groupe base mobile ('''moving base'''). Provoquez son déplacement vertical en  {{l|Convert|convertissant}} son origine (''origin'') pour un {{l|Convert#Linear|linéaire}} et en changeant la pente de cette origine (''slope'') pour 0x200pt.&lt;br /&gt;
&lt;br /&gt;
Vous avez la possibilité à ce point du tutoriel de réaliser une {{l|Preview|prévisualisation}} de quelques trames, pour apprécier l'effet des flammes dansantes... et rapidement réaliser à quel point cette animation à l'air ennuyeuse et simpliste: les flammes diminuent d'intensité en s'élevant mais manquent de mouvement et de surprises. Ajoutez-en!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
L'idée de la technique utilisée dans ce tutoriel consiste à éclaircir des zones qui deviendront une flamme jaune et brillante, et obscurcir des zones qui seront une flamme rouge, sombre. Puisque la base mobile ('''moving base''') a exactement cet effet, répétez les mêmes étapes pour ajouter des irrégularités à votre feu:&lt;br /&gt;
&lt;br /&gt;
# {{l|Canvas_Layer_Menu|Dupliquez}} la base mobile ('''moving base'''), renommez ce nouveau groupe en irrégularités ('''irregularities'''), le bruit qu'il contient en bruit d'irrégularités ('''irregularities noise''') et placez-le au dessus de la base mobile ('''moving base'''). Changez les paramètres que nous avons modifiés précédemment:&lt;br /&gt;
#* Pour le bruit d'irrégularités ('''irregularities noise'''), changez la graine (''RandomNoiseSeed'') en toute autre valeur (p.ex. supprimez le dernier chiffre) et la taille (''size'') pour 5x15pt&lt;br /&gt;
#* Pour le calque irrégularités ('''irregularities'''), modifiez la pente de l'origine (origin ''slope'') pour 50x350pt, la quantité (''amount'') pour 0.5 et le ''zoom'' pour 1.2&lt;br /&gt;
&lt;br /&gt;
Une capture d'écran de ces derniers réglages est proposée dans l'image à la fin de cette seconde étape.&lt;br /&gt;
[[File:Realistic_fire_tutorial_step2.png|center|Résultat après l'étape 2]]&lt;br /&gt;
&lt;br /&gt;
==étape 3: quelques points chauds==&lt;br /&gt;
[[File:Realistic_fire_tutorial_flame_source.png|200px|thumb|right|Le calque source du feu (''flame source'')]]&lt;br /&gt;
Pour terminer ce tutoriel, nous allons ajouter quelques points chauds à la base du feu (figurant la source des flammes) et à gauche du feu, pour le rendre moins rectiligne. Ce sera réalisé en éclaircissant légèrement lesdites zones sous le calque de la couleur du feu ('''fire color''').&lt;br /&gt;
&lt;br /&gt;
# Ajoutez, au-dessus des irrégularités ('''irregularities'''), un nouveau calque {{l|Linear Gradient Layer|dégradé linéaire}}. Renommez-le source du feu ('''flame source''') et déplacez les poignées de ce dégradé (''point 1'' &amp;amp; ''point 2'') pour ne pas laisser de blanc à la base du cadre et laisser un grand espace noir à son sommet, comme illustré dans l'image &amp;quot;calque source du feu&amp;quot;. Changez sa quantité (''amount'') pour 0.6, et son mode de fusion (''blend'') en {{l|Blend_Method_Parameter#Add|ajouter}}. &lt;br /&gt;
# Sous le calque couleur du feu ('''fire color'''), créez une nouvelle {{l|BLine Tool|Region BLine}} (sans avoir besoin du contour) dans une forme où vous souhaitez obtenir des flammes plus claires (voyez par exemple l'image à la fin de cette étape pour une zone possible) et renommez-la zone de flammes hautes ('''high flames region'''). Changez son {{l|Paramètre Feather}} à 50pt, son mode de fusion (''blend'') pour {{l|Blend_Method_Parameter#Add|Ajouter}}, et sa couleur (''color'') pour un gris clair (p.ex. #8c8c8c).&lt;br /&gt;
&lt;br /&gt;
{{l|File:Realistic_fire_tutorial_step3.png|center|Résultat à la fin de la dernière étape}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Félicitations. Vous avez (déjà) terminé ce tutoriel! Faites un rendu et profitez d'une belle flambée.&lt;br /&gt;
&lt;br /&gt;
Vous pouvez, si vous le souhaitez, télécharger le {{l|File:Realistic_fire_tutorial.sifz‎|fichier Synfig résultat}}, disponible sous licence Creative Commons (by nc sa)... mais vous venez de faire votre propre feu donc c'est probablement inutile!&lt;br /&gt;
&lt;br /&gt;
==Réglages précis &amp;amp; essais divers==&lt;br /&gt;
Différents réglages vous permettent d'obtenir des effets et types de feux très différents. Alimentez cette section ou commentez vos découvertes dans la {{l|Doc_talk:Realistic_Fire_Animation|page de discussion}}!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quelques réglages plus &amp;quot;simples&amp;quot; sont par exemple:&lt;br /&gt;
* jouez avec la dégradé (''gradient'') du bruit de base ('''base noise''') pour changer la proportion de flammes plus claires et foncées.&lt;br /&gt;
* Ajustez les irrégularités ('''irregularities'''), et en partulier le ''zoom'', la quantité (''amount'') et le mode de fusion (''blend mode'') pour obtenir un feu plus aggressif (0; 0.4; hard light) ou plus calme et voluptueux (1.9; 0.5; composite)  &lt;br /&gt;
* Rendez vos zone de flames hautes plus réalistes en colorant la région de hautes flammes ('''high flames region''') avec un dégradé vertical, gris foncé sur le haut, blanc à la base.&lt;br /&gt;
* Simulez le souffle du vent (i.e. en changeant la direction de la flamme) en adaptant la pente (''slope'') de la base mobile ('''moving base''') et des irrégularités ('''irregularities'').&lt;br /&gt;
&lt;br /&gt;
[[File:Realistic_fire_tutorial_rainbow.png|200px|thumb|right|Jouer avec le feu peut être dangeureux!]]&lt;br /&gt;
Des modifications amusantes mais moins réalistes:&lt;br /&gt;
* Jouez avec la couleur (''color'') de la couleur du feu ('''fire color''') pour obtenir un feu bleu ou rose.&lt;br /&gt;
* Cochez ''turbulent'' du bruit de base ('''base noise''') et/ou du bruit des irrégularités ('''irregularities noise''') pour obtenir un effet psychédélique.&lt;br /&gt;
* Enflammez n'importe quel portion de l'image en ajoutant simplement un point gris clair sous la couche couleur du feu ('''fire color''') où bon vous semble, exactement comme nous l'avons fait pour la région de flammes hautes dans l'étape 3.&lt;br /&gt;
&lt;br /&gt;
==Galerie==&lt;br /&gt;
Vous avez utilisé cette technique? Laissez ici un lien, et partagez vos astuces dans la {{l|Doc_talk:Realistic_Fire_Animation|page de discussions}}!&lt;br /&gt;
* Tout brûle... y compris le texte dans l'animation [http://www.vimeo.com/11569415 Raging Fire], dont le fichier Synfig source peut être trouvé dans le [http://synfig.org/forums/ forum Synfig].&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Realistic_Fire_Animation/fr&amp;diff=12380</id>
		<title>Doc:Realistic Fire Animation/fr</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Realistic_Fire_Animation/fr&amp;diff=12380"/>
				<updated>2010-05-20T16:41:12Z</updated>
		
		<summary type="html">&lt;p&gt;Berteh: step 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Feu animé réaliste}}&lt;br /&gt;
{{Category|Manual}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Advanced}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Ce tutoriel est en cours de traduction, veuillez revenir plus tard.'''''&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
{{l|File:Realistic_fire_tutorial_completed.png|right|Le résultat de ce tutoriel}} Ce tutoriel vous guidera dans la réalisation d'un ''feu animé réaliste avec {{l|Synfig}}''. &lt;br /&gt;
&lt;br /&gt;
Inspirez-vous de [http://www.vimeo.com/11610662 l'animation finale], et visitez la {{l|Doc:Realistic Fire Animation#Gallery|galerie}} ci-dessous pour trouver d'autres vidéos qui exploitent cette technique!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ce tutoriel n'est pas &amp;quot;avancé&amp;quot; comme dans &amp;quot;difficile&amp;quot;, mais il requiert que vous soyez familier avec l'{{l|Doc:Interface|interface}} de Synfig et ses principaux {{l|Doc:Quick_Overview|outils}}, dans la mesure où ils ne seront pas abordés ici. Commencez par les {{l|Category:Tutorials_Basic|tutoriels débutants}} et gardez le {{l|Category:Manual|manuel}} à portée de main si vous n'êtes pas familier avec des termes tels &amp;quot;{{l|Blend_Method_Parameter}}&amp;quot; ou &amp;quot;{{l|Encapsulate}}&amp;quot;. La longueur de ce tutoriel est estimée entre 30 et 50 minutes pour un utilisateur moyen de Synfig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pour des dispositions ou réglages alternatifs, variantes et autres, n'hésitez pas à participer à la {{l|Doc_talk:Realistic_Fire_Animation|page de discussion}}.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
L''''idée principale''' au coeur de ce tutoriel  est inspirée d'un guide pour Photoshop intitulé &amp;quot;[http://graffiti.hbfx.com/?p=219&amp;amp;lang=en-us Fire in Photoshop]&amp;quot;, par Eros:&lt;br /&gt;
* un fond rempli de nuages noir &amp;amp; blanc (i.e: bruit) se déplace verticalement. Ses zones claires deviendront une flamme claire et jaune, alors que les zones plus sombres deviendront un flamme rougeâtre.&lt;br /&gt;
* un masque fixe fonce le haut du feu, pour diminuer progressivement l'intensité du feu (i.e: un dégradé vertical blanc &amp;amp; noir)&lt;br /&gt;
* une couche de couleur orange met le feu à la composition&lt;br /&gt;
&lt;br /&gt;
Vous pouvez si vous le souhaitez télécharger le {{l|File:Realistic_fire_tutorial.sifz‎|fichier Synfig résultat}}, disponible sous licence Creative Commons (by nc sa).&lt;br /&gt;
&lt;br /&gt;
==étape 1: un feu statique==&lt;br /&gt;
[[File:Realistic_fire_tutorial_flame_intensity.png|200px|thumb|right|Le masque d'intensité, ''intensity mask'']]&lt;br /&gt;
&lt;br /&gt;
Ouvrez un nouveau fichier Synfig, sa taille n'a pas d'importance. Pour donner un bel effet &amp;quot;écran large&amp;quot; ce tutoriel utilise 360x203.&lt;br /&gt;
&lt;br /&gt;
# Ajoutez un nouveau calque {{l|Noise Gradient Layer}} noir &amp;amp; blanc, renommez le bruit de fond ('''base noise''') et changez sa taille (''size'') pour 20x35pt... puisque les flammes sont allongées verticalement.&lt;br /&gt;
# Au dessus du bruit de fond ('''base noise'''), ajoutez un calque {{l|Linear Gradient Layer}}, renommez-le masque d'intensité ('''intensity mask'''), et déplacez les poignées du dégradé ''point 1'' &amp;amp; ''point 2'' de manière à laisser un espace blanc au sommet du canevas, et noir à son pied, comme illustré dans l'image. Changez son mode de fusion (''blend mode'') pour soustraction ({{l|Blend_Method_Parameter#Subtract|subtract}}).&lt;br /&gt;
# Au dessu du masque d'intensité ('''intensity mask'''), ajoutez un calque {{l|Solid Color Layer}}, renommez-le couleur du feu ('''fire color'''). Changez sa couleur (''color'') pour un orange chaud, nous avons utilisé #ff6700, et son mode de fusion en couleur ({{l|Blend_Method_Parameter#Color|color}}).&lt;br /&gt;
# Changez la quantité (''amount'') de la couleur du feu ('''fire color''')et du masque d'intensité ('''intensity mask''') pour obtenir un effet que vous appréciez. Nous avons utilisé des quantités de 0.7 pour la couleur et 1.4 pour le masque pour obtenir le résultat illustré dans l'image à la fin de cette première étape.&lt;br /&gt;
&lt;br /&gt;
[[File:Raging fire tutorial step1.png|center|Result after step 1]]&lt;br /&gt;
&lt;br /&gt;
==étape 2: lui donner vie!==&lt;br /&gt;
Insuffler la vie à ce brasier revient à déplacer vers le haut le calque bruit de fond (''base noise''). Pour ce faire nous&lt;br /&gt;
&lt;br /&gt;
# {{l|Encapsulate|Encapsulons}} le bruit de fond ('''base noise''') et renommons le nouveau groupe base mobile ('''moving base'''). Provoquez son déplacement vertical en  {{l|Convert|convertissant}} son origine (''origin'') pour un {{l|Convert#Linear|linéaire}} et en changeant la pente de cette origine (''slope'') pour 0x200pt.&lt;br /&gt;
&lt;br /&gt;
Vous avez la possibilité à ce point du tutoriel de réaliser une {{l|Preview|prévisualisation}} de quelques trames, pour apprécier l'effet des flammes dansantes... et rapidement réaliser à quel point cette animation à l'air ennuyeuse et simpliste: les flammes diminuent d'intensité en s'élevant mais manquent de mouvement et de surprises. Ajoutez-en!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
L'idée de la technique utilisée dans ce tutoriel consiste à éclaircir des zones qui deviendront une flamme jaune et brillante, et obscurcir des zones qui seront une flamme rouge, sombre. Puisque la base mobile ('''moving base''') a exactement cet effet, répétez les mêmes étapes pour ajouter des irrégularités à votre feu:&lt;br /&gt;
&lt;br /&gt;
# {{l|Canvas_Layer_Menu|Dupliquez}} la base mobile ('''moving base'''), renommez ce nouveau groupe en irrégularités ('''irregularities'''), le bruit qu'il contient en bruit d'irrégularités ('''irregularities noise''') et placez-le au dessus de la base mobile ('''moving base'''). Changez les paramètres que nous avons modifiés précédemment:&lt;br /&gt;
#* Pour le bruit d'irrégularités ('''irregularities noise'''), changez la graine (''RandomNoiseSeed'') en toute autre valeur (p.ex. supprimez le dernier chiffre) et la taille (''size'') pour 5x15pt&lt;br /&gt;
#* Pour le calque irrégularités ('''irregularities'''), modifiez la pente de l'origine (origin ''slope'') pour 50x350pt, la quantité (''amount'') pour 0.5 et le ''zoom'' pour 1.2&lt;br /&gt;
&lt;br /&gt;
Une capture d'écran de ces derniers réglages est proposée dans l'image à la fin de cette seconde étape.&lt;br /&gt;
[[File:Realistic_fire_tutorial_step2.png|center|Résultat après l'étape 2]]&lt;br /&gt;
&lt;br /&gt;
==étape 3: quelques points chauds==&lt;br /&gt;
[[File:Realistic_fire_tutorial_flame_source.png|200px|thumb|right|The ''flame source'' layer]]&lt;br /&gt;
To complete this tutorial, we will add some hot spots at the base (figuring the source of the flames) and left of the fire, to make it less rectilinear. This is done by slightly brightening some areas underneath the '''fire color''' layer.&lt;br /&gt;
&lt;br /&gt;
# Add, above '''irregularities''' group, a new {{l|Linear Gradient Layer}}. Rename it '''flame source''' and move its gradient ''point 1'' &amp;amp; ''point 2'' to leave no white space at the bottom of the frame, and huge black area on top, as illustrated in the &amp;quot;flame source layer&amp;quot; picture. Change its ''amount'' to 0.6 and ''blend'' mode to {{l|Blend_Method_Parameter#Add|Add}}. &lt;br /&gt;
# Below layer '''fire color''' create a new {{l|BLine Tool|BLine Region}} (no need for an outline) of a shape where you want brighter flames (have a look at the picture at the end of this step for an example) and rename it '''high flames region'''. Changes its {{l|Feather Parameter}} to 50pt, its ''blend'' mode to {{l|Blend_Method_Parameter#Add|Add}}, and its ''color'' to some light gray (eg #8c8c8c).&lt;br /&gt;
&lt;br /&gt;
{{l|File:Realistic_fire_tutorial_step3.png|center|Result at the end of step 3}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Congratulations. You're (already) done! Render and enjoy.&lt;br /&gt;
&lt;br /&gt;
You can optionally download the result {{l|File:Realistic_fire_tutorial.sifz‎|Synfig file of the tutorial}}, available under Creative Commons (by nc sa)... but you just made your own so there's no need!&lt;br /&gt;
&lt;br /&gt;
==Réglages précis &amp;amp; essais divers==&lt;br /&gt;
Various settings allow you to achieve very different fire types and effects. Contribute to this section or discuss them in the {{l|Doc_talk:Realistic_Fire_Animation|talk page}}!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some &amp;quot;easy&amp;quot; tailoring include:&lt;br /&gt;
* play with the ''gradient'' of '''base noise''' to change the ratio between bright and dark flames.&lt;br /&gt;
* tune the '''irregularities''' ''zoom'', ''amount'' and ''blend mode'' to get a wild aggressive fire (0; 0.4; hard light) or something more voluptuously quiet (1.9; 0.5; composite)  &lt;br /&gt;
* make your high flames more realistic by coloring the '''high flames region''' with a vertical gradient, dark grey on top, white at the bottom.&lt;br /&gt;
* simulate wind (ie. change the direction of the flames) by adapting the ''slope'' of '''moving base''' and '''irregularities''.&lt;br /&gt;
&lt;br /&gt;
[[File:Realistic_fire_tutorial_rainbow.png|200px|thumb|right|Be cautious playing with the fire!]]&lt;br /&gt;
A few fun but less realistic tunings:&lt;br /&gt;
* play with the ''color'' of '''fire color''' to get a blue or pink fire.&lt;br /&gt;
* check ''turbulent'' of '''base noise''' and/or '''irregularities noise''' to get a psychedelic effect.&lt;br /&gt;
* set any place of the picture to fire just by adding a light gray spot below '''fire color''' anywhere, just as we did '''high flames region''' in step 3.&lt;br /&gt;
&lt;br /&gt;
==Galerie==&lt;br /&gt;
You used this technique? Leave a link here and a few hints in the {{l|Doc_talk:Realistic_Fire_Animation|talk page}}!&lt;br /&gt;
* Everything burned... even the text, in [http://www.vimeo.com/11569415 Raging Fire], the source of which can be found in the [http://synfig.org/forums/ Synfig forum].&lt;/div&gt;</summary>
		<author><name>Berteh</name></author>	</entry>

	</feed>