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		<title>Synfig Studio :: Documentation - User contributions [en]</title>
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		<updated>2026-05-06T21:14:02Z</updated>
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		<id>https://www.wiki.synfig.org/index.php?title=Doc:How_Do_I/es&amp;diff=14663</id>
		<title>Doc:How Do I/es</title>
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				<updated>2011-11-08T00:42:00Z</updated>
		
		<summary type="html">&lt;p&gt;Hanllel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Cómo lo hago...}}&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;
Puedes añadir tus propias preguntas aquí o {{l|Contact|contacta}} con nosotros. O ponlas en la {{l|Lista de Deseos del Wiki}}.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== ¿Quieres insertar texto? ==&lt;br /&gt;
&lt;br /&gt;
Con las recientes versiones en desarrollo, hay una herramienta de texto. Si estás usando la versión 0.61.08 o anterior, haz click derecho en el canvas o ve a Layer &amp;gt; New &amp;gt; Other &amp;gt; Text.&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo cambiamos los atajos de teclado? ==&lt;br /&gt;
'''1.''' Encuentra el archivo de configuración de Synfig en:&lt;br /&gt;
  '''Ubuntu (y otros 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.''' Abrimos el archivo, llámado '''accelrc''', usando cualquier editor de texto (GEdit, Kate, Notepad).&lt;br /&gt;
&lt;br /&gt;
'''3.''' Cambiamos los atajos como queramos, lo salvamos y cerramos. Debemos recordar eliminar el ; al comienzo de la línea para hacer que funcione el atajo de teclado personalizado.&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo tener atajos de teclado al estilo Flash? ==&lt;br /&gt;
'''1.''' Seguimos el paso en {{l|Tips#How_to_change_shortcut_keys.3F|cómo cambiamos los atajos de teclado}}, sin seguir el paso 3.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Copiamos y pegamos el código de debajo en la última parte del archivo '''accelrc''' y lo salvamos y cerramos.&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;
== ¿Cómo aplicar un gradiente a un objeto y no a todo el canvas? ==&lt;br /&gt;
&lt;br /&gt;
# Creamos la región que vamos a llenar con un gradiente, y la capa de gradiente, si no las tenemos ya.&lt;br /&gt;
# Nos aseguramos de que la capa de gradiente esté encima de la capa de región en el {{l|Panel de Capas}}.&lt;br /&gt;
# Seleccionamos ambas capas, con click derecho, y seleccionamos {{l|Encapsular}}.&lt;br /&gt;
# Expandimos la nueva capas de {{l|Paste Canvas|Canvas En línea}} si no la tenemos ya, y selecionamos nuestra capa gradiente.&lt;br /&gt;
# En el {{l|Panel de Parámetros}} seleccionamos el parámetro {{l|Método de Mezclado}} , y elegimos {{l|Blend Method#Onto|Onto}} en el menú desplegable.&lt;br /&gt;
&lt;br /&gt;
El gradiente se recortará al área visible de la región inferior dentro del {{l|Paste Canvas|Canvas En línea}}. (y cualquier otra capa en esa sección).&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo se hace para mostrar u ocultar una capa, o disolver el efecto de un emborronado? ==&lt;br /&gt;
En el {{l|Panel de Parámetros}}, buscamos la opción {{l|Amount Parameter|Cantidad}} - esto controla la cantidad de mezclado resultante de la capa compuesta de otras capas.&lt;br /&gt;
&lt;br /&gt;
En otras palabras, para una capa típica, esto será 'disolver'. Para una {{l|Capa de Emborronado}} lo ponemos a &amp;quot;{{l|Blend Method#Straight|Straight}}&amp;quot;, esto fusionará la versión emborronada y la versión sin emborronar del canvas. Si queremos que esté menos emborronado, ajustamos el {{l|Blur Layer#Size|Parámetro 'size' de la Capa de Emborronado}}.&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo se Rellena un Borde? ==&lt;br /&gt;
(Requested by {{l|User:Karlb|Karlb}})&lt;br /&gt;
&lt;br /&gt;
Hay varias opciones:&lt;br /&gt;
* El modo más fácil es enlazar una nueva capa región a la forma del borde.&lt;br /&gt;
*# Seleccionamos el borde que vamos a rellenar.&lt;br /&gt;
*# En el Panel Parámetros, hacemos click derecho en el parámetro Vértice, seleccionamos &amp;quot;Export&amp;quot;, introducimos un nombre para la forma, y pulsamos en Retorno. Esto exportará la forma del borde, haciéndolo visible en el {{l|Panel de Hijos}}.&lt;br /&gt;
*# En el Panel de Hijos, abrimos el árbol de Nodos por Valor y seleccionamos el nombre con el que hemos guardado la forma.&lt;br /&gt;
*# Desde el {{l|Menu de Capa}} (haciendo click en el contexto del {{l|Panel del Capa}} o usando el {{l|Menu de Cara de Canvas}}) creamos una nueva {{l|Capa de Región}} seleccionado &amp;quot;New Layer -&amp;gt; Geometry -&amp;gt; Region&amp;quot;. Nos aseguramos de la capa creada esté seleccionada.&lt;br /&gt;
*# En el diálogo de parámetros, click derecho en el parámetro de Vértices y hacemos click en &amp;quot;Connectar&amp;quot;.&lt;br /&gt;
*# Ahora, si no necesitamos exportar la forma, podemos desexportarla: haciendo click derecho en el nombre de la forma en el panel Hijos y pulsando en &amp;quot;Unexport&amp;quot;.&lt;br /&gt;
* De manera similar a la anterior, pero usando un método diferente:&lt;br /&gt;
*# Creamos una capa de región nueva como en el caso anterior, y la dejamos seleccionada.&lt;br /&gt;
*# No hacemos cambios en la capa de borde, que queremos rellenar.&lt;br /&gt;
*# Seleccionamos ambas capas en el {{l|Panel Capas}} Esto mostrará sólo los parámetros compartidos por ambas capas en el {{l|Panel Parámetros}}.&lt;br /&gt;
*# Hacemos click de contexto en {{l|Parámetros de Vértice}}, y seleccionamos {{l|Linking|Enlace}}.&lt;br /&gt;
*# La {{l|Capa Región}} se ajustará a la forma de la {{l|Capa de Borde}}.&lt;br /&gt;
* Cuando creamos un {{l|Outline Layer|borde}} con la {{l|BLine Tool|Herramienta Bline}} que pensamos rellenar, debemos asegurarnos de seleccionar el checkbox Relleno en el {{l|BLine Tool#Options|diálogo de opciones de herramienta}}. Obviamente, esto no nos ayudará si lo pensamos después de haber creado la forma.&lt;br /&gt;
* Si estamos usando la {{l|Herramienta de Dibujo}}, hay un botón en la parte inferior del {{l|Draw Tool#Options|diálogo de opciones de herramienta}} llamado {{l|Draw Tool#Buttons|&amp;quot;Fill Last Stroke&amp;quot;}}, que crea una nueva {{l|Capa Región}} y enlaza su forma al anterior borde que hemos dibujado. Desafortunadamente no funciona en Synfig Studio v0.61.04.  Ha sido arreglado en la versión actual de SVN de código.&lt;br /&gt;
* Creamos una {{l|Region Layer|región}} con el mismo número de agarres, y enlazamos manualmente cada agarre. Si queremos que una región dependa de múltiples capas de borde, esta es nuestra única elección.&lt;br /&gt;
* Usamos la herramienta de dibujo, seleccionamos el único borde a rellenar, dibujamos un trazo siguiendo el borde y nos aseguramos de mantener la tecla Control cuando soltamos el botón izquierdo del ratón al final del trazo. Esto no funciona al 100% en estos momentos.&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo acoplar todas las ventanas juntas? ==&lt;br /&gt;
&lt;br /&gt;
*Para acoplar (unir) las ventanas separadas en una sola debemos arrastrar la pestaña ''iconos'' para cada una de las herramientas en otra ventana. &lt;br /&gt;
*Podemos crear subdivisiones dentro de una ventana arrastrando los iconos en las pestañas laterales (que están en los bordes, parecen como rectángulos).&lt;br /&gt;
*Las pestañas de Herramientas dentro de la ventana puede ser reordenada arrastrándolas dentro de otra, y por tanto cambiando el orden.&lt;br /&gt;
*¿''Cómo minimizamos/maximizamos todas las ventanas de Synfig en un PC con Windows''? ¿Hay un modo fácil de hacer esto?&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo usar un bitmap externo? ==&lt;br /&gt;
&lt;br /&gt;
* En el menú imagen (&amp;gt;) selecciona file--&amp;gt;import. Un PNG con canal alfa funcionará bien.&lt;br /&gt;
* Para animarlo sin modificarlo accidentalmente, pulsamos  el botón derecho sobre la capa y elige encapsular. Podemos ahora animar la posición con una capa &amp;quot;Canvas en línea&amp;quot; en lugar de la bbox.&lt;br /&gt;
&lt;br /&gt;
== ¿Usar una imagen como color de relleno? ==&lt;br /&gt;
&lt;br /&gt;
Hacer un nuevo objeto (bline, región, cuadrado, círculo, polígono) &lt;br /&gt;
Importamos la imagen que queramos como color de relleno, y la ponemos sobre la capa de tu objeto. Establecemos el método de mezclado de la imagen (usando el {{l|Panel de Parámetros}}) usando &amp;quot;onto&amp;quot; o &amp;quot;straightonto&amp;quot;. &lt;br /&gt;
 Encapsula el objeto y la imagen de color de relleno, en cualquier otro caso la imagen será toda del mismo color de relleno.&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo usar un Vector externo? ==&lt;br /&gt;
&lt;br /&gt;
Synfig todavía no soporta la importación de vectores ya que nadie ha escrito un proceso de importación hasta el momento. Podemos usar el Svg2synfig {{l|Converters|converter}}, o importar como bitmap y luego trazarlo en synfig. Si quereis implementar un importador de vectores aceptaremos el parche.&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo cerrar una a bline? ==&lt;br /&gt;
&lt;br /&gt;
* Hacemos click en el punto de inicio y acto seguido en loop bline.&lt;br /&gt;
Nota: No funciona a menos que el punto inicial tenga una tangente - ej: el primer segmento sea curvo. Pero podemos ocultar los agarres tangentes con (Alt+3, o &amp;quot;Caret Menu &amp;gt; View &amp;gt; Show/Hide Ducks &amp;gt; Show tangent ducks&amp;quot;) y seguir. No olvidemos pulsar (Alt+3) después de mostrar los agarres de tangentes.&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo transformar objetos encapsulados? ==&lt;br /&gt;
&lt;br /&gt;
* Haz click en objeto Encapsulado en el diálogo Capa y elige &amp;quot;seleccionar todas las capas hijo&amp;quot;. Entonces seleccinamos los agarres que queremos transformar (normalmente todos ellos, como si fueramos a rotar el objeto), y con la herramienta rotar o escalar hacemos el trabajo.&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo hacer objetos que vayan detrás de otros, sin mover las capas? ==&lt;br /&gt;
&lt;br /&gt;
Nos habremos dado cuenta de que cada capa que hacemos tiene un número en la columna z dept en el Panel de Capas. Imaginamos que tenemos 3 capas, estarán numeradas (la menor, será 2, ej: un cuadrado), la 1 será (ej: un círculo) y la 0 será (la mayor (la por defecto), ej: una línea). Para hacer la capa 1, el círculo, pasa a estar detrás de la capa 2, el cuadrado, cambia su profundidad z para a ser 3 o más. La profundidad z del círculo necesita ser más grande de 2 para estar detrás del cuadrado. Para hacer que el cuadrado esté por encima de todo, debemos cambiar su profundidad z a -1 o menos. &lt;br /&gt;
&lt;br /&gt;
Los números positivos en el eje z van en la pantalla, y los números negativos van fuera de la pantalla.&lt;br /&gt;
&lt;br /&gt;
Es posible animar este efecto, pero cada capa es discreta. Va desde el 0 al 0.9999.&lt;br /&gt;
&lt;br /&gt;
Además los objetos en capas encapsuladas sólo pueden estar detrás de otros objetos en la misma capa encapsulada. Sin embargo una capa encapsulada puede estar detrás de otras capas encapsuladas.&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;
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&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;
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&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>Hanllel</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:How_Do_I/es&amp;diff=14646</id>
		<title>Doc:How Do I/es</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:How_Do_I/es&amp;diff=14646"/>
				<updated>2011-11-02T16:08:30Z</updated>
		
		<summary type="html">&lt;p&gt;Hanllel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Cómo lo hago...}}&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;
Puedes añadir tus propias preguntas aquí o {{l|Contact|contacta}} con nosotros. O ponlas en la {{l|Lista de Deseos del Wiki}}.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== ¿Quieres insertar texto? ==&lt;br /&gt;
&lt;br /&gt;
Con las recientes versiones en desarrollo, hay una herramienta de texto. Si estás usando la versión 0.61.08 o anterior, haz click derecho en el canvas o ve a Layer &amp;gt; New &amp;gt; Other &amp;gt; Text.&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo cambiamos los atajos de teclado? ==&lt;br /&gt;
'''1.''' Encuentra el archivo de configuración de Synfig en:&lt;br /&gt;
  '''Ubuntu (y otros 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.''' Abrimos el archivo, llámado '''accelrc''', usando cualquier editor de texto (GEdit, Kate, Notepad).&lt;br /&gt;
&lt;br /&gt;
'''3.''' Cambiamos los atajos como queramos, lo salvamos y cerramos. Debemos recordar eliminar el ; al comienzo de la línea para hacer que funcione el atajo de teclado personalizado.&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo tener atajos de teclado al estilo Flash? ==&lt;br /&gt;
'''1.''' Seguimos el paso en {{l|Tips#How_to_change_shortcut_keys.3F|cómo cambiamos los atajos de teclado}}, sin seguir el paso 3.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Copiamos y pegamos el código de debajo en la última parte del archivo '''accelrc''' y lo salvamos y cerramos.&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;
== ¿Cómo aplicar un gradiente a un objeto y no a todo el canvas? ==&lt;br /&gt;
&lt;br /&gt;
# Creamos la región que vamos a llenar con un gradiente, y la capa de gradiente, si no las tenemos ya.&lt;br /&gt;
# Nos aseguramos de que la capa de gradiente esté encima de la capa de región en el {{l|Panel de Capas}}.&lt;br /&gt;
# Seleccionamos ambas capas, con click derecho, y seleccionamos {{l|Encapsular}}.&lt;br /&gt;
# Expandimos la nueva capas de {{l|Paste Canvas|Canvas En línea}} si no la tenemos ya, y selecionamos nuestra capa gradiente.&lt;br /&gt;
# En el {{l|Panel de Parámetros}} seleccionamos el parámetro {{l|Método de Mezclado}} , y elegimos {{l|Blend Method#Onto|Onto}} en el menú desplegable.&lt;br /&gt;
&lt;br /&gt;
El gradiente se recortará al área visible de la región inferior dentro del {{l|Paste Canvas|Canvas En línea}}. (y cualquier otra capa en esa sección).&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo se hace para mostrar u ocultar una capa, o disolver el efecto de un emborronado? ==&lt;br /&gt;
En el {{l|Panel de Parámetros}}, buscamos la opción {{l|Amount Parameter|Cantidad}} - esto controla la cantidad de mezclado resultante de la capa compuesta de otras capas.&lt;br /&gt;
&lt;br /&gt;
En otras palabras, para una capa típica, esto será 'disolver'. Para una {{l|Capa de Emborronado}} lo ponemos a &amp;quot;{{l|Blend Method#Straight|Straight}}&amp;quot;, esto fusionará la versión emborronada y la versión sin emborronar del canvas. Si queremos que esté menos emborronado, ajustamos el {{l|Blur Layer#Size|Parámetro 'size' de la Capa de Emborronado}}.&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo se Rellena un Borde? ==&lt;br /&gt;
(Requested by {{l|User:Karlb|Karlb}})&lt;br /&gt;
&lt;br /&gt;
Hay varias opciones:&lt;br /&gt;
* El modo más fácil es enlazar una nueva capa región a la forma del borde.&lt;br /&gt;
*# Seleccionamos el borde que vamos a rellenar.&lt;br /&gt;
*# En el Panel Parámetros, hacemos click derecho en el parámetro Vértice, seleccionamos &amp;quot;Export&amp;quot;, introducimos un nombre para la forma, y pulsamos en Retorno. Esto exportará la forma del borde, haciéndolo visible en el {{l|Panel de Hijos}}.&lt;br /&gt;
*# En el Panel de Hijos, abrimos el árbol de Nodos por Valor y seleccionamos el nombre con el que hemos guardado la forma.&lt;br /&gt;
*# Desde el {{l|Menu de Capa}} (haciendo click en el contexto del {{l|Panel del Capa}} o usando el {{l|Menu de Cara de Canvas}}) creamos una nueva {{l|Capa de Región}} seleccionado &amp;quot;New Layer -&amp;gt; Geometry -&amp;gt; Region&amp;quot;. Nos aseguramos de la capa creada esté seleccionada.&lt;br /&gt;
*# En el diálogo de parámetros, click derecho en el parámetro de Vértices y hacemos click en &amp;quot;Connectar&amp;quot;.&lt;br /&gt;
*# Ahora, si no necesitamos exportar la forma, podemos desexportarla: haciendo click derecho en el nombre de la forma en el panel Hijos y pulsando en &amp;quot;Unexport&amp;quot;.&lt;br /&gt;
* De manera similar a la anterior, pero usando un método diferente:&lt;br /&gt;
*# Creamos una capa de región nueva como en el caso anterior, y la dejamos seleccionada.&lt;br /&gt;
*# No hacemos cambios en la capa de borde, que queremos rellenar.&lt;br /&gt;
*# Seleccionamos ambas capas en el {{l|Panel Capas}} Esto mostrará sólo los parámetros compartidos por ambas capas en el {{l|Panel Parámetros}}.&lt;br /&gt;
*# Hacemos click de contexto en {{l|Parámetros de Vértice}}, y seleccionamos {{l|Linking|Enlace}}.&lt;br /&gt;
*# La {{l|Capa Región}} se ajustará a la forma de la {{l|Capa de Borde}}.&lt;br /&gt;
* Cuando creamos un {{l|Outline Layer|borde}} con la {{l|BLine Tool|Herramienta Bline}} que pensamos rellenar, debemos asegurarnos de seleccionar el checkbox Relleno en el {{l|BLine Tool#Options|diálogo de opciones de herramienta}}. Obviamente, esto no nos ayudará si lo pensamos después de haber creado la forma.&lt;br /&gt;
* Si estamos usando la {{l|Herramienta de Dibujo}}, hay un botón en la parte inferior del {{l|Draw Tool#Options|diálogo de opciones de herramienta}} llamado {{l|Draw Tool#Buttons|&amp;quot;Fill Last Stroke&amp;quot;}}, que crea una nueva {{l|Capa Región}} y enlaza su forma al anterior borde que hemos dibujado. Desafortunadamente no funciona en Synfig Studio v0.61.04.  Ha sido arreglado en la versión actual de SVN de código.&lt;br /&gt;
* Creamos una {{l|Region Layer|región}} con el mismo número de agarres, y enlazamos manualmente cada agarre. Si queremos que una región dependa de múltiples capas de borde, esta es nuestra única elección.&lt;br /&gt;
* Usamos la herramienta de dibujo, seleccionamos el único borde a rellenar, dibujamos un trazo siguiendo el borde y nos aseguramos de mantener la tecla Control cuando soltamos el botón izquierdo del ratón al final del trazo. Esto no funciona al 100% en estos momentos.&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo acoplar todas las ventanas juntas? ==&lt;br /&gt;
&lt;br /&gt;
*Para acoplar (unir) las ventanas separadas en una sola debemos arrastrar la pestaña ''iconos'' para cada una de las herramientas en otra ventana. &lt;br /&gt;
*Podemos crear subdivisiones dentro de una ventana arrastrando los iconos en las pestañas laterales (que están en los bordes, parecen como rectángulos).&lt;br /&gt;
*Las pestañas de Herramientas dentro de la ventana puede ser reordenada arrastrándolas dentro de otra, y por tanto cambiando el orden.&lt;br /&gt;
*¿''Cómo minimizamos/maximizamos todas las ventanas de Synfig en un PC con Windows''? ¿Hay un modo fácil de hacer esto?&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo usar un bitmap externo? ==&lt;br /&gt;
&lt;br /&gt;
* En el menú imagen (&amp;gt;) selecciona file--&amp;gt;import. Un PNG con canal alfa funcionará bien.&lt;br /&gt;
* Para animarlo sin modificarlo accidentalmente, pulsamos  el botón derecho sobre la capa y elige encapsular. Podemos ahora animar la posición con una capa &amp;quot;Canvas en línea&amp;quot; en lugar de la bbox.&lt;br /&gt;
&lt;br /&gt;
== ¿Usar una imagen como color de relleno? ==&lt;br /&gt;
&lt;br /&gt;
Hacer un nuevo objeto (bline, región, cuadrado, círculo, polígono) &lt;br /&gt;
Importamos la imagen que queramos como color de relleno, y la ponemos sobre la capa de tu objeto. Establecemos el método de mezclado de la imagen (usando el {{l|Panel de Parámetros}}) usando &amp;quot;onto&amp;quot; o &amp;quot;straightonto&amp;quot;. &lt;br /&gt;
 Encapsula el objeto y la imagen de color de relleno, en cualquier otro caso la imagen será toda del mismo color de relleno.&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo usar un Vector externo? ==&lt;br /&gt;
&lt;br /&gt;
Synfig todavía no soporta la importación de vectores ya que nadie ha escrito un proceso de importación hasta el momento. Podemos usar el Svg2synfig {{l|Converters|converter}}, o importar como bitmap y luego trazarlo en synfig. Si quereis implementar un importador de vectores aceptaremos el parche.&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo cerrar una a bline? ==&lt;br /&gt;
&lt;br /&gt;
* Hacemos click en el punto de inicio y acto seguido en loop bline.&lt;br /&gt;
Nota: No funciona a menos que el punto inicial tenga una tangente - ej: el primer segmento sea curvo. Pero podemos ocultar los agarres tangentes con (Alt+3, o &amp;quot;Caret Menu &amp;gt; View &amp;gt; Show/Hide Ducks &amp;gt; Show tangent ducks&amp;quot;) y seguir. No olvidemos pulsar (Alt+3) después de mostrar los agarres de tangentes.&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo transformar objetos encapsulados? ==&lt;br /&gt;
&lt;br /&gt;
* Haz click en objeto Encapsulado en el diálogo Capa y elige &amp;quot;seleccionar todas las capas hijo&amp;quot;. Entonces seleccinamos los agarres que queremos transformar (normalmente todos ellos, como si fueramos a rotar el objeto), y con la herramienta rotar o escalar hacemos el trabajo.&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo hacer objetos que vayan detrás de otros, sin mover las capas? ==&lt;br /&gt;
&lt;br /&gt;
Nos habremos dado cuenta de que cada capa que hacemos tiene un número en la columna z dept en el Panel de Capas. Imaginamos que tenemos 3 capas, estarán numeradas (la menor, será 2, ej: un cuadrado), la 1 será (ej: un círculo) y la 0 será (la mayor (la por defecto), ej: una línea). Para hacer la capa 1, el círculo 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;
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&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;
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&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>Hanllel</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:How_Do_I/es&amp;diff=14645</id>
		<title>Doc:How Do I/es</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:How_Do_I/es&amp;diff=14645"/>
				<updated>2011-11-01T14:45:11Z</updated>
		
		<summary type="html">&lt;p&gt;Hanllel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Cómo lo hago...}}&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;
Puedes añadir tus propias preguntas aquí o {{l|Contact|contacta}} con nosotros. O ponlas en la {{l|Lista de Deseos del Wiki}}.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== ¿Quieres insertar texto? ==&lt;br /&gt;
&lt;br /&gt;
Con las recientes versiones en desarrollo, hay una herramienta de texto. Si estás usando la versión 0.61.08 o anterior, haz click derecho en el canvas o ve a Layer &amp;gt; New &amp;gt; Other &amp;gt; Text.&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo cambiamos los atajos de teclado? ==&lt;br /&gt;
'''1.''' Encuentra el archivo de configuración de Synfig en:&lt;br /&gt;
  '''Ubuntu (y otros 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.''' Abrimos el archivo, llámado '''accelrc''', usando cualquier editor de texto (GEdit, Kate, Notepad).&lt;br /&gt;
&lt;br /&gt;
'''3.''' Cambiamos los atajos como queramos, lo salvamos y cerramos. Debemos recordar eliminar el ; al comienzo de la línea para hacer que funcione el atajo de teclado personalizado.&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo tener atajos de teclado al estilo Flash? ==&lt;br /&gt;
'''1.''' Seguimos el paso en {{l|Tips#How_to_change_shortcut_keys.3F|cómo cambiamos los atajos de teclado}}, sin seguir el paso 3.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Copiamos y pegamos el código de debajo en la última parte del archivo '''accelrc''' y lo salvamos y cerramos.&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;
== ¿Cómo aplicar un gradiente a un objeto y no a todo el canvas? ==&lt;br /&gt;
&lt;br /&gt;
# Creamos la región que vamos a llenar con un gradiente, y la capa de gradiente, si no las tenemos ya.&lt;br /&gt;
# Nos aseguramos de que la capa de gradiente esté encima de la capa de región en el {{l|Panel de Capas}}.&lt;br /&gt;
# Seleccionamos ambas capas, con click derecho, y seleccionamos {{l|Encapsular}}.&lt;br /&gt;
# Expandimos la nueva capas de {{l|Paste Canvas|Canvas En línea}} si no la tenemos ya, y selecionamos nuestra capa gradiente.&lt;br /&gt;
# En el {{l|Panel de Parámetros}} seleccionamos el parámetro {{l|Método de Mezclado}} , y elegimos {{l|Blend Method#Onto|Onto}} en el menú desplegable.&lt;br /&gt;
&lt;br /&gt;
El gradiente se recortará al área visible de la región inferior dentro del {{l|Paste Canvas|Canvas En línea}}. (y cualquier otra capa en esa sección).&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo se hace para mostrar u ocultar una capa, o disolver el efecto de un emborronado? ==&lt;br /&gt;
En el {{l|Panel de Parámetros}}, buscamos la opción {{l|Amount Parameter|Cantidad}} - esto controla la cantidad de mezclado resultante de la capa compuesta de otras capas.&lt;br /&gt;
&lt;br /&gt;
En otras palabras, para una capa típica, esto será 'disolver'. Para una {{l|Capa de Emborronado}} lo ponemos a &amp;quot;{{l|Blend Method#Straight|Straight}}&amp;quot;, esto fusionará la versión emborronada y la versión sin emborronar del canvas. Si queremos que esté menos emborronado, ajustamos el {{l|Blur Layer#Size|Parámetro 'size' de la Capa de Emborronado}}.&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo se Rellena un Borde? ==&lt;br /&gt;
(Requested by {{l|User:Karlb|Karlb}})&lt;br /&gt;
&lt;br /&gt;
Hay varias opciones:&lt;br /&gt;
* El modo más fácil es enlazar una nueva capa región a la forma del borde.&lt;br /&gt;
*# Seleccionamos el borde que vamos a rellenar.&lt;br /&gt;
*# En el Panel Parámetros, hacemos click derecho en el parámetro Vértice, seleccionamos &amp;quot;Export&amp;quot;, introducimos un nombre para la forma, y pulsamos en Retorno. Esto exportará la forma del borde, haciéndolo visible en el {{l|Panel de Hijos}}.&lt;br /&gt;
*# En el Panel de Hijos, abrimos el árbol de Nodos por Valor y seleccionamos el nombre con el que hemos guardado la forma.&lt;br /&gt;
*# Desde el {{l|Menu de Capa}} (haciendo click en el contexto del {{l|Panel del Capa}} o usando el {{l|Menu de Cara de Canvas}}) creamos una nueva {{l|Capa de Región}} seleccionado &amp;quot;New Layer -&amp;gt; Geometry -&amp;gt; Region&amp;quot;. Nos aseguramos de la capa creada esté seleccionada.&lt;br /&gt;
*# En el diálogo de parámetros, click derecho en el parámetro de Vértices y hacemos click en &amp;quot;Connectar&amp;quot;.&lt;br /&gt;
*# Ahora, si no necesitamos exportar la forma, podemos desexportarla: haciendo click derecho en el nombre de la forma en el panel Hijos y pulsando en &amp;quot;Unexport&amp;quot;.&lt;br /&gt;
* De manera similar a la anterior, pero usando un método diferente:&lt;br /&gt;
*# Creamos una capa de región nueva como en el caso anterior, y la dejamos seleccionada.&lt;br /&gt;
*# No hacemos cambios en la capa de borde, que queremos rellenar.&lt;br /&gt;
*# Seleccionamos ambas capas en el {{l|Panel Capas}} Esto mostrará sólo los parámetros compartidos por ambas capas en el {{l|Panel Parámetros}}.&lt;br /&gt;
*# Hacemos click de contexto en {{l|Parámetros de Vértice}}, y seleccionamos {{l|Linking|Enlace}}.&lt;br /&gt;
*# La {{l|Capa Región}} se ajustará a la forma de la {{l|Capa de Borde}}.&lt;br /&gt;
* Cuando creamos un {{l|Outline Layer|borde}} con la {{l|BLine Tool|Herramienta Bline}} que pensamos rellenar, debemos asegurarnos de seleccionar el checkbox Relleno en el {{l|BLine Tool#Options|diálogo de opciones de herramienta}}. Obviamente, esto no nos ayudará si lo pensamos después de haber creado la forma.&lt;br /&gt;
* Si estamos usando la {{l|Herramienta de Dibujo}}, hay un botón en la parte inferior del {{l|Draw Tool#Options|diálogo de opciones de herramienta}} llamado {{l|Draw Tool#Buttons|&amp;quot;Fill Last Stroke&amp;quot;}}, que crea una nueva {{l|Capa Región}} y enlaza su forma al anterior borde que hemos dibujado. Desafortunadamente no funciona en Synfig Studio v0.61.04.  Ha sido arreglado en la versión actual de SVN de código.&lt;br /&gt;
* Creamos una {{l|Region Layer|región}} con el mismo número de agarres, y enlazamos manualmente cada agarre. Si queremos que una región dependa de múltiples capas de borde, esta es nuestra única elección.&lt;br /&gt;
* Usamos la herramienta de dibujo, seleccionamos el único borde a rellenar, dibujamos un trazo siguiendo el borde y nos aseguramos de mantener la tecla Control cuando soltamos el botón izquierdo del ratón al final del trazo. Esto no funciona al 100% en estos momentos.&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>Hanllel</name></author>	</entry>

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		<title>Doc:How Do I/es</title>
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				<updated>2011-10-30T21:27:08Z</updated>
		
		<summary type="html">&lt;p&gt;Hanllel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Cómo lo hago...}}&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;
Puedes añadir tus propias preguntas aquí o {{l|Contact|contacta}} con nosotros. O ponlas en la {{l|Lista de Deseos del Wiki}}.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== ¿Quieres insertar texto? ==&lt;br /&gt;
&lt;br /&gt;
Con las recientes versiones en desarrollo, hay una herramienta de texto. Si estás usando la versión 0.61.08 o anterior, haz click derecho en el canvas o ve a Layer &amp;gt; New &amp;gt; Other &amp;gt; Text.&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo cambiamos los atajos de teclado? ==&lt;br /&gt;
'''1.''' Encuentra el archivo de configuración de Synfig en:&lt;br /&gt;
  '''Ubuntu (y otros 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.''' Abrimos el archivo, llámado '''accelrc''', usando cualquier editor de texto (GEdit, Kate, Notepad).&lt;br /&gt;
&lt;br /&gt;
'''3.''' Cambiamos los atajos como queramos, lo salvamos y cerramos. Debemos recordar eliminar el ; al comienzo de la línea para hacer que funcione el atajo de teclado personalizado.&lt;br /&gt;
&lt;br /&gt;
== ¿Cómo tener atajos de teclado al estilo Flash? ==&lt;br /&gt;
'''1.''' Seguimos el paso en {{l|Tips#How_to_change_shortcut_keys.3F|cómo cambiamos los atajos de teclado}}, sin seguir el paso 3.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Copiamos y pegamos el código de debajo en la última parte del archivo '''accelrc''' y lo salvamos y cerramos.&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;
== ¿Cómo aplicar un gradiente a un objeto y no a todo el 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>Hanllel</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:How_Do_I/es&amp;diff=14643</id>
		<title>Doc:How Do I/es</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:How_Do_I/es&amp;diff=14643"/>
				<updated>2011-10-30T21:15:38Z</updated>
		
		<summary type="html">&lt;p&gt;Hanllel: Created page with &amp;quot;&amp;lt;!-- Page info --&amp;gt; {{Title|Cómo lo hago...}} {{Category|Manual}} {{Category|Tutorials}} {{Category|Tutorials Basic}} &amp;lt;!-- Page info end --&amp;gt;  Feel free to add your own questions ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Cómo lo hago...}}&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;
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&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;
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&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;
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=== 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;
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&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;
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=== 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;
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=== 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>Hanllel</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Creating_Shapes/es&amp;diff=14642</id>
		<title>Doc:Creating Shapes/es</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Creating_Shapes/es&amp;diff=14642"/>
				<updated>2011-10-30T21:11:35Z</updated>
		
		<summary type="html">&lt;p&gt;Hanllel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Creando Formas}}&lt;br /&gt;
{{Category|Manual}}&lt;br /&gt;
{{Category|Tutorials}}&lt;br /&gt;
{{Category|Tutorials Basic}}&lt;br /&gt;
{{Category|Updated}}&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Flower Animation}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Introducción ==&lt;br /&gt;
&lt;br /&gt;
Las primitivas básicas como los círculos o los rectángulos estan bien, pero son muy poco flexibles. Así que, creemos formas más complejas, para hacer esto, usaremos la Herramienta BLine.&lt;br /&gt;
&lt;br /&gt;
== La Herramienta BLine ==&lt;br /&gt;
&lt;br /&gt;
En Synfig, la estructura que describe una forma se llama BLine. Es una analogía de la &amp;quot;ruta&amp;quot; en otros programas, sólo que este caso es estrictamente una spline de hermite.&lt;br /&gt;
&lt;br /&gt;
[[Image:Toolbox Reset Colors Button.png|right|frame|Botón Restablecer Colores en la Caja de Herramientas]] Antes de que comencemos con el tutorial BLine, vemos como funciona Synfig. Cuando pulsamos en {{l|BLine Tool}}, vemos que esos vértices del objeto seleccionado actualmente (si fue sólo uno) desaparecieron, pero la(s) capa(s) todavía permanece seleccionada en el {{l|Panel Capas}}. Esto es normal. Cualquier cosa que creemos con la Herramienta BLine será insertada encima de la capa seleccionada actualmente. Ten en la mente que si queremos insertar una forma, debemos seleccionar donde vamos a insertarla antes de ir a la Herramienta  &amp;amp;mdash; cambiando la selección después se cambiará automáticamente a la Herramienta de Transformación. &lt;br /&gt;
&lt;br /&gt;
Ahora, seguimos y hacemos click en el botón {{Literal|Restablecer Colores}} en la esquina inferior izquierda del control de color FG/BG en la {{l|Toolbox|caja de herramientas}}. Esto nos devolverá a valor por defecto de negro y blanco. Además, establecemos el {{l|New Layer Defaults#Default Line Width|ancho de línea por defecto}} a algo bonito y delgado &amp;amp;mdash; 10pt estaría bien.&lt;br /&gt;
&lt;br /&gt;
Después de que hayamos cambiado a la Herramienta BLine, miramos al Panel Opciones de Herramienta. Para asegurarnos de que sólo {{Literal|Crear Región BLine}}, {{Literal|Crear Perfil BLine}} y {{Literal|Enlace de Orígenes}} han sido seleccionados. &lt;br /&gt;
&lt;br /&gt;
Haciendo click con nuestro ratón en el canvas colocaremos los vértices. Mientras estamos colocando cada vértice, podemos arrastrar su tangente con el ratón. Haciendo esto una y otra vez, construiremos una BLine.&lt;br /&gt;
&lt;br /&gt;
Debemos de acordarnos, que durante esta construcción, no hay nada que nos impida mover los vértices o tangentes a nuestro antojo. Si queremos eliminar un vértice, hacemos click derecho sobre él y los seleccionamos {{Literal|Delete Vertex}}. Si queremos dividir las tangentes hacemos click derecho sobre una tangente y pulsamos {{Literal|Split Tangents}}. Si queremos cerrar una BLine hacemos click derecho sobre el primer vértice y seleccionamos {{Literal|Loop BLine}}. &lt;br /&gt;
&lt;br /&gt;
[[Image:Creating-shapes-2-bline-construction.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Cuando hemos terminado de colocar los vértices, debemos salir del modo de construcción si queremos crear la capa(s) BLine; Hay dos modos de hacer esto:&lt;br /&gt;
#Cambiar a otra herramienta.&lt;br /&gt;
#Pulsar el botón {{Literal|Create}} en la parte inferior del Panel de Opciones de Herramienta (es el icono que parece un engranaje).&lt;br /&gt;
Por ahora, sólo tenemos que seguir y cambiar a la Herramienta {{l|Transform Tool}}, porque estamos usando la Herramienta BLine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Creating-shapes-3-bline-region-outline.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
== Editando BLines ==&lt;br /&gt;
&lt;br /&gt;
Bien, ahora tenemos una bonita región en blanco con un borde en negro. Ya que hemos activado {{Literal|Crear Región BLine}} y {{Literal|Crear Borde BLine}} en los pasos anteriores, nos daremos cuenta de que hemos creado dos capas &amp;amp;mdash; el {{l|Outline Layer|Borde}} y la {{l|Region Layer|Región}} en el Panel Capas. Además del hecho de que son dos capas separadas, sus parámetros de vértices ya han sido enlazados {{l|Linking|linked}} &amp;amp;mdash; así que podemos seleccionar uno y mover su agarre y el otro también cambiará.&lt;br /&gt;
&lt;br /&gt;
Si queremos manipular los vértices ''después'' de que hemos creado las capas, es muy fácil de hacer. Sólo tenemos que hacer click en una de las capas. Si queremos eliminar un vértice, hacemos click derecho y pulsamos en {{Literal|Remove Item (smart)}}. Si queremos insertar un punto en cualquier sitio hacemos click sobre un segmento donde queramos insertarlo y pulsamos en {{Literal|Insert item (smart)}}.&lt;br /&gt;
&lt;br /&gt;
{{Note|Note|La mayor diferencia entre este modo de edición normal y el modo de construcción es el modo en que se dividen las tangentes &amp;amp;mdash; en el modo de construcción hacemos click derecho en la tangente en sí misma. En el modo de edición de agarre, debemos hacer click derecho sobre el vértice cuyas tangentes estan acopladas. Esto podría ser considerado un problema se usabilidad, y se arreglará en algún momento.}}&lt;br /&gt;
&lt;br /&gt;
Esto podría parecer un desorden de capas. Y sí, si no usamos el software de manera apropiada es lo que conseguiremos. Pero hay una manera de hacer que esto sea más limpio. Como mencionamos en el {{l|Doc:Adding Layers|Tutorial anterior}}, podemos {{l|encapsulate|encapsular}} capas en una jerarquía.&lt;br /&gt;
&lt;br /&gt;
Una cosa rápida que comentar antes de terminar. Podemos cambiar el ancho de un borde en cada vértice. Para hacer esto seleccionamos la capa de borde&lt;br /&gt;
(NOTA: Debemos seleccionar la Capa de Borde, la Capa de Región no tiene datos de anchura) y cambiarla mediante los agarres de anchura. Por defecto. Estos estan enmascarados. Para mostrarlos, pulsa {{Shortcut|alt|5}} o hacemos click en el botón {{Literal|Toggle width ducks}} encima de la ventana de canvas. Haz lo mismo para ocultarlos. También puedes ver otras cosas mediante {{l|Menú Cara de Máscara}}: {{c|View|Mostrar/Ocultar Agarres}}.&lt;br /&gt;
&lt;br /&gt;
== Usando una tableta para dibujar las formas ==&lt;br /&gt;
&lt;br /&gt;
Si tenemos una [http://en.wikipedia.org/wiki/Graphics_tablet tableta gráfica] podemos usar la Herramienta Dibujo para crear BLines.&lt;br /&gt;
&lt;br /&gt;
Synfig Studio soporta sensibilidad a la presión, pero necesitamos configurarla primero. Tenemos que ir a {{c|File|Input Devices...}} en el menú de herramintas. En el diálogo de entrada encontramos nuestra tableta y establecemos su modo en {{Literal|Pantalla}}. Pulsamos en Click {{Literal|Salvar}} y seguidamente damos a cerrar {{Literal|Close}}.&lt;br /&gt;
&lt;br /&gt;
Ahora cogemos nuestro lápiz digital, y creamos un nuevo archivo y pulsamos sobre el botón de la Herramienta de Dibujo en la caja de herramientas. Establecemos el valor de ancho de la línea para que sea lo bastante grande &amp;amp;mdash; por ejemplo, 15pt &amp;amp;mdash; sino no notaremos el efecto de sensibilidad a la presión. Elegimos marrón como el color de relleno por defecto.&lt;br /&gt;
&lt;br /&gt;
{{Note|Note|Los pasos anteriores deberían ser realizados con el lápiz digital de nuestra tableta, no con el ratón. Synfig Studio recuerda los ajustes para cada dispositivo de entrada de manera independiente. Eso es así porque si establecemos esas opciones con el ratón no funcionarán cuando cambiemos al lápiz digital.}}&lt;br /&gt;
En el Panel de Opciones de Herramienta, nos aseguramos que tenemos opciones que las mostradas por la imagen siguiente.I&lt;br /&gt;
&lt;br /&gt;
[[Image:DrawToolOptions.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Now let's draw some thing like a curvy mountain background. Start drawing a line from the left border to the middle of the canvas. Try to vary your stylus pressure while you are drawing. Stop near the center of the canvas. This is your first line. Notice the new outline layer created in the Layers Panel.&lt;br /&gt;
&lt;br /&gt;
[[Image:Creating-shapes-4-draw.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Señalamos con nuestro lápiz digital el últimmo agarre de nuestra nueva BLine y continuamos dibujando hacia la esquina derecha del canvas. Cuando acabemos, miramos en el Panel Capas otra vez. Hay todavía una única Capa de Borde.  Synfig Studio es lo bastante inteligente como para saber que no necesitamos  una nueva capa de borde y de manera apropiada extiende la anterior. Podemos extender la BLine desde las dos terminaciones, pero si comenzamos desde cualquier otro lugar en el canvas se creará una nueva capa de borde. Debemos pensar que nuestra primera línea se mantiene seleccionada y nada nos impedirá extenderla después.&lt;br /&gt;
&lt;br /&gt;
De vuelta a nuestro lienzo. En el Panel de Herramientas pulsamos en el botón con el icono de un cubo para rellenar el borde que hemos creado. Una capa de región aparecerá encima de la capa en la que estamos trabajando. Seleccionamos la capa de borde y pulsamos en el botón {{Literal|Elevar la Capa}} en el panel de capas para poner la capa de borde sobre la de región.&lt;br /&gt;
&lt;br /&gt;
[[Image:Creating-shapes-5-draw.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Extendiendo una línea desde ambos lados hasta las esquinas de canvas hace que el relleno aparezca abajo. Bien.&lt;br /&gt;
&lt;br /&gt;
[[Image:Creating-shapes-6-draw.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Sigamos, ahora añadimos unas líneas más sobre el área rellena para darle un aspecto como de montaña. Si tienes agarres marrones de por medio, puedes ocultarlos pulsando el botón {{Literal|Toggle vertex ducks}} en lo alto de la ventana canvas (la segunda por la izquierda).&lt;br /&gt;
&lt;br /&gt;
[[Image:Creating-shapes-7-draw.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
{{Note|Warning!|No usar el atajo {{Shortcut|Alt|2}} para desconectar la visibilidad de los agarres de vértices mientras usamos la herramienta de Dibujo. Hay un error que causará que Synfig Studio se cuelgue.}}&lt;br /&gt;
{{DevNotesBegin}}&lt;br /&gt;
Este error estará arreglado en la versión (0.63.00).&lt;br /&gt;
{{DevNotesEnd}}&lt;br /&gt;
&lt;br /&gt;
La herramienta de Dibujado es genial para el dibujado de figurar complejas, pero conseguiremos tener un montón de agarres, que son difíciles de manipular con la Herramienta de Transformación como comentamos. Hay dos posibles soluciones.&lt;br /&gt;
&lt;br /&gt;
Primera, podemos incrementar el valor de {{Literal|Suavidad}} en el Diálogo de Opciones de Herramienta mientras usamos la Herramienta de Dibujo. Que reducirá el número de vértices producidos durante el dibujado, pero que hará tu forma menos detallada.&lt;br /&gt;
&lt;br /&gt;
Segunda, podemos usar la Herramienta Smooth Move para deformar una forma ya existente. Sólo tenemos que ir al botón Smooth Move Tool de la caja de herramientas y hacer click. El truco de esta herramienta es que ''sólo afecta los agarres seleccionados''. Debemos mantener presionado el botón izquierdo del ratón en un lugar vacío del canvas. Arrastramos para crear una caja de selección. Soltamos el botón del ratón cuando lo hayamos hecho. O pulsamos {{Shortcut|Ctrl|a}} para seleccionar todos los agarres. Ahora podemos deformar los segmentos seleccionados de las BLines. Podemos cambiar el tamaño del área de influencia mediante la modificación del {{Literal|Radio}} en el Panel Opciones de Herramienta.&lt;br /&gt;
&lt;br /&gt;
¿Qué podemos hacer con el ancho del borde? Hay una Herramienta Ancho para esa función. Está diseñada para incrementar o reducir el ancho de una línea de la misma manera que haríamos con un lápiz sobre un papel. Hacemos click en el botón Width Tool en la caja de herramientas, movemos el lápiz digital sobre la línea que queremos cambiar, presionamos y movemos el cursor de regreso a lo largo de la línea, como si estuviéramos tachando. El ancho del borde se incrementará en los lugares donde movamos el cursor.Si queremos reducir el ancho, sólo mantenemos presionado &amp;quot;Ctrl&amp;quot; mientras tachamos. ¡Fácil!&lt;br /&gt;
&lt;br /&gt;
Si no queremos que los Agarres de Ancho se muestren, durante el uso del la Herramienta Ancho, los desactivamos con el botón {{Literal|Toggle width ducks}} en lo alto de la ventana canvas.&lt;br /&gt;
&lt;br /&gt;
{{Note|Warning!|No usar el atajo {{Shortcut|Alt|5}} para desactivar la visibilidad de los agarres de ancho mientras que estemos usando la Herramienta de Ancho. Hay un error que causará que Synfig Studio se cuelgue.}}&lt;br /&gt;
{{DevNotesBegin}}&lt;br /&gt;
Este error estará corregido en la versión (0.63.00).&lt;br /&gt;
{{DevNotesEnd}}&lt;br /&gt;
&lt;br /&gt;
== Otras formas de crear BLines ==&lt;br /&gt;
&lt;br /&gt;
¿Esto es todo? No, hay más. Puedes usar las herramientas Círculo, Rectángulo, Estrella y Polígono para crear BLines. Mira las opciones {{Literal|Crear Borde BLine}} y {{Literal|Crear Región BLine}} en el Panel Opciones de Herramienta cuando estemos usando estas herramientas.&lt;br /&gt;
&lt;br /&gt;
Creando primitivas geométricas como BLine nos permite tener un mejor control sobre la forma y el aspecto. Por ejemplo, si queremos deformar una estrella, entonces podemos usar la herramienta Estrella para crearla como Borde y Región y usar entonces la Herramienta Transformación para deformarla.&lt;br /&gt;
&lt;br /&gt;
Ahora estamos listos para el {{L|Doc:Flower Animation|último tutorial}} en esta sección.&lt;/div&gt;</summary>
		<author><name>Hanllel</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Creating_Shapes/es&amp;diff=14635</id>
		<title>Doc:Creating Shapes/es</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Creating_Shapes/es&amp;diff=14635"/>
				<updated>2011-10-28T19:19:40Z</updated>
		
		<summary type="html">&lt;p&gt;Hanllel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Creando Formas}}&lt;br /&gt;
[[Category:Manual]]&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Tutorials Basic]]&lt;br /&gt;
[[Category:Updated]]&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Flower Animation}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Introducción ==&lt;br /&gt;
&lt;br /&gt;
Las primitivas básicas como los círculos o los rectángulos estan bien, pero son muy poco flexibles. Así que, creemos formas más complejas, para hacer esto, usaremos la Herramienta BLine.&lt;br /&gt;
&lt;br /&gt;
== La Herramienta BLine ==&lt;br /&gt;
&lt;br /&gt;
En Synfig, la estructura que describe una forma se llama BLine. Es una analogía de la &amp;quot;ruta&amp;quot; en otros programas, sólo que este caso es estrictamente una spline de hermite.&lt;br /&gt;
&lt;br /&gt;
[[Image:Toolbox Reset Colors Button.png|right|frame|Botón Restablecer Colores en la Caja de Herramientas]] Antes de que comencemos con el tutorial BLine, vemos como funciona Synfig. Cuando pulsamos en {{l|BLine Tool}}, vemos que esos vértices del objeto seleccionado actualmente (si fue sólo uno) desaparecieron, pero la(s) capa(s) todavía permanece seleccionada en el {{l|Panel Capas}}. Esto es normal. Cualquier cosa que creemos con la Herramienta BLine será insertada encima de la capa seleccionada actualmente. Ten en la mente que si queremos insertar una forma, debemos seleccionar donde vamos a insertarla antes de ir a la Herramienta  &amp;amp;mdash; cambiando la selección después se cambiará automáticamente a la Herramienta de Transformación. &lt;br /&gt;
&lt;br /&gt;
Ahora, seguimos y hacemos click en el botón {{Literal|Restablecer Colores}} en la esquina inferior izquierda del control de color FG/BG en la {{l|Toolbox|caja de herramientas}}. Esto nos devolverá a valor por defecto de negro y blanco. Además, establecemos el {{l|New Layer Defaults#Default Line Width|ancho de línea por defecto}} a algo bonito y delgado &amp;amp;mdash; 10pt estaría bien.&lt;br /&gt;
&lt;br /&gt;
Después de que hayamos cambiado a la Herramienta BLine, miramos al Panel Opciones de Herramienta. Para asegurarnos de que sólo {{Literal|Crear Región BLine}}, {{Literal|Crear Perfil BLine}} y {{Literal|Enlace de Orígenes}} han sido seleccionados. &lt;br /&gt;
&lt;br /&gt;
Haciendo click con nuestro ratón en el canvas colocaremos los vértices. Mientras estamos colocando cada vértice, podemos arrastrar su tangente con el ratón. Haciendo esto una y otra vez, construiremos una BLine.&lt;br /&gt;
&lt;br /&gt;
Debemos de acordarnos, que durante esta construcción, no hay nada que nos impida mover los vértices o tangentes a nuestro antojo. Si queremos eliminar un vértice, hacemos click derecho sobre él y los seleccionamos {{Literal|Delete Vertex}}. Si queremos dividir las tangentes hacemos click derecho sobre una tangente y pulsamos {{Literal|Split Tangents}}. Si queremos cerrar una BLine hacemos click derecho sobre el primer vértice y seleccionamos {{Literal|Loop BLine}}. &lt;br /&gt;
&lt;br /&gt;
[[Image:Creating-shapes-2-bline-construction.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Cuando hemos terminado de colocar los vértices, debemos salir del modo de construcción si queremos crear la capa(s) BLine; Hay dos modos de hacer esto:&lt;br /&gt;
#Cambiar a otra herramienta.&lt;br /&gt;
#Pulsar el botón {{Literal|Create}} en la parte inferior del Panel de Opciones de Herramienta (es el icono que parece un engranaje).&lt;br /&gt;
Por ahora, sólo tenemos que seguir y cambiar a la Herramienta {{l|Transform Tool}}, porque estamos usando la Herramienta BLine.&lt;br /&gt;
&lt;br /&gt;
[[Image:Creating-shapes-3-bline-region-outline.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
== Editando BLines ==&lt;br /&gt;
&lt;br /&gt;
Ok, we now have a nice pretty white region with a thick black outline. Since we checked {{Literal|Create Region BLine}} and {{Literal|Create Outline BLine}} in previous steps, you'll notice that there are two layers that we have created &amp;amp;mdash; the {{l|Outline Layer|Outline}} and the {{l|Region Layer|Region}} in the Layers Panel. Despite the fact that they are two separate layers, their vertices parameter has already been {{l|Linking|linked}} &amp;amp;mdash; so you can select either one and move its ducks around and the other one will also change.&lt;br /&gt;
&lt;br /&gt;
If you want to manipulate the vertices ''after'' you have created the layers, it is very easy to do so. Just click on one of the layers and have at it. If you want to remove a vertex, right click on it and hit {{Literal|Remove Item (smart)}}. Want to insert a point somewhere? Right click on the segment where you want to insert something and hit {{Literal|Insert item (smart)}}.&lt;br /&gt;
&lt;br /&gt;
{{Note|Note|The only major difference between this normal editing mode and the construction mode is in how you split the tangents &amp;amp;mdash; in construction mode you right click on the tangent itself. In normal duck editing mode, you must right click on the vertex to which the tangents are attached.  This could be considered a usability bug, and it will be resolved at some point.}}&lt;br /&gt;
&lt;br /&gt;
This may appear to be leading to a mess of layers. And yes, if you aren't using the software properly, that is exactly what you will get. But there is a way to make this more sane. As mentioned in the {{l|Doc:Adding Layers|previous tutorial}}, you can {{l|encapsulate|encapsulate}} layers into hierarchy.&lt;br /&gt;
&lt;br /&gt;
One quick thing to mention before I finish up. You can change the width of an outline at each vertex. You do this by selecting the outline layer (NOTE: you must select the Outline Layer, the Region Layer has no width data) and tweaking with the width ducks. By default, these are masked. To show them, press {{Shortcut|alt|5}} or click {{Literal|Toggle width ducks}} button at the top of the canvas window (the fifth one from the left). Repeat to hide them again. You can also see other things to mask via the {{l|Canvas Menu Caret}}: {{c|View|Show/Hide Ducks}}.&lt;br /&gt;
&lt;br /&gt;
== Using tablet to draw shapes ==&lt;br /&gt;
&lt;br /&gt;
If you have a [http://en.wikipedia.org/wiki/Graphics_tablet graphic tablet] you can use Draw Tool to create BLines.&lt;br /&gt;
&lt;br /&gt;
Synfig Studio supports pressure sensitivity, but you need to configure it first. Go to {{c|File|Input Devices...}} from toolbox menu. In the Input dialog find your tablet's stylus device and set its mode to {{Literal|Screen}}. Click {{Literal|Save}} and then {{Literal|Close}}.&lt;br /&gt;
&lt;br /&gt;
Now grab your stylus, create a new file and click on the Draw Tool button in the toolbox. Set the default line width value to be big enough &amp;amp;mdash; say, 15pt &amp;amp;mdash; otherwise you will not notice any pressure sensitivity effect. Choose brown as the default fill color.&lt;br /&gt;
&lt;br /&gt;
{{Note|Note|Steps above should be done with the stylus of your tablet, not the mouse. Synfig Studio remembers settings for each input device independently. That's why if you set those options with your mouse device they will not have any effect when you switch to stylus.}}&lt;br /&gt;
In the Tool Options Panel, make sure that you have the same options as shown on the screenshot below.&lt;br /&gt;
&lt;br /&gt;
[[Image:DrawToolOptions.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Now let's draw some thing like a curvy mountain background. Start drawing a line from the left border to the middle of the canvas. Try to vary your stylus pressure while you are drawing. Stop near the center of the canvas. This is your first line. Notice the new outline layer created in the Layers Panel.&lt;br /&gt;
&lt;br /&gt;
[[Image:Creating-shapes-4-draw.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Point your stylus at the last duck of your new BLine and continue drawing to the right border of the canvas. When you finish, look at the Layers Panel again. There's still only one outline layer. Synfig Studio is smart enough to figure out that you don't need a new outline layer and properly extends the last one. You can extend the BLine from both ends, but if you start drawing from any other place of the canvas a new outline layer will be created. Though your first line will remain selected and nothing stops you from extending it later.&lt;br /&gt;
&lt;br /&gt;
Back to our artwork. In the Tool Panel hit the button with the bucket icon to fill the outline we just created. A region layer will appear at the top of the layer we are working with. Select the outline layer and press the {{Literal|Raise Layer}} button in the layers panel to put the outline layer on top of the region.&lt;br /&gt;
&lt;br /&gt;
[[Image:Creating-shapes-5-draw.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Extend a line from both sides down to the corners of the canvas to make the fill appear at the bottom. Great.&lt;br /&gt;
&lt;br /&gt;
[[Image:Creating-shapes-6-draw.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
Go ahead and add a few more lines on top of the filled area to give it a mountain-like look. If brown ducks are in your way, you can hide them by clicking the {{Literal|Toggle vertex ducks}} button at the top of the canvas window (the second one from the left).&lt;br /&gt;
&lt;br /&gt;
[[Image:Creating-shapes-7-draw.png|center|frame]]&lt;br /&gt;
&lt;br /&gt;
{{Note|Warning!|Don't use {{Shortcut|Alt|2}} shortcut to turn off visibility of vertex ducks while you using Draw Tool. There's a bug that will cause Synfig Studio to hang.}}&lt;br /&gt;
{{DevNotesBegin}}&lt;br /&gt;
This bug is fixed in the upcoming release (0.63.00).&lt;br /&gt;
{{DevNotesEnd}}&lt;br /&gt;
&lt;br /&gt;
Draw tool is great for drawing complex shapes, but you end up with a bunch of ducks, which are hard to manipulate with the Transform Tool in the way we described above. There are two solutions here.&lt;br /&gt;
&lt;br /&gt;
First, you can increase the {{Literal|Smooth}} value in the Tool Options Dialog while using Draw Tool. That will reduce the count of vertices produced at drawing time, but will make your shape less detailed. &lt;br /&gt;
&lt;br /&gt;
Second, you can use Smooth Move Tool to deform an existing shape. Go for it and click the Smooth Move Tool button in the toolbox. The trick about this tool is that it affects ''selected ducks only''. Press and hold your left mouse button in an empty place of the canvas. Drag to create a selection box. Release the mouse button when you are done. Or just hit {{Shortcut|Ctrl|a}} to select all ducks. Now you can deform the selected segments of BLines. You can change the size of the influence area by tweaking {{Literal|Radius}} in the Tool Options Panel.&lt;br /&gt;
&lt;br /&gt;
What about outline width? There is a Width Tool for that purpose. It is designed for increasing or decreasing the width of a line much like you would with a pencil on paper. Click the Width Tool button in the toolbox, move your stylus over the line you want to change, press and move the cursor back and forth along the line, like you are scratching something. The width of the outline will be increased at the places where you moved the cursor. If you want to decrease the width, just hold &amp;quot;Ctrl&amp;quot; while scratching. Easy!&lt;br /&gt;
&lt;br /&gt;
If you don't want Width Ducks to be displayed, during usage of the Width Tool, just turn them off by pressing the {{Literal|Toggle width ducks}} button at the top of the canvas window.&lt;br /&gt;
&lt;br /&gt;
{{Note|Warning!|Don't use {{Shortcut|Alt|5}} shortcut to turn off visibility of width ducks while you using Width Tool. There's a bug that will cause Synfig Studio to hang.}}&lt;br /&gt;
{{DevNotesBegin}}&lt;br /&gt;
This bug is fixed in the upcoming release (0.63.00).&lt;br /&gt;
{{DevNotesEnd}}&lt;br /&gt;
&lt;br /&gt;
== Other ways to create BLines ==&lt;br /&gt;
&lt;br /&gt;
Is that all? Not yet. You can use Circle, Rectangle, Star and Polygon tools to create BLines too. Just check the {{Literal|Create Outline BLine}} and {{Literal|Create Region BLine}} options in the Tool Options Panel when using those tools. &lt;br /&gt;
&lt;br /&gt;
Creating geometric primitive as BLine gives you a better control over it's shape and look. For example, if you want a deformed star, then you can use the Star Tool to create it as outline and region BLines and then use the Transform Tool to deform it.&lt;br /&gt;
&lt;br /&gt;
Now you are ready for the {{L|Doc:Flower Animation|last tutorial}} in this section. Hang on!&lt;/div&gt;</summary>
		<author><name>Hanllel</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Basic_Masking/es&amp;diff=14634</id>
		<title>Doc:Basic Masking/es</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Basic_Masking/es&amp;diff=14634"/>
				<updated>2011-10-28T18:47:55Z</updated>
		
		<summary type="html">&lt;p&gt;Hanllel: Created page with &amp;quot;&amp;lt;!-- Page info --&amp;gt; {{Title|Lo más Básico sobre Máscaras}} {{Category|Manual}} {{Category|Tutorials}} {{Category|Tutorials Basic}} &amp;lt;!-- Page info end --&amp;gt;  '''Este tutorial nos ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Lo más Básico sobre Máscaras}}&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;
'''Este tutorial nos brinda los conocimientos  sobre como crear máscaras en Synfig.'''&lt;br /&gt;
&lt;br /&gt;
== Sobre Máscaras ==&lt;br /&gt;
Algunas veces queremos que los personajes esten destrás de objetos, de un edificio en el fondo por ejemplo.&lt;br /&gt;
Si creamos un fondo en Synfig podemos colocar el personaje detrás del objeto en la pila de capas pero si el fondo es una imagen necesitamos hacerlo mediante enmascaramiento.&lt;br /&gt;
&lt;br /&gt;
Este tutorial nos mostrará los dos métodos de enmascaramiento básicos: ocultación y revelado.&lt;br /&gt;
&lt;br /&gt;
== Ocultando ==&lt;br /&gt;
En este modo de enmascaramiento todo lo cubierto por la forma de la máscara es ocultado.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{l|Image:Masking_tut_img_01.png}}&amp;lt;br/&amp;gt;&lt;br /&gt;
• creamos una forma de máscara y la colócamos encima de los elementos que queramos enmascarar, dentro de la misma canvas pegada o sobre ella y entonces encapsulamos la máscara y los elementos juntos.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{l|Image:Masking_tut_img_02.png}}&amp;lt;br/&amp;gt;&lt;br /&gt;
• establecemos el método de mezclado de la máscara a &amp;quot;Alpha Over&amp;quot;.&amp;lt;br/&amp;gt;&lt;br /&gt;
• Todo lo que esté debajo de la forma de máscara será ocultado.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{l|Image:Hiding_mask.png}}&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revelado ==&lt;br /&gt;
Una máscara de revelado puede conseguirse de dos modos diferentes usando diferentes mezclados.&lt;br /&gt;
&lt;br /&gt;
== Máscara de revelado método 1. ==&lt;br /&gt;
• Creamos una forma de máscara y colócala debajo de los elementos que queremos enmascarar.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{l|Image:Masking_tut_img_04.png}}&amp;lt;br/&amp;gt;&lt;br /&gt;
• Establecemos el método de mezclado de los elementos que queremos enmascarar (la capa robot en este caso) a &amp;quot;Straight Onto&amp;quot;. Sólo podemos usar este método sobre una capa a la vez así que si tenemos varios objetos necesitaremos encapsularlos en un canvas pegado.&amp;lt;br/&amp;gt;&lt;br /&gt;
• Todo lo que esté por encima de la máscara será visible, todo lo demás será ocultado.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{l|Image:Revealing_mask_1.png}}&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Máscara de revelado método 2. ==&lt;br /&gt;
Este método de máscara es similar a la máscara de ocultación y un poco más flexible que el método de revelado 1 en el sentido de que no tenemos que encapsular nada que deba ser enmascarado. Esta máscara revela todo lo que está debajo de ella, no importa el número de capas.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{l|Image:Masking_tut_img_06.png}}&amp;lt;br/&amp;gt;&lt;br /&gt;
• Creamos una forma de máscara encima de los objetos que queremos enmascarar.&amp;lt;br/&amp;gt;&lt;br /&gt;
• Creamos un rectángulo que cubra la escena entera.&amp;lt;br/&amp;gt;&lt;br /&gt;
• Encapsulamdos la máscara y el rectángulo, la máscara sobre el rectángulo.&amp;lt;br/&amp;gt;&lt;br /&gt;
• Establecemos el método de mezclado de la máscara a &amp;quot;Alpha Over&amp;quot;. Esto crea una máscara completa con un agujero en ella.&amp;lt;br/&amp;gt;&lt;br /&gt;
• Establecemos el método de mezclado de la máscara a &amp;quot;Alpha Over&amp;quot;. Todo en el agujero será visible y el resto será enmascarado.&amp;lt;br/&amp;gt;&lt;br /&gt;
{{l|Image:Revealing_mask_2.png}}&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Descarga [[Media:Synfig_masking_tutorial_files.zip|archivos tutorial]].&lt;/div&gt;</summary>
		<author><name>Hanllel</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Region_Layer/es&amp;diff=14633</id>
		<title>Region Layer/es</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Region_Layer/es&amp;diff=14633"/>
				<updated>2011-10-27T15:53:40Z</updated>
		
		<summary type="html">&lt;p&gt;Hanllel: Created page with &amp;quot;&amp;lt;!-- Page info --&amp;gt; {{Title|Capa de Región}} {{Category|Layers}} &amp;lt;!-- Page info end --&amp;gt;  {{l|Image:Layer_geometry_region_icon.png|64px}}  == Sobre las Capas de Región ==  La cap...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Capa de Región}}&lt;br /&gt;
{{Category|Layers}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{l|Image:Layer_geometry_region_icon.png|64px}}&lt;br /&gt;
&lt;br /&gt;
== Sobre las Capas de Región ==&lt;br /&gt;
&lt;br /&gt;
La capa de región es como la {{l|Capa de Perfil}}, excepto que la forma es descrita como rellena, en vez de ser sólo un borde.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Parámetros de las Capas de Región==&lt;br /&gt;
&lt;br /&gt;
Los parámetros de las capas región son:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;border-collapse&amp;quot;  cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
|-style=&amp;quot;background:#C0C0C0&amp;quot;&lt;br /&gt;
|'''Nombre'''||'''Valor'''||'''Tipo'''  &lt;br /&gt;
|-style=&amp;quot;background:#&amp;quot;&lt;br /&gt;
||{{l|Image:Type_real_icon.png|16px}} {{l|Z Depth Parameter|Profundidad Z}}&lt;br /&gt;
||0.000000&lt;br /&gt;
||real&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;background:#eeeeee&amp;quot;&lt;br /&gt;
||{{l|Image:Type_real_icon.png|16px}} {{l|Amount Parameter|Cantidad}}&lt;br /&gt;
||1.000000&lt;br /&gt;
||real&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;background:#&amp;quot;&lt;br /&gt;
||{{l|Image:type_integer_icon.png|16px}} {{l|Blend Method|Método de Mezclado}}&lt;br /&gt;
||Compuesto&lt;br /&gt;
||integer&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;background:#eeeeee&amp;quot;&lt;br /&gt;
||{{l|Image:Type_color_icon.png|16px}} {{l|Colors Dialog|Color}}&lt;br /&gt;
||&lt;br /&gt;
{| style=&amp;quot;width:95%; height:16px; background:black; color:black&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
||color&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;background:#&amp;quot;&lt;br /&gt;
||{{l|Image:Type_vector_icon.png|16px}} Origen&lt;br /&gt;
||0.000000u,0.000000u&lt;br /&gt;
||vector&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;background:#eeeeee&amp;quot;&lt;br /&gt;
||{{l|Image:Type_bool_icon.png|16px}} Invertir&lt;br /&gt;
||&lt;br /&gt;
{| style=&amp;quot;width:16px; height:16px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
||bool&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;background:#&amp;quot;&lt;br /&gt;
||{{l|Image:Type_bool_icon.png|16px}} Antialiasing&lt;br /&gt;
||&lt;br /&gt;
{| style=&amp;quot;width:16px; height:16px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
||bool&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;background:#eeeeee&amp;quot;&lt;br /&gt;
||{{l|Image:Type_real_icon.png|16px}} Pluma&lt;br /&gt;
||1.000000u&lt;br /&gt;
||real&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;background:#&amp;quot;&lt;br /&gt;
||{{l|Image:type_integer_icon.png|16px}} Tipo de Pluma&lt;br /&gt;
||Fast Gaussian Blur&lt;br /&gt;
||integer&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;background:#eeeeee&amp;quot;&lt;br /&gt;
||{{l|Image:type_integer_icon.png|16px}} Estilo de Ruta&lt;br /&gt;
||Non Zero&lt;br /&gt;
||integer&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;background:#&amp;quot;&lt;br /&gt;
||{{l|Image:type_list_icon.png|16px}} Vértices&lt;br /&gt;
||List&lt;br /&gt;
||list(BLine)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Los parámetros son exáctamente iguales que los de la {{l|Capa de Perfil}}, excepto que las capas de región no tienen los últimos 7 parámetros, que son especificados todos por los perfiles:&lt;br /&gt;
* {{l|Outline Layer#Outline_width| Ancho de Perfil}}&lt;br /&gt;
* {{l|Outline Layer#Expand|Expand}}&lt;br /&gt;
* {{l|Outline Layer#Sharp_cups|Agudizar}}&lt;br /&gt;
* {{l|Outline Layer#Rounded_Begin|Redondear comienzo}}&lt;br /&gt;
* {{l|Outline Layer#Rounded_End|Redondear fin}}&lt;br /&gt;
* {{l|Outline Layer#Loopyness|Ondulación}}&lt;br /&gt;
* {{l|Outline Layer#Homogeneous|Homogenidad}}&lt;/div&gt;</summary>
		<author><name>Hanllel</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Outline_Layer/es&amp;diff=14632</id>
		<title>Outline Layer/es</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Outline_Layer/es&amp;diff=14632"/>
				<updated>2011-10-27T15:45:48Z</updated>
		
		<summary type="html">&lt;p&gt;Hanllel: Created page with &amp;quot;&amp;lt;!-- Page info --&amp;gt; {{Title|Capa de Perfil}} {{Category|Layers}} &amp;lt;!-- Page info end --&amp;gt;  {{l|Image:Layer_geometry_outline_icon.png|64px}} == Sobre las Capas de Perfil ==  Las capa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Capa de Perfil}}&lt;br /&gt;
{{Category|Layers}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{l|Image:Layer_geometry_outline_icon.png|64px}}&lt;br /&gt;
== Sobre las Capas de Perfil ==&lt;br /&gt;
&lt;br /&gt;
Las capas de perfil se usan para almacenar bordes o perfiles de figuras rellenas. Dan un aspecto de dibujo animado a algunas animaciones cuando se añaden al borde de la figuras rellenas. También las siluetas son usadas para definir el plegado de dibujos 3D y son usadas junto con las sombras (creadas usando gradientes) este es el trabajo artístico básico. &lt;br /&gt;
&lt;br /&gt;
Para crear una Capa de Perfil debemos usar la {{l|Herramienta BLine}} y activar el check box Perfil en el {{l|Diálogo Opciones de Herramienta}}. Una vez que hemos terminado la definición de la geometría de nuestro perfil y después de presionar el botón &amp;quot;Hacer BLine y/o Región&amp;quot; (o seleccionar otra herramienta o estado) creamos la Capa de Perfil con el color de fondo actual.&lt;br /&gt;
&lt;br /&gt;
== Parámetros de las Capas de Perfil ==&lt;br /&gt;
&lt;br /&gt;
Los parámetros de las Capas de Perfil son:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; align=&amp;quot;left&amp;quot; style=&amp;quot;border-collapse&amp;quot;  cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot; &lt;br /&gt;
|-style=&amp;quot;background:#silver&amp;quot;&lt;br /&gt;
|'''Nombre'''||'''Valor'''||'''Tipo'''  &lt;br /&gt;
|-&lt;br /&gt;
||{{l|Image:Type_real_icon.png|16px}} {{l|Z Depth Parameter|Profundidad Z}}&lt;br /&gt;
||0.000000&lt;br /&gt;
||real&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;background:#eeeeee&amp;quot;&lt;br /&gt;
||{{l|Image:Type_real_icon.png|16px}} {{l|Amount Parameter|Cantidad}}&lt;br /&gt;
||1.000000&lt;br /&gt;
||real&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||{{l|Image:type_integer_icon.png|16px}} {{l|Blend Method|Método de Mezclado}}&lt;br /&gt;
||Composite&lt;br /&gt;
||integer&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;background:#eeeeee&amp;quot;&lt;br /&gt;
||{{l|Image:Type_color_icon.png|16px}} {{l|Colors Dialog|Color}}&lt;br /&gt;
||&lt;br /&gt;
{| style=&amp;quot;width:95%; height:16px; background:black; color:black&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
||color&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;background:#&amp;quot;&lt;br /&gt;
||{{l|Image:Type_vector_icon.png|16px}} Origin&lt;br /&gt;
||0.000000u,0.000000u&lt;br /&gt;
||vector&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;background:#eeeeee&amp;quot;&lt;br /&gt;
||{{l|Image:Type_bool_icon.png|16px}} Invertir&lt;br /&gt;
||&lt;br /&gt;
{| style=&amp;quot;width:16px; height:16px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
||bool&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||{{l|Image:Type_bool_icon.png|16px}} Antialiasing&lt;br /&gt;
||&lt;br /&gt;
{| style=&amp;quot;width:16px; height:16px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
||bool&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;background:#eeeeee&amp;quot;&lt;br /&gt;
||{{l|Image:Type_real_icon.png|16px}} Pluma&lt;br /&gt;
||0.000000pt&lt;br /&gt;
||real&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||{{l|Image:Type_integer_icon.png|16px}} Tipo de Pluma&lt;br /&gt;
||Fast Gaussian Blur&lt;br /&gt;
||integer&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;background:#eeeeee&amp;quot;&lt;br /&gt;
||{{l|Image:Type_integer_icon.png|16px}} Estilo de Ruta&lt;br /&gt;
||Non Zero&lt;br /&gt;
||integer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||{{l|Image:Type_list_icon.png|16px}} Vértices&lt;br /&gt;
||List&lt;br /&gt;
||list (BLine)&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;background:#eeeeee&amp;quot;&lt;br /&gt;
||{{l|Image:Type_real_icon.png|16px}} Ancho de Perfil&lt;br /&gt;
||2.000000pt&lt;br /&gt;
||real&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||{{l|Image:Type_real_icon.png|16px}} Expandir&lt;br /&gt;
||0.000000pt&lt;br /&gt;
||real&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;background:#eeeeee&amp;quot;&lt;br /&gt;
||{{l|Image:Type_bool_icon.png|16px}} Agudizar&lt;br /&gt;
||&lt;br /&gt;
{| style=&amp;quot;width:16px; height:16px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
||bool&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||{{l|Image:Type_bool_icon.png|16px}} Redondear comiendo&lt;br /&gt;
||&lt;br /&gt;
{| style=&amp;quot;width:16px; height:16px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
||bool&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;background:#eeeeee&amp;quot;&lt;br /&gt;
||{{l|Image:Type_bool_icon.png|16px}} Redondear fin&lt;br /&gt;
||&lt;br /&gt;
{| style=&amp;quot;width:16px; height:16px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
||bool&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
||{{l|Image:Type_real_icon.png|16px}} Ondulación&lt;br /&gt;
||1.000000&lt;br /&gt;
||real&lt;br /&gt;
&lt;br /&gt;
|-style=&amp;quot;background:#eeeeee&amp;quot;&lt;br /&gt;
||{{l|Image:Type_bool_icon.png|16px}} Homogeneidad&lt;br /&gt;
||&lt;br /&gt;
{| style=&amp;quot;width:16px; height:16px&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
||bool&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Parámetros específicos para las Capas de Perfil ==&lt;br /&gt;
&lt;br /&gt;
Los primeros 11 parámetros del Perfil son parámetros comunes que son compartidos por varios tipos de Capas. Pulsa en los enlaces para ver sus definiciones. Sólo los parámetros particulares para la Capa de Perfil son descritos aquí.&lt;br /&gt;
&lt;br /&gt;
Esta es una pantalla de ejemplo de una Capa de Perfil en funcionamiento:&lt;br /&gt;
&lt;br /&gt;
{{l|Image:Outline_Sample.png}}&lt;br /&gt;
&lt;br /&gt;
=== Ancho de Perfil ===&lt;br /&gt;
&lt;br /&gt;
El parámetro de ancho de Perfil es un valor en punto flotante en píxeles que representa el valor básico del ancho de todos los puntos de la curva al mismo tiempo. Funciona junto con el parámetro ancho de los vértices' los valores hijos. Asi el ajuste del Ancho de Perfil para 1.0px será el renderizado en ese vértice siguiendo la fórmula: W = OLW * VW + 2E. &lt;br /&gt;
&lt;br /&gt;
Donde: &lt;br /&gt;
* W = ancho resultante del perfil en ese vértice.&lt;br /&gt;
* OLW = el parámetro general para el ancho de todos los vértices (que es el parámetro de Ancho de Perfil).&lt;br /&gt;
* VW = valor de ancho específico de vértice.&lt;br /&gt;
* E = valor del parámetro Expand.&lt;br /&gt;
&lt;br /&gt;
El agarre de ancho debería mostrar el valor de radio para ese vértice (W/2).&lt;br /&gt;
&lt;br /&gt;
Ese ancho de final se usa para cada vértice según ((AnchoVértice * AnchoPerfil) + Expand*2):&lt;br /&gt;
{| &lt;br /&gt;
| {{l|Image:Outline-default.png}}&lt;br /&gt;
| {{l|Image:Outline-outline-width.png}} &lt;br /&gt;
|-&lt;br /&gt;
| imagen de comienzo&lt;br /&gt;
| después doblanco el valor de 'ancho de perfil'&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Es posible especificar valores negativos para los valores de ancho, lo que hace que el vértice se vuelva del revés. Hay un ejemplo donde el vértice izquierdo tiene un ancho negativo y el derecho tiene un ancho positivo. Date cuenta como los perfiles de los bline entre cada vértice se cruzan en el medio:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| {{l|Image:Outline-negative-width.png}}&lt;br /&gt;
| {{l|Image:Outline-negative-width-selected.png}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Expand ===&lt;br /&gt;
&lt;br /&gt;
El parámetro Expand es siminar al parámetro Ancho de Perfil, pero se diferencia de este por ser multiplicado por cada ancho de vértice, es sumado al radio de cada vértice. En otras palabras (2*Expand) se suma al diámetro de cada vértice.&lt;br /&gt;
&lt;br /&gt;
El ancho ese termina siendo usado para cada vértice y es ((VertexWidth * OutLineWidth) + Expand*2):&lt;br /&gt;
{| &lt;br /&gt;
| {{l|Image:Outline-default.png}}&lt;br /&gt;
| {{l|Image:Outline-expand.png}} &lt;br /&gt;
|-&lt;br /&gt;
| cero 'expand'&lt;br /&gt;
| no cero 'expand'&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Agudizar ===&lt;br /&gt;
&lt;br /&gt;
Activando el agudizado 'sharp cusps' se crean esquinas cuando las BLine estan partidas:&lt;br /&gt;
{| &lt;br /&gt;
| {{l|Image:Outline-default.png}}&lt;br /&gt;
| {{l|Image:Outline-sharp-cusps.png}}&lt;br /&gt;
|-&lt;br /&gt;
| no sharp cusps&lt;br /&gt;
| sharp cusps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Redondear comienzo ===&lt;br /&gt;
&lt;br /&gt;
Activando 'Redondear comienzo' hace que se redondee el comienzo del perfil:&lt;br /&gt;
{| &lt;br /&gt;
| {{l|Image:Outline-default.png}}&lt;br /&gt;
| {{l|Image:Outline-rounded-begin.png}}&lt;br /&gt;
|-&lt;br /&gt;
| comienzo no redondeado &lt;br /&gt;
| comienzo redondeado&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Redondear fin ===&lt;br /&gt;
&lt;br /&gt;
Activando 'redondear fin' hace que el final del perfil sea redondeado:&lt;br /&gt;
{| &lt;br /&gt;
| {{l|Image:Outline-default.png}}&lt;br /&gt;
| {{l|Image:Outline-rounded-end.png}}&lt;br /&gt;
|-&lt;br /&gt;
| fin no redondeado&lt;br /&gt;
| fin redondeado&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ondulación ===&lt;br /&gt;
&lt;br /&gt;
¡Este parámetro actualmente no tiene ninguna función!&lt;br /&gt;
&lt;br /&gt;
=== Homogeneidad ===&lt;br /&gt;
&lt;br /&gt;
Activando 'Homogeneidad' se cambia el modo en que el ancho del perfil cambia de un punto de la bline al siguiente. Cada punto en la bline tiene su propio ancho, y la bline tiene su propio 'Ancho de Perfil' y los parámetros 'Expand' que son usados para dar el ancho final de cada punto de la bline. El parámetro 'Homogeneidad' controla como es interpolado el ancho entre dos puntos de la bline vecinos:&lt;br /&gt;
*Cuando 'Homogeneidad' no está activado, el ancho es interpolado linearmente con el parámetro 't' de la spline.&lt;br /&gt;
*Cuando 'Homogeneidad' está activado, el ancho es interpolado linearmente con la longitud de la spline.&lt;br /&gt;
&lt;br /&gt;
Desactivando homogeneidad frecuentemente se producen grumos e hinchazones en la bline. Quizá sea un error:&lt;br /&gt;
{| &lt;br /&gt;
| {{l|Image:Outline-not-homogeneous.png}}&lt;br /&gt;
| {{l|Image:Outline-homogeneous.png}}&lt;br /&gt;
|-&lt;br /&gt;
| sin homogeneidad&lt;br /&gt;
| homogeneidad&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Varios ===&lt;br /&gt;
&lt;br /&gt;
El checkbox 'antialias' no es específico de la capa de Perfil, pero es particularmente útil para la capa de Perfil. Hace que los bordes sean más suaves:&lt;br /&gt;
{| &lt;br /&gt;
| {{l|Image:Outline-no-antialias.png}}&lt;br /&gt;
| {{l|Image:Outline-default.png}}&lt;br /&gt;
|-&lt;br /&gt;
| sin suavizado&lt;br /&gt;
| suavizado&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Hanllel</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Spline_Tool/es&amp;diff=14631</id>
		<title>Spline Tool/es</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Spline_Tool/es&amp;diff=14631"/>
				<updated>2011-10-27T14:57:29Z</updated>
		
		<summary type="html">&lt;p&gt;Hanllel: Created page with &amp;quot;&amp;lt;!-- Page info --&amp;gt; {{Title|Herramienta BLine}} {{Category|Tools}} &amp;lt;!-- Page info end --&amp;gt;  {{l|Image:Bline_icon.png|64px}} &amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;'''ALT-B'''&amp;lt;/span&amp;gt;   ==Intr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Herramienta BLine}}&lt;br /&gt;
{{Category|Tools}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{l|Image:Bline_icon.png|64px}} &amp;lt;span style=&amp;quot;font-size:150%&amp;quot;&amp;gt;'''ALT-B'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introducción==&lt;br /&gt;
&lt;br /&gt;
Las {{l|BLine|Blines}} son los objetos más usados en cualquier animación normal que hacemos con Synfig, y la herramienta Bline nos permite crearlas.&lt;br /&gt;
&lt;br /&gt;
==Uso==&lt;br /&gt;
&lt;br /&gt;
El botón de la herramienta Bline te pone en el modo de creación de Bline. Para salir de ese modo sólo tenemos que seleccionar otra herramienta de la Caja de Herramientas.&lt;br /&gt;
Es sencillo usar esta herramienta:&lt;br /&gt;
&lt;br /&gt;
* Un único click crea nuevos vértices. El valor tangente es puesto a (0,0) y el vértice es una esquina.&lt;br /&gt;
* Si pulsamos y arrastramos se crean nuevos vértices y nos se nos permiten modificaciones del valor tangente de ese vértice. Extendiendo la tangente se suavizan las esquinas.&lt;br /&gt;
* Cada nuevo vértice se acopla al anterior mediante una spline Bezier definida por la posición de los vértices y sus tangentes.&lt;br /&gt;
* La BLine se crea secuencialmente; Un vértice va detrás de otro.&lt;br /&gt;
* El punto final del arco Bezier anterior guía al siguiente arco creado hasta que se cierra. La siguiente BLine creada será independiente de la anterior BLine.&lt;br /&gt;
* Podemos modificar los vértices creados pulsando en los agarres y tirando de los mismos.&lt;br /&gt;
* Podemos también hacer click en un agarre de un vértice o en agarre de tangente y se nos presentará un menú contextual:&lt;br /&gt;
** Para agarres tangentes: &amp;quot;Split tangents&amp;quot; partirá la tangente así que puedas modificar independientemente el arco de un punto final de una curva bezier. &amp;quot;Merge tangents&amp;quot; unirá tangentes independientes para que así podamos alinear los arcos de los puntos finales de dos curvas conectadas bezier.&lt;br /&gt;
** Para agarres de vértice: &amp;quot;Loop Bline&amp;quot; o &amp;quot;UnLoop Bline&amp;quot; (dependiendo de si ya ha sido cerrado o no) nos permite cerrar o abrir una bline. &amp;quot;Delete vertex&amp;quot; nos permite borrar el vértice.&lt;br /&gt;
* También puedes hacer click derecho en el medio de una curva bezier. &amp;quot;Insert vertex&amp;quot; nos permite la inserción de un vértice (y establece sus tangentes de manera inteligente de acuerdo a los valores de sus vértices vecinos') donde hemos pulsado.&lt;br /&gt;
&lt;br /&gt;
Para terminar la Bline:&lt;br /&gt;
# Selecciona otra herramienta&lt;br /&gt;
# O hacemos click sobre un botón engranaje del panel de Opciones de Herramienta.&lt;br /&gt;
&lt;br /&gt;
Para terminar de trabajar en la Bline actual, pulsa el botón &amp;quot;Esc&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Opciones==&lt;br /&gt;
&lt;br /&gt;
Esta herramienta tiene las siguientes opciones:&lt;br /&gt;
&lt;br /&gt;
{{l|Image:Tool_Options.png}}&lt;br /&gt;
&lt;br /&gt;
* El nombre de la capa BLine. El nombre de la Bline que crearemos se establece en la caja de texto. En este caso es &amp;quot;Bline141&amp;quot;. Esta entrada de texto será comprobada al final de la cadena si se encuentra algún número entero, incrementando ese número para la siguiente vez que crees otro Bline. Si no se encuentra número se añaden tres dígitos para la creación de la siguiente Bline.&lt;br /&gt;
* Check box de perfil. Si se activa se crea una {{l|Capa de Perfil}}.&lt;br /&gt;
* Check box de Relleno. Si se activa se crea una {{l|Capa de Región}}.&lt;br /&gt;
* Check box Planta. Si se activa se crea una {{l|Capa de Planta}}.&lt;br /&gt;
* Check box Gradiente. Si se activa se crea una {{l|Curve Gradient Layer|Gradiente Curvado}}.&lt;br /&gt;
* Check box Desplazamiento de Enlace. Si se activa se enlaza el {{l|Parámetro de Desplazamiento}} para la Planta, Región o Perfil si dos de estos (o todos ellos) son activados.&lt;br /&gt;
* Check box Auto Exportar. Si se activa automáticamente se exporta el {{l|Vertices Parameter| Parámetro de Vértices}} (que es un tipo de parámetro de {{l|BLine|BLine}})&lt;br /&gt;
* El campo de entrada numérica de plumero. Aquí podemos establecer el {{l|Feather Parameter|parámetro de plumero }} de la Capa de Región o de la Capa de Perfil creados.&lt;br /&gt;
&lt;br /&gt;
==Otras fuentes de información==&lt;br /&gt;
&lt;br /&gt;
Mirar este {{l|Video Tutorials|tutorial de video}} para verlo en acción.&lt;br /&gt;
&lt;br /&gt;
Leed {{l|Doc:Creando Formas}} que habla un poco sobre la herramienta BLine.&lt;br /&gt;
&lt;br /&gt;
Leed {{l|Velocidad de Bline}} que explica sobre las variaciones en la cantidad de parámetros de BLines.&lt;/div&gt;</summary>
		<author><name>Hanllel</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:ListImporter/es&amp;diff=14630</id>
		<title>Doc:ListImporter/es</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:ListImporter/es&amp;diff=14630"/>
				<updated>2011-10-27T14:21:54Z</updated>
		
		<summary type="html">&lt;p&gt;Hanllel: Created page with &amp;quot;&amp;lt;!-- Page info --&amp;gt; {{Title|Importador de Lista}} {{Category|Manual}} &amp;lt;!-- Page info end --&amp;gt;  El importador de lista nos permite importar un archivo de texto que contenga una list...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Importador de Lista}}&lt;br /&gt;
{{Category|Manual}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
El importador de lista nos permite importar un archivo de texto que contenga una lista de imágenes y que será tratada como una única capa animada.&lt;br /&gt;
&lt;br /&gt;
Para usarlo, simplemente tenemos que crear un archivo de texto con el nombre de archivo de cada marco en diferentes líneas. Guardar este archivo de texto con la extensión &amp;lt;code&amp;gt;lst&amp;lt;/code&amp;gt;(Que es &amp;lt;code&amp;gt;LST&amp;lt;/code&amp;gt; en minúsculas). Importarlo a Synfig como si fuera otra imagen cualquiera.&lt;br /&gt;
&lt;br /&gt;
El frecuencia de marcos por segundo por defecto es de 15 marcos por segundo. Si quisieramos usar una frecuencia de marcos diferente, tenemos que añadir una línea al archivo como esta:&lt;br /&gt;
&lt;br /&gt;
 FPS 24&lt;br /&gt;
&lt;br /&gt;
Ahora la frecuencia de marcos será de 24 marcos por segundo.&lt;br /&gt;
&lt;br /&gt;
Desde la versión svn r1540 el importador de lista nos permite también importar la salida de los archivos [http://www.lostmarble.com/papagayo/index.shtml Papagayo] lipsync de voz.&lt;br /&gt;
&lt;br /&gt;
Papagayo sólo exporta los fonemas asumiendo por defecto que el archivo de imagen es una imagen jpeg con la extensión &amp;quot;jpg&amp;quot;.&lt;br /&gt;
Esto significa que los archivos de imagen de fonemas estándares deberán ser llamados así:&lt;br /&gt;
&lt;br /&gt;
 AI.jpg&lt;br /&gt;
 E.jpg&lt;br /&gt;
 etc.jpg&lt;br /&gt;
 FV.jpg&lt;br /&gt;
 L.jpg&lt;br /&gt;
 MBP.jpg&lt;br /&gt;
 O.jpg&lt;br /&gt;
 rest.jpg&lt;br /&gt;
 U.jpg&lt;br /&gt;
 WQ.jpg&lt;br /&gt;
&lt;br /&gt;
Si queremos cambiar el tipo de archivo de imagen sólo debemos insertar una extensión válida antes de los fonemas. Esto debería ser hecho manualmente como hiciste con los FPS.&lt;br /&gt;
&lt;br /&gt;
Así es como se ve un archivo válido &amp;quot;lst&amp;quot; de papagayo después de insertar el FPS y cambiar a otro tipo de fichero de imagen:&lt;br /&gt;
&lt;br /&gt;
 MohoSwitch1&lt;br /&gt;
 FPS 24&lt;br /&gt;
 png&lt;br /&gt;
 4 O&lt;br /&gt;
 7 L&lt;br /&gt;
 10 AI&lt;br /&gt;
 13 rest&lt;br /&gt;
 22 rest&lt;br /&gt;
 23 MBP&lt;br /&gt;
 26 E&lt;br /&gt;
 29 etc&lt;br /&gt;
 31 AI&lt;br /&gt;
 33 MBP&lt;br /&gt;
 35 O&lt;br /&gt;
 37 etc&lt;br /&gt;
 39 E&lt;br /&gt;
 41 etc&lt;br /&gt;
 43 E&lt;br /&gt;
 45 etc&lt;br /&gt;
 47 E&lt;br /&gt;
 49 rest&lt;br /&gt;
&lt;br /&gt;
Dice: &amp;quot;''Hola, me llamo Genete''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
En este caso ha sido cambiado a png.&lt;br /&gt;
&lt;br /&gt;
Los tipos de imágenes permitidos son:&lt;br /&gt;
* jpg (por defecto)&lt;br /&gt;
* png, &lt;br /&gt;
* ppm&lt;br /&gt;
* tiff&lt;br /&gt;
* gif&lt;br /&gt;
&lt;br /&gt;
Hay un script Nautilus (manejador de archivos de Gnome) que crea una secuencia png desde un archivo de película y crea un archivo de lista que podemos importar a Synfig.&lt;br /&gt;
Mira en el [http://synfig.org/forums/viewtopic.php?f=2&amp;amp;t=470&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a Synfig hilo del foro] para obtener más información.&lt;/div&gt;</summary>
		<author><name>Hanllel</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Gimp2synfig/es&amp;diff=14629</id>
		<title>Doc:Gimp2synfig/es</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Gimp2synfig/es&amp;diff=14629"/>
				<updated>2011-10-26T23:01:28Z</updated>
		
		<summary type="html">&lt;p&gt;Hanllel: Created page with &amp;quot;Para simplificar el trabajo de animar mi dibujo de un ratón, he escrito un complemento para el editor gráfico [http://gimp.org/ GIMP], nos permite exportar directamente imágen...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Para simplificar el trabajo de animar mi dibujo de un ratón, he escrito un complemento para el editor gráfico [http://gimp.org/ GIMP], nos permite exportar directamente imágenes de múltiples capas a las correspondientes capas en Synfig.&lt;br /&gt;
&lt;br /&gt;
El complemento se autoregistra en el menú image de GIMP &amp;lt;image&amp;gt;-&amp;gt; File-&amp;gt; Export-&amp;gt; Synfig.&lt;br /&gt;
&lt;br /&gt;
[http://img246.imageshack.us/my.php?image=gimp2synfigmenuxh9.jpg http://img246.imageshack.us/img246/4126/gimp2synfigmenuxh9.th.jpg]&lt;br /&gt;
&lt;br /&gt;
Tiene varias opciones de exportación que podemos elegir. Si el campo &amp;quot;output path&amp;quot; está vacío, las canvas synfig será guardadas en el mismo directorio que la imagen original.&lt;br /&gt;
&lt;br /&gt;
[http://img292.imageshack.us/my.php?image=gimp2synfigsettingsvs3.jpg http://img292.imageshack.us/img292/269/gimp2synfigsettingsvs3.th.jpg]&lt;br /&gt;
&lt;br /&gt;
Aquí está el resultado:&lt;br /&gt;
&lt;br /&gt;
[http://img201.imageshack.us/my.php?image=gimp2synfig003yn6.jpg http://img201.imageshack.us/img201/9369/gimp2synfig003yn6.th.jpg]&lt;br /&gt;
&lt;br /&gt;
A la izquierda puedes ver la imagen inicial en Gimp, y en la derecha la misma imagen importada en Synfig.&lt;br /&gt;
&lt;br /&gt;
Después de añadir una capa escalada, las imágenes no pueden distinguirse.&lt;br /&gt;
&lt;br /&gt;
[http://img151.imageshack.us/my.php?image=gimp2synfig003withgammafd6.jpg http://img151.imageshack.us/img151/5450/gimp2synfig003withgammafd6.th.jpg]&lt;br /&gt;
&lt;br /&gt;
Puedes descargar el comoplemento de exportación desde [http://akhilman.googlepages.com/synfigexport.py aquí].&lt;br /&gt;
&lt;br /&gt;
Para hacer que funcione, gimp tiene que soportar Python, y la versión más reciente de Python debe ser instalada en tu ordenador.&lt;br /&gt;
&lt;br /&gt;
Para instalar este complemento, simplemente pon el archivo en  ~/.gimp-*/plug-ins/ y vuelvelo ejecutable con (chmod +x synfigexport.py) en la línea de comandos, a continuación reinicia gimp.&lt;br /&gt;
&lt;br /&gt;
This program is licensed under Creative Commons Attribution 3.0 Unported License. Distribution and updating of the code is appreciated.&lt;/div&gt;</summary>
		<author><name>Hanllel</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview/es&amp;diff=14628</id>
		<title>Doc:Overview/es</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview/es&amp;diff=14628"/>
				<updated>2011-10-26T22:50:44Z</updated>
		
		<summary type="html">&lt;p&gt;Hanllel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Resumen}}&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
[[Category:Manual]]&lt;br /&gt;
[[Category:Unverified]]&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
Synfig Studio es un programa de animación vectorial en 2D de código abierto. Está diseñado para producir animaciones con calidad cinematográfica con pocas personas y recursos.&lt;br /&gt;
&lt;br /&gt;
Según [http://en.wikipedia.org/w/index.php?title=Animation&amp;amp;oldid=358878912 Wikipedia], la animación es la exhibición rápida de una secuencia de imágenes para crear una ilusión de movimiento. Tradicionalmente, la animación 2D se creaba dibujando individualmente cada imagen mostrada. Dichas imágenes se denominan &amp;quot;fotogramas&amp;quot; y este método se llama &amp;quot;animación fotograma a fotograma&amp;quot;. Para crear una buena ilusión de movimiento se necesita dibujar muchos fotogramas, es por ello que este método requiere mucho tiempo y recursos.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of frame-by-frame animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig Studio está diseñado para eliminar la necesidad de dibujar cada fotograma de forma individual. Existen dos técnicas para lograr esto:&lt;br /&gt;
* Animación por transformación (Morphing)&lt;br /&gt;
* Animación por cortes (Cutout animation)&lt;br /&gt;
&lt;br /&gt;
'''La Transición de Forma (Morphing)''' es una técnica que toma dos imágenes y crea una suave transición entre ellas. En el proceso de transición una forma se deforma hacia la otra y esta deformación se controla mediante puntos de control. En Synfig Studio las imágenes construidas a partir de formas vectoriales y la transformación se realizan de forma automática. Esto permite crear la animación dibujando únicamente posiciones clave a intervalos de tiempo relativamente amplios. Los artistas pueden dibujar tantos fotogramas como necesiten para crear una sensación de movimiento básica para la escena y Synfig Studio se encarga de crear los fotogramas de enmedio.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''La Animación por Cortes (Cutout)''' se crea dividiendo los objetos en partes y aplicandoles alguna transformación sencilla (como translación, rotación o escalado) en diferentes momentos del tiempo. Synfig Studio usa estos valores para interpolar el movimiento para los fotogramas de enmedio. La animación por corte se puede producir a partir de imágenes bitmap o de gráficos vectoriales.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of cutout animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
En ambos casos, el papel de Synfig Studio es rellenar los huecos entre fotogramas dibujados (también llamados &amp;quot;fotogramas clave&amp;quot;) para producir una animación suave y fluida. Este proceso se denomina &amp;quot;intermediación&amp;quot; (&amp;quot;tweening&amp;quot;). Pero la intermediación no es la única ventaja de Synfig Studio.&lt;br /&gt;
&lt;br /&gt;
Aunque Synfig Studio no está directamente pensado para dibujar animaciones fotograma a fotograma, puede ser usado para llevar sus animaciones fotograma a fotograma dibujadas a mano al nivel de calidad cinematográfica. Esto se consigue convirtiendo la información de mapas de bits de cada fotograma a formato vectorial. Este proceso se denomina &amp;quot;trazado&amp;quot; (&amp;quot;tracing&amp;quot;). Existen infinidad de efectos integrados en Synfig Studio que le permitirán lograr unas animaciones de aspecto profesional.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tanto si realiza animaciones fotograma a fotograma como si no, Synfig Studio puede proporcionarle control flexible sobre la información repetitiva, como colores, características de los contornos, texturas, imágenes y mucho más -incluso las trayectorias de animación y sus conjuntos (acciones). La reutilización de información repetitiva se logra mediante el enlazado. Esta potencia de Synfig Studio es especialmente importante para grandes proyectos de animación.&lt;br /&gt;
&lt;br /&gt;
No sólo puede enlazar elementos de información artística, sino también definir relaciones entre ellos utilizando un conjunto de funciones. Esto permite crear animaciones automáticas basadas en unas leyes definidas, llevando el proceso entero de animación a un nuevo nivel.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: Write a few lines here that Synfig can be used to produce simple animations too --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Para coronarlo todo, Synfig Studio es un software potente dirigido a la creación de animaciones de cualquier complejidad.&lt;br /&gt;
&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;/div&gt;</summary>
		<author><name>Hanllel</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Interface/es&amp;diff=14627</id>
		<title>Doc:Interface/es</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Interface/es&amp;diff=14627"/>
				<updated>2011-10-26T22:48:05Z</updated>
		
		<summary type="html">&lt;p&gt;Hanllel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Interfaz}}&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Adding Layers}}&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;
Synfig no se abre en una sola ventana, abre varias ventanas en el escritorio. Si estás familiarizado con [http://www.gimp.org The GIMP], reconocerás este diseño.&lt;br /&gt;
Esta página intenta darte una breve introducción a los diferentes elementos que encontrarás tras abrir synfig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; margin-right:20px; margin-bottom:10px;&amp;quot;&amp;gt;{{l|image:Toolbox.png|left|Caja de Herramientas}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Esta es {{l|Category:Caja de Herramientas}} la ventana principal de Synfig: aunque tengas varios proyectos abiertos, sólo habrá una Caja de Herramientas. La ventana está separada en tres áreas o paletas:&lt;br /&gt;
&lt;br /&gt;
* La ventana superior contiene botones que dan acceso a las '''operaciones de Archivo''' estándares : crear un nuevo archivo, abrir un archivo, salvar (todo) archivo(s) (con un nuevo nombre), deshacer y rehacer así como dan acceso al diálogo de ajustes y al sistema de ayuda.&lt;br /&gt;
&lt;br /&gt;
* En la paleta inferior están las '''herramientas''' que nos permiten crear y manipular objetos (o mejor: {{l|layer|capas}}, así cada objeto está en su propia capa). Pueden encontrar información detallada de cada herramienta {{l|Category:Tools|aquí}}.&lt;br /&gt;
&lt;br /&gt;
* La última paleta contiene los '''ajustes por defecto''' para las nuevas capas: los colores de frente y fondo, el ancho de línea, opacidad y modo de capa.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt;{{l|image:canvas.png|right|600px|El Canvas}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Una vez que hemos abierto un archivo o creado un nuevo proyecto (ej: mediante los botones en la Caja de Herramientas) veremos la ventana '''canvas'''. ¡Aquí es donde crearemos nuestra animación!&lt;br /&gt;
&lt;br /&gt;
La mayoría de las aplicaciones de gráficos tienen un conjunto de menús en lo alto de la pantalla, en la parte superior de la ventana principal, o en la parte superior de la ventana de dibujo, Synfig tiene una '''{{l|Canvas Menu Caret|careta}}''': el pequeño triángulo negro en la esquina superior izquierda del canvas. Donde están todos los menús que esperamos y que nos permiten acceder a la mayoría de las características de Synfig.&lt;br /&gt;
&lt;br /&gt;
El área sombreada en ajedrez gris es el '''área de trabajo''' en la que podemos crear elementos/capas y manipularlos.&lt;br /&gt;
&lt;br /&gt;
La {{l|Timebar|línea temporal}} que puedes ver en la imagen sólo aparece cuando has definido una duración distinta de cero en el diálogo de ajustes del proyecto. En la parte izquierda podemos ver el número actual de marco y en la parte derecha dos botones para cambiar el estado de animación y bloquear/desbloquear los marcos-clave. El Tutorial{{l|Doc:Animación Básica}} nos proporciona una buena introducción sobre como trabajar con estos botones.&lt;br /&gt;
&lt;br /&gt;
En la imagen anterior hay tres elementos sobre el canvas, la curva negra - llamada {{l|Bline_Tool|Bline}} - está seleccionada. Los pequeños puntos coloreados controlan la curva y se llaman {{l|duck|ducks}}.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin-left:20px&amp;quot;&amp;gt;{{l|image:layers_window.png|250px|Paneles de Navegación y Capas}}&amp;lt;/div&amp;gt;&lt;br /&gt;
La tercera ventana contiene también tres áreas, cada una de las cuales puede mostrar diferentes {{l|Category:Paneles|paneles}}: es esta imagen el {{l|Panel de Navegación}}, el {{l|Panel Opciones de Herramienta}} y el {{l|Panel Capas}} estan activados.&lt;br /&gt;
&lt;br /&gt;
Puedes ver las descripciones detalladas de los otros paneles {{l|Category:Paneles|aquí}}.&lt;br /&gt;
----&lt;br /&gt;
{{l|image:params_etc.png|600px}}&lt;br /&gt;
La cuarta y última ventana muestra el {{l|Panel de Parámetros}}, donde podemos encontrar parámetros detallados y ajustes para el elemento activo como el color, ancho, opacidad, posición y demás. A la derecha está el  {{l|Panel de Pista Temporal}} que nos permite crear y modificar {{l|Puntos de Ruta}}.&lt;/div&gt;</summary>
		<author><name>Hanllel</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Quick_Overview/es&amp;diff=14626</id>
		<title>Doc:Quick Overview/es</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Quick_Overview/es&amp;diff=14626"/>
				<updated>2011-10-26T22:14:08Z</updated>
		
		<summary type="html">&lt;p&gt;Hanllel: Created page with &amp;quot;&amp;lt;!-- Page info --&amp;gt; {{Title|Vista Rápida}} {{Category|Manual}} &amp;lt;!-- Page info end --&amp;gt; {{l|Image:Pantallazo1.png|800px}}  {{l|Image:Pantallazo2.png|800px}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Vista Rápida}}&lt;br /&gt;
{{Category|Manual}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
{{l|Image:Pantallazo1.png|800px}}&lt;br /&gt;
&lt;br /&gt;
{{l|Image:Pantallazo2.png|800px}}&lt;/div&gt;</summary>
		<author><name>Hanllel</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Category:Toolbox&amp;diff=14625</id>
		<title>Category:Toolbox</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Category:Toolbox&amp;diff=14625"/>
				<updated>2011-10-26T21:59:40Z</updated>
		
		<summary type="html">&lt;p&gt;Hanllel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Toolbox}}&lt;br /&gt;
{{Category|Reference}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The toolbox is Synfig's main window - you can have several canvases open, but only one Toolbox. If you're familiar with software like The GIMP, you'll recognize this approach (as opposed to say, an MDI, or a permanently-docked canvas window).&lt;br /&gt;
&lt;br /&gt;
{{l|Image:Toolbox.png}}&lt;br /&gt;
&lt;br /&gt;
==Features of the Toolbox:==&lt;br /&gt;
* {{l|Category:Toolbox Menu|Menu}}&lt;br /&gt;
&amp;lt;!-- Direct access to menus without jumping to subpages --~~~ --&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;{{CategoryContents|Toolbox Menu}}&amp;lt;/ul&amp;gt;&lt;br /&gt;
* System Buttons&lt;br /&gt;
&amp;lt;!-- It's handy for reader to have system buttons listed here too, because they are appear on the screenshot. Those commands are marked with &amp;quot;Toolbox&amp;quot; category (because they reside on the toolbox). Let's list them automatically: --~~~ --&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;{{#dpl:namespace=Command|category=Toolbox{{#ifeq:{{#titleparts:{{PAGENAME}}||-1}}|{{PAGENAME}}||/{{#titleparts:{{PAGENAME}}||-1}}}}|include={Title}.dpl|format=,\n* [[%PAGE%|,]],|noresultsheader=&amp;amp;nbsp;}}&amp;lt;/ul&amp;gt;&lt;br /&gt;
* {{l|Category:Tools|Tools}}&lt;br /&gt;
&amp;lt;!-- &amp;quot;New Layer Defaults&amp;quot; is not a category, but single page. If we make it category and describe its elements on many pages, that would be kinda bulky... --~~~ --&amp;gt;&lt;br /&gt;
* {{l|New Layer Defaults|New Layer Defaults}}&lt;/div&gt;</summary>
		<author><name>Hanllel</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Category:Toolbox&amp;diff=14624</id>
		<title>Category:Toolbox</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Category:Toolbox&amp;diff=14624"/>
				<updated>2011-10-26T21:59:25Z</updated>
		
		<summary type="html">&lt;p&gt;Hanllel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|ToolBox}}&lt;br /&gt;
{{Category|Reference}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The toolbox is Synfig's main window - you can have several canvases open, but only one Toolbox. If you're familiar with software like The GIMP, you'll recognize this approach (as opposed to say, an MDI, or a permanently-docked canvas window).&lt;br /&gt;
&lt;br /&gt;
{{l|Image:Toolbox.png}}&lt;br /&gt;
&lt;br /&gt;
==Features of the Toolbox:==&lt;br /&gt;
* {{l|Category:Toolbox Menu|Menu}}&lt;br /&gt;
&amp;lt;!-- Direct access to menus without jumping to subpages --~~~ --&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;{{CategoryContents|Toolbox Menu}}&amp;lt;/ul&amp;gt;&lt;br /&gt;
* System Buttons&lt;br /&gt;
&amp;lt;!-- It's handy for reader to have system buttons listed here too, because they are appear on the screenshot. Those commands are marked with &amp;quot;Toolbox&amp;quot; category (because they reside on the toolbox). Let's list them automatically: --~~~ --&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;{{#dpl:namespace=Command|category=Toolbox{{#ifeq:{{#titleparts:{{PAGENAME}}||-1}}|{{PAGENAME}}||/{{#titleparts:{{PAGENAME}}||-1}}}}|include={Title}.dpl|format=,\n* [[%PAGE%|,]],|noresultsheader=&amp;amp;nbsp;}}&amp;lt;/ul&amp;gt;&lt;br /&gt;
* {{l|Category:Tools|Tools}}&lt;br /&gt;
&amp;lt;!-- &amp;quot;New Layer Defaults&amp;quot; is not a category, but single page. If we make it category and describe its elements on many pages, that would be kinda bulky... --~~~ --&amp;gt;&lt;br /&gt;
* {{l|New Layer Defaults|New Layer Defaults}}&lt;/div&gt;</summary>
		<author><name>Hanllel</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Category:Toolbox&amp;diff=14623</id>
		<title>Category:Toolbox</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Category:Toolbox&amp;diff=14623"/>
				<updated>2011-10-26T21:58:10Z</updated>
		
		<summary type="html">&lt;p&gt;Hanllel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Caja de Herramientas}}&lt;br /&gt;
{{Category|Reference}}&lt;br /&gt;
&amp;lt;!-- Page info end --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The toolbox is Synfig's main window - you can have several canvases open, but only one Toolbox. If you're familiar with software like The GIMP, you'll recognize this approach (as opposed to say, an MDI, or a permanently-docked canvas window).&lt;br /&gt;
&lt;br /&gt;
{{l|Image:Toolbox.png}}&lt;br /&gt;
&lt;br /&gt;
==Features of the Toolbox:==&lt;br /&gt;
* {{l|Category:Toolbox Menu|Menu}}&lt;br /&gt;
&amp;lt;!-- Direct access to menus without jumping to subpages --~~~ --&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;{{CategoryContents|Toolbox Menu}}&amp;lt;/ul&amp;gt;&lt;br /&gt;
* System Buttons&lt;br /&gt;
&amp;lt;!-- It's handy for reader to have system buttons listed here too, because they are appear on the screenshot. Those commands are marked with &amp;quot;Toolbox&amp;quot; category (because they reside on the toolbox). Let's list them automatically: --~~~ --&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;{{#dpl:namespace=Command|category=Toolbox{{#ifeq:{{#titleparts:{{PAGENAME}}||-1}}|{{PAGENAME}}||/{{#titleparts:{{PAGENAME}}||-1}}}}|include={Title}.dpl|format=,\n* [[%PAGE%|,]],|noresultsheader=&amp;amp;nbsp;}}&amp;lt;/ul&amp;gt;&lt;br /&gt;
* {{l|Category:Tools|Tools}}&lt;br /&gt;
&amp;lt;!-- &amp;quot;New Layer Defaults&amp;quot; is not a category, but single page. If we make it category and describe its elements on many pages, that would be kinda bulky... --~~~ --&amp;gt;&lt;br /&gt;
* {{l|New Layer Defaults|New Layer Defaults}}&lt;/div&gt;</summary>
		<author><name>Hanllel</name></author>	</entry>

	</feed>