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		<id>https://www.wiki.synfig.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Recycler</id>
		<title>Synfig Studio :: Documentation - User contributions [en]</title>
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		<updated>2026-05-03T17:25:55Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Dev:Source_Outline&amp;diff=18936</id>
		<title>Dev:Source Outline</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Dev:Source_Outline&amp;diff=18936"/>
				<updated>2014-01-08T06:24:34Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: Briefly described ETL, synfig-core, and synfig-studio.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Category|Code}}&lt;br /&gt;
&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
A good reference to the ETL/synfig/synfigstudio source code is the [http://download.tuxfamily.org/synfig/api/index.html synfig doxygen documentation]. Please note that currently the API and ABI is subject to change and breakage. We do our best to keep the file format from breaking though.&lt;br /&gt;
&lt;br /&gt;
NOTE: the code tree that used to be listed here became out of date after a restructuring of the source code. Please [https://github.com/synfig/synfig browse the tree using github] instead.&lt;br /&gt;
&lt;br /&gt;
Synfig Studio has three parts with their own directories:&lt;br /&gt;
'''ETL''', '''synfig-core''', and '''synfig-studio'''.&lt;br /&gt;
&lt;br /&gt;
'''ETL''' is a template library that implements reference counting,&lt;br /&gt;
portable threading, gaussian blur, and plenty of other goodies.  Every&lt;br /&gt;
part of the Synfig project uses ETL in some way.  It is like the C++&lt;br /&gt;
STL.&lt;br /&gt;
&lt;br /&gt;
'''synfig-core''' is Synfig's backend.  It renders scenes and knows how&lt;br /&gt;
to read and write Synfig XML files.  This directory contains the Synfig&lt;br /&gt;
library and the Synfig command-line tool.&lt;br /&gt;
&lt;br /&gt;
'''synfig-studio''' is the graphical editor.  It uses the GTK+ widget&lt;br /&gt;
library.  If you want to hack on the interface, this is what you should&lt;br /&gt;
look at.&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc_talk:Guides&amp;diff=16525</id>
		<title>Doc talk:Guides</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc_talk:Guides&amp;diff=16525"/>
				<updated>2012-12-07T00:40:19Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: &amp;quot;How can we simplify the headers ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How can we simplify the headers, to make navigation easier and more intuitive?&lt;br /&gt;
We might be able to erase &amp;quot;guide&amp;quot; and &amp;quot;guides&amp;quot; some headers, because the page is ''about'' guides.&lt;br /&gt;
What do you think? --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 00:40, 7 December 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16510</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16510"/>
				<updated>2012-12-04T23:55:37Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: &amp;quot;But tweening is not the only advantage of Synfig...&amp;quot; For people coming from Flash, it is not an advantage. It is standard.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
As you probably know, animation is the rapid display of a sequence of images in order to create an illusion of movement. Traditionally 2D animation is created by drawing each displayed image individually. Those images are called &amp;quot;frames&amp;quot; and thus such method called &amp;quot;frame-by-frame animation&amp;quot;. To create good illusion of movement you need to draw many frames, that's why his method requires a lot of time and resources.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of frame-by-frame animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig Studio is open-source 2D vector animation software. It is designed to produce film-quality animation with fewer people and resources.&lt;br /&gt;
&lt;br /&gt;
Synfig Studio is built to eliminate the need to draw each frame individually. There are two techniques for that:&lt;br /&gt;
* Morphing animation&lt;br /&gt;
* Cutout animation&lt;br /&gt;
&lt;br /&gt;
'''Morphing''' is a technique that takes two images and creates a smooth transition between them. In the process of transition one shape is deformed into another and this transformation is usually defined by control points. In Synfig Studio images constructed from vector shapes and the morphing is done in automatic way. That allows to create animation by drawing only key positions at relatively wide time intervals. You can draw as many frames as he need to create basic sense of motion for the scene and Synfig Studio takes responsibility to create in-between frames.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Cutout animation''' is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale) at different moments of time. Synfig Studio uses those values to interpolate the motion for in-between frames. Cutout animation can be produced from bitmap images or vector graphics.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of cutout animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In both cases the role of Synfig Studio is to fill the gaps between the drawn frames (also called &amp;quot;keyframes&amp;quot;) and produce smooth and fluid animation. This process is called &amp;quot;tweening&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Although Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your hand-drawn frame-by-frame animation to the film-quality level by converting bitmap data of each frame into vector format. This process is called &amp;quot;tracing&amp;quot; and usually done by hand by constructing vector shapes on top of bitmap image. In the process of construction you can apply a lot of fascinating effects built into Synfig Studio to achieve a professional look for your animations.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whether you do  frame-by frame animation or not, Synfig Studio gives you  flexible control over the repeated data, such as colors, outline characteristics, textures, images and many more - even animation trajectories and their sets (actions). Reusing repeated data is achieved via linking. This is a power of Synfig Studio, which is especially important for big animation projects.&lt;br /&gt;
&lt;br /&gt;
Among the plain linking pieces of artwork data you can also define relations between them using a set of functions. That allows to create automatic animation based on the defined laws and bring whole animation process to the new level.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
All those features of Synfig Studio are covered in detail in the chapters of this manual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16508</id>
		<title>Doc talk:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16508"/>
				<updated>2012-12-04T02:20:11Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts ==&lt;br /&gt;
&lt;br /&gt;
The switch of topic from Synfig Studio to animation in general seems jarring to me.  Could we change ''&amp;quot;As you probably know, animation is the rapid display of ...&amp;quot;'' to something related to Synfig Studio or digital animation? [[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 07:36, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Maybe we should put explanations about animation in general right  into beginning? And then it will get focused on Synfigs Studio as specific tool for animation. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 12:29, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The first paragraph &amp;quot;As you probably now....&amp;quot; is already a kind of this explanations... and this could be rewrited. Maybie adding not too much details but adding somes adhoc links (for example, wikipedia ; Motion_graphics , Computer_animation, Cutout_animation) to present quickly in what Synfig is so powerfull : Morphing/CutOut/Links . And so, why not add also a &amp;quot;Data Linking and automatic animation&amp;quot; level 1 paragraph starting at &amp;quot;Synfig Studio gives you flexible....&amp;quot; . I see two reasons, first one, to add space in this block of text, and to highlight the links capability ... or not ... ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 13:06, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I'm sorry, but in my opinion the page turned into total mess now. Introducing such complex concepts as ValueNodes and PasteCanvases is not god strategy. Tere's no reason to dive into layer differences, because this will be explained later in the &amp;quot;Diving In&amp;quot; section. Also I'm against of putting multiple links into text (especially to the external resources), because the text of this manual is going to be exported into PDF for offline reading and even printed on the paper. My recommendation is: revert to revision from &amp;quot;19 August 2010&amp;quot;, move &amp;quot;As you probably know, animation is the rapid display...&amp;quot; paragraph to the top. Then feel free to improve the text but plase stick to the existing structure. Sorry if my critique sounds hard. I realy appeciate your contributions, but I have to keep the manual solid. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 10:10, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: No prob. I love critique and you present good points. Thanks :) --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 10:24, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: 1) &amp;quot;have to keep the manual solid&amp;quot; ... ok... but not austere. The work of Recycler, adding images, adding spaces in this solid block of text was for me very valueable and interesting : This is the first page to read for a newbee ... this page must be attractive and must make readers want to read and click next. 2) Yep, &amp;quot;dig into&amp;quot; dig into synfig, but overview page is a good place to make a tour and enumerate magical synfig feature in my point of view. 3) &amp;quot;exported pdf&amp;quot; yep, cool! , but for me it's not a reason to cut us from hypertext! (anyway i agree with the &amp;quot;not too much&amp;quot; external linking idea...) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 08:08, 1 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
My screenshot in the layer section is from an ugly Windows desktop. Feel free to change it.  --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 03:37, 29 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Waouh... what a nice rewrite and formating !... I have added somes litle words, and now have another work in translation ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 00:09, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for the addition.  I'm not good at formally writing a document, but hopefully people will feel like Synfig is worth trying.  Still a long way to go :D. --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 08:11, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it necessary to separate morphing and cutout animation?  To me, this kind of information can be concentrated into the [[Tutorials]] section, because they are artistic choices available other programs as well.  Both methods operate on ValueNodes and tweening, which is why I think we could condense this into a short overview of ValueNodes, mentioning morphing and cutout as &amp;quot;examples of use&amp;quot;.  What do you think? --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 02:04, 4 December 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16507</id>
		<title>Doc talk:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16507"/>
				<updated>2012-12-04T02:18:54Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: Changed my wording.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts ==&lt;br /&gt;
&lt;br /&gt;
The switch of topic from Synfig Studio to animation in general seems jarring to me.  Could we change ''&amp;quot;As you probably know, animation is the rapid display of ...&amp;quot;'' to something related to Synfig Studio or digital animation? [[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 07:36, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Maybe we should put explanations about animation in general right  into beginning? And then it will get focused on Synfigs Studio as specific tool for animation. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 12:29, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The first paragraph &amp;quot;As you probably now....&amp;quot; is already a kind of this explanations... and this could be rewrited. Maybie adding not too much details but adding somes adhoc links (for example, wikipedia ; Motion_graphics , Computer_animation, Cutout_animation) to present quickly in what Synfig is so powerfull : Morphing/CutOut/Links . And so, why not add also a &amp;quot;Data Linking and automatic animation&amp;quot; level 1 paragraph starting at &amp;quot;Synfig Studio gives you flexible....&amp;quot; . I see two reasons, first one, to add space in this block of text, and to highlight the links capability ... or not ... ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 13:06, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I'm sorry, but in my opinion the page turned into total mess now. Introducing such complex concepts as ValueNodes and PasteCanvases is not god strategy. Tere's no reason to dive into layer differences, because this will be explained later in the &amp;quot;Diving In&amp;quot; section. Also I'm against of putting multiple links into text (especially to the external resources), because the text of this manual is going to be exported into PDF for offline reading and even printed on the paper. My recommendation is: revert to revision from &amp;quot;19 August 2010&amp;quot;, move &amp;quot;As you probably know, animation is the rapid display...&amp;quot; paragraph to the top. Then feel free to improve the text but plase stick to the existing structure. Sorry if my critique sounds hard. I realy appeciate your contributions, but I have to keep the manual solid. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 10:10, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: No prob. I love critique and you present good points. Thanks :) --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 10:24, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: 1) &amp;quot;have to keep the manual solid&amp;quot; ... ok... but not austere. The work of Recycler, adding images, adding spaces in this solid block of text was for me very valueable and interesting : This is the first page to read for a newbee ... this page must be attractive and must make readers want to read and click next. 2) Yep, &amp;quot;dig into&amp;quot; dig into synfig, but overview page is a good place to make a tour and enumerate magical synfig feature in my point of view. 3) &amp;quot;exported pdf&amp;quot; yep, cool! , but for me it's not a reason to cut us from hypertext! (anyway i agree with the &amp;quot;not too much&amp;quot; external linking idea...) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 08:08, 1 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
My screenshot in the layer section is from an ugly Windows desktop. Feel free to change it.  --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 03:37, 29 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Waouh... what a nice rewrite and formating !... I have added somes litle words, and now have another work in translation ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 00:09, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for the addition.  I'm not good at formally writing a document, but hopefully people will feel like Synfig is worth trying.  Still a long way to go :D. --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 08:11, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it necessary to separate morphing and cutout animation?  To me, this kind of information can be concentrated into the tutorials section, because they are artistic choices available in both Flash and Synfig.  Both methods operate on ValueNodes and tweening, which is why I think we could condense this into a short overview of ValueNodes, mentioning morphing and cutout as &amp;quot;examples of use&amp;quot;.  What do you think? --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 02:04, 4 December 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16506</id>
		<title>Doc talk:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16506"/>
				<updated>2012-12-04T02:11:15Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: Re-added question.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts ==&lt;br /&gt;
&lt;br /&gt;
The switch of topic from Synfig Studio to animation in general seems jarring to me.  Could we change ''&amp;quot;As you probably know, animation is the rapid display of ...&amp;quot;'' to something related to Synfig Studio or digital animation? [[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 07:36, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Maybe we should put explanations about animation in general right  into beginning? And then it will get focused on Synfigs Studio as specific tool for animation. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 12:29, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The first paragraph &amp;quot;As you probably now....&amp;quot; is already a kind of this explanations... and this could be rewrited. Maybie adding not too much details but adding somes adhoc links (for example, wikipedia ; Motion_graphics , Computer_animation, Cutout_animation) to present quickly in what Synfig is so powerfull : Morphing/CutOut/Links . And so, why not add also a &amp;quot;Data Linking and automatic animation&amp;quot; level 1 paragraph starting at &amp;quot;Synfig Studio gives you flexible....&amp;quot; . I see two reasons, first one, to add space in this block of text, and to highlight the links capability ... or not ... ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 13:06, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I'm sorry, but in my opinion the page turned into total mess now. Introducing such complex concepts as ValueNodes and PasteCanvases is not god strategy. Tere's no reason to dive into layer differences, because this will be explained later in the &amp;quot;Diving In&amp;quot; section. Also I'm against of putting multiple links into text (especially to the external resources), because the text of this manual is going to be exported into PDF for offline reading and even printed on the paper. My recommendation is: revert to revision from &amp;quot;19 August 2010&amp;quot;, move &amp;quot;As you probably know, animation is the rapid display...&amp;quot; paragraph to the top. Then feel free to improve the text but plase stick to the existing structure. Sorry if my critique sounds hard. I realy appeciate your contributions, but I have to keep the manual solid. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 10:10, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: No prob. I love critique and you present good points. Thanks :) --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 10:24, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: 1) &amp;quot;have to keep the manual solid&amp;quot; ... ok... but not austere. The work of Recycler, adding images, adding spaces in this solid block of text was for me very valueable and interesting : This is the first page to read for a newbee ... this page must be attractive and must make readers want to read and click next. 2) Yep, &amp;quot;dig into&amp;quot; dig into synfig, but overview page is a good place to make a tour and enumerate magical synfig feature in my point of view. 3) &amp;quot;exported pdf&amp;quot; yep, cool! , but for me it's not a reason to cut us from hypertext! (anyway i agree with the &amp;quot;not too much&amp;quot; external linking idea...) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 08:08, 1 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
My screenshot in the layer section is from an ugly Windows desktop. Feel free to change it.  --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 03:37, 29 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Waouh... what a nice rewrite and formating !... I have added somes litle words, and now have another work in translation ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 00:09, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for the addition.  I'm not good at formally writing a document, but hopefully people will feel like Synfig is worth trying.  Still a long way to go :D. --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 08:11, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it necessary to separate morphing and cutout animation?  To me, this can be compared to a vector software claiming to be able to design &amp;quot;cartoony&amp;quot; or &amp;quot;realistic&amp;quot; artwork.  Both methods operate on ValueNodes and tweening, which is why I think we could condense this into a short overview of ValueNodes, mentioning morphing and cutout as &amp;quot;examples of use&amp;quot;.  What do you think? --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 02:04, 4 December 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16505</id>
		<title>Doc talk:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16505"/>
				<updated>2012-12-04T02:09:58Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: /* Thoughts */  Ugh.  My Firefox extension mangled the text, sorry about that.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts ==&lt;br /&gt;
&lt;br /&gt;
The switch of topic from Synfig Studio to animation in general seems jarring to me.  Could we change ''&amp;quot;As you probably know, animation is the rapid display of ...&amp;quot;'' to something related to Synfig Studio or digital animation? [[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 07:36, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Maybe we should put explanations about animation in general right  into beginning? And then it will get focused on Synfigs Studio as specific tool for animation. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 12:29, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The first paragraph &amp;quot;As you probably now....&amp;quot; is already a kind of this explanations... and this could be rewrited. Maybie adding not too much details but adding somes adhoc links (for example, wikipedia ; Motion_graphics , Computer_animation, Cutout_animation) to present quickly in what Synfig is so powerfull : Morphing/CutOut/Links . And so, why not add also a &amp;quot;Data Linking and automatic animation&amp;quot; level 1 paragraph starting at &amp;quot;Synfig Studio gives you flexible....&amp;quot; . I see two reasons, first one, to add space in this block of text, and to highlight the links capability ... or not ... ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 13:06, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I'm sorry, but in my opinion the page turned into total mess now. Introducing such complex concepts as ValueNodes and PasteCanvases is not god strategy. Tere's no reason to dive into layer differences, because this will be explained later in the &amp;quot;Diving In&amp;quot; section. Also I'm against of putting multiple links into text (especially to the external resources), because the text of this manual is going to be exported into PDF for offline reading and even printed on the paper. My recommendation is: revert to revision from &amp;quot;19 August 2010&amp;quot;, move &amp;quot;As you probably know, animation is the rapid display...&amp;quot; paragraph to the top. Then feel free to improve the text but plase stick to the existing structure. Sorry if my critique sounds hard. I realy appeciate your contributions, but I have to keep the manual solid. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 10:10, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: No prob. I love critique and you present good points. Thanks :) --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 10:24, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: 1) &amp;quot;have to keep the manual solid&amp;quot; ... ok... but not austere. The work of Recycler, adding images, adding spaces in this solid block of text was for me very valueable and interesting : This is the first page to read for a newbee ... this page must be attractive and must make readers want to read and click next. 2) Yep, &amp;quot;dig into&amp;quot; dig into synfig, but overview page is a good place to make a tour and enumerate magical synfig feature in my point of view. 3) &amp;quot;exported pdf&amp;quot; yep, cool! , but for me it's not a reason to cut us from hypertext! (anyway i agree with the &amp;quot;not too much&amp;quot; external linking idea...) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 08:08, 1 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
My screenshot in the layer section is from an ugly Windows desktop. Feel free to change it.  --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 03:37, 29 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Waouh... what a nice rewrite and formating !... I have added somes litle words, and now have another work in translation ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 00:09, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for the addition.  I'm not good at formally writing a document, but hopefully people will feel like Synfig is worth trying.  Still a long way to go :D. --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 08:11, 30 November 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16504</id>
		<title>Doc talk:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16504"/>
				<updated>2012-12-04T02:06:26Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts ==&lt;br /&gt;
&lt;br /&gt;
The switch of topic from Synfig Studio to animation in general seems jarring to me.  Could we change ''&amp;quot;As you probably know, animation is the rapid display of ...&amp;quot;'' to something related to Synfig Studio or digital animation? [[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 07:36, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Maybe we should put explanations about animation in general right  into beginning? And then it will get focused on Synfigs Studio as specific tool for animation. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 12:29, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The first paragraph &amp;quot;As you probably now....&amp;quot; is already a kind of this explanations... and this could be rewrited. Maybie adding not too much details but adding somes adhoc links (for example, wikipedia ; Motion_graphics , Computer_animation, Cutout_animation) to present quickly in what Synfig is so powerfull : Morphing/CutOut/Links . And so, why not add also a &amp;quot;Data Linking and automatic animation&amp;quot; level 1 paragraph starting at &amp;quot;Synfig Studio gives you flexible....&amp;quot; . I see two reasons, first one, to add space in this block of text, and to highlight the links capability ... or not ... ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 13:06, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I'm sorry, but in my opinion the page turned into total mess now. Introducing such complex concepts as ValueNodes and PasteCanvases is not Deity strategy. Tere's no reason to dive into layer differences, because this will be explained later in the &amp;quot;Diving In&amp;quot; section. Also I'm against of putting multiple links into text (especially to the external resources), because the text of this manual is going to be exported into PDF for offline reading and even printed on the paper. My recommendation is: revert to revision from &amp;quot;19 August 2010&amp;quot;, move &amp;quot;As you probably know, animation is the rapid display...&amp;quot; paragraph to the top. Then feel free to improve the text but plase stick to the existing structure. Sorry if my critique sounds hard. I realy appeciate your contributions, but I have to keep the manual solid. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 10:10, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: No prob. I love critique and you present good points. Thanks :) --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 10:24, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: 1) &amp;quot;have to keep the manual solid&amp;quot; ... ok... but not austere. The work of Recycler, adding images, adding spaces in this solid block of text was for me very valueable and interesting : This is the first page to read for a newbee ... this page must be attractive and must make readers want to read and click next. 2) Yep, &amp;quot;dig into&amp;quot; dig into synfig, but overview page is a good place to make a tour and enumerate magical synfig feature in my point of view. 3) &amp;quot;exported pdf&amp;quot; yep, cool! , but for me it's not a reason to cut us from hypertext! (anyway i agree with the &amp;quot;not too much&amp;quot; external linking idea...) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 08:08, 1 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
My screenshot in the layer section is from an ugly Windows desktop. Feel free to change it.  --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 03:37, 29 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Waouh... what a nice rewrite and formating !... I have added somes litle words, and now have another work in translation ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 00:09, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for the addition.  I'm not good at formally writing a document, but hopefully people will feel like Synfig is worth trying.  Still a long way to go :D. --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 08:11, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it necessary to separate morphing and cutout animation?  To me, this can be compared to a vector software claiming to be able to design &amp;quot;cartoony&amp;quot; or &amp;quot;realistic&amp;quot; artwork.  Both methods operate on ValueNodes and tweening, which is why I think we could condense this into a short overview of ValueNodes, mentioning morphing and cutout as &amp;quot;examples of use&amp;quot;.  What do you think? --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 02:04, 4 December 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16503</id>
		<title>Doc talk:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16503"/>
				<updated>2012-12-04T02:05:46Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts ==&lt;br /&gt;
&lt;br /&gt;
The switch of topic from Synfig Studio to animation in general seems jarring to me.  Could we change ''&amp;quot;As you probably know, animation is the rapid display of ...&amp;quot;'' to something related to Synfig Studio or digital animation? [[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 07:36, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Maybe we should put explanations about animation in general right  into beginning? And then it will get focused on Synfigs Studio as specific tool for animation. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 12:29, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The first paragraph &amp;quot;As you probably now....&amp;quot; is already a kind of this explanations... and this could be rewrited. Maybie adding not too much details but adding somes adhoc links (for example, wikipedia ; Motion_graphics , Computer_animation, Cutout_animation) to present quickly in what Synfig is so powerfull : Morphing/CutOut/Links . And so, why not add also a &amp;quot;Data Linking and automatic animation&amp;quot; level 1 paragraph starting at &amp;quot;Synfig Studio gives you flexible....&amp;quot; . I see two reasons, first one, to add space in this block of text, and to highlight the links capability ... or not ... ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 13:06, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I'm sorry, but in my opinion the page turned into total mess now. Introducing such complex concepts as ValueNodes and PasteCanvases is not Deity strategy. Tere's no reason to dive into layer differences, because this will be explained later in the &amp;quot;Diving In&amp;quot; section. Also I'm against of putting multiple links into text (especially to the external resources), because the text of this manual is going to be exported into PDF for offline reading and even printed on the paper. My recommendation is: revert to revision from &amp;quot;19 August 2010&amp;quot;, move &amp;quot;As you probably know, animation is the rapid display...&amp;quot; paragraph to the top. Then feel free to improve the text but plase stick to the existing structure. Sorry if my critique sounds hard. I realy appeciate your contributions, but I have to keep the manual solid. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 10:10, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: No prob. I love critique and you present good points. Thanks :) --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 10:24, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: 1) &amp;quot;have to keep the manual solid&amp;quot; ... ok... but not austere. The work of Recycler, adding images, adding spaces in this solid block of text was for me very valueable and interesting : This is the first page to read for a newbee ... this page must be attractive and must make readers want to read and click next. 2) Yep, &amp;quot;dig into&amp;quot; dig into synfig, but overview page is a good place to make a tour and enumerate magical synfig feature in my point of view. 3) &amp;quot;exported pdf&amp;quot; yep, cool! , but for me it's not a reason to cut us from hypertext! (anyway i agree with the &amp;quot;not too much&amp;quot; external linking idea...) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 08:08, 1 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
My screenshot in the layer section is from an ugly Windows desktop. Feel free to change it.  --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 03:37, 29 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Waouh... what a nice rewrite and formating !... I have added somes litle words, and now have another work in translation ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 00:09, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for the addition.  I'm not good at formally writing a document, but hopefully people will feel like Synfig is worth trying.  Still a long way to go :D. --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 08:11, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it necessary to separate morphing and cutout animation?  To me, this can be compared to a vector software claiming to be able to design &amp;quot;cartoony&amp;quot; or &amp;quot;realistic&amp;quot; artwork.  Both methods operate on ValueNodes and tweening, which is why I think we could condense this into a short and sweet overview of ValueNodes, mentioning morphing and cutout as &amp;quot;examples of use&amp;quot;.  What do you think? --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 02:04, 4 December 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16502</id>
		<title>Doc talk:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16502"/>
				<updated>2012-12-04T02:04:20Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts ==&lt;br /&gt;
&lt;br /&gt;
The switch of topic from Synfig Studio to animation in general seems jarring to me.  Could we change ''&amp;quot;As you probably know, animation is the rapid display of ...&amp;quot;'' to something related to Synfig Studio or digital animation? [[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 07:36, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Maybe we should put explanations about animation in general right  into beginning? And then it will get focused on Synfigs Studio as specific tool for animation. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 12:29, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The first paragraph &amp;quot;As you probably now....&amp;quot; is already a kind of this explanations... and this could be rewrited. Maybie adding not too much details but adding somes adhoc links (for example, wikipedia ; Motion_graphics , Computer_animation, Cutout_animation) to present quickly in what Synfig is so powerfull : Morphing/CutOut/Links . And so, why not add also a &amp;quot;Data Linking and automatic animation&amp;quot; level 1 paragraph starting at &amp;quot;Synfig Studio gives you flexible....&amp;quot; . I see two reasons, first one, to add space in this block of text, and to highlight the links capability ... or not ... ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 13:06, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I'm sorry, but in my opinion the page turned into total mess now. Introducing such complex concepts as ValueNodes and PasteCanvases is not Deity strategy. Tere's no reason to dive into layer differences, because this will be explained later in the &amp;quot;Diving In&amp;quot; section. Also I'm against of putting multiple links into text (especially to the external resources), because the text of this manual is going to be exported into PDF for offline reading and even printed on the paper. My recommendation is: revert to revision from &amp;quot;19 August 2010&amp;quot;, move &amp;quot;As you probably know, animation is the rapid display...&amp;quot; paragraph to the top. Then feel free to improve the text but plase stick to the existing structure. Sorry if my critique sounds hard. I realy appeciate your contributions, but I have to keep the manual solid. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 10:10, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: No prob. I love critique and you present good points. Thanks :) --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 10:24, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: 1) &amp;quot;have to keep the manual solid&amp;quot; ... ok... but not austere. The work of Recycler, adding images, adding spaces in this solid block of text was for me very valueable and interesting : This is the first page to read for a newbee ... this page must be attractive and must make readers want to read and click next. 2) Yep, &amp;quot;dig into&amp;quot; dig into synfig, but overview page is a good place to make a tour and enumerate magical synfig feature in my point of view. 3) &amp;quot;exported pdf&amp;quot; yep, cool! , but for me it's not a reason to cut us from hypertext! (anyway i agree with the &amp;quot;not too much&amp;quot; external linking idea...) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 08:08, 1 December 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
My screenshot in the layer section is from an ugly Windows desktop. Feel free to change it.  --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 03:37, 29 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Waouh... what a nice rewrite and formating !... I have added somes litle words, and now have another work in translation ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 00:09, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for the addition.  I'm not good at formally writing a document, but hopefully people will feel like Synfig is worth trying.  Still a long way to go :D. --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 08:11, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it necessary to separate morphing and cutout animation?  To me, this can be compared to a vector software claiming to be able to design &amp;quot;cartoony&amp;quot; or &amp;quot;realistic&amp;quot;.  Both methods operate on ValueNodes and tweening, which is why I think we could condense this into a short and sweet overview of ValueNodes, mentioning morphing and cutout as &amp;quot;examples of use&amp;quot;.  What do you think? --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 02:04, 4 December 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16487</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16487"/>
				<updated>2012-11-30T10:25:07Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: Rearranged &amp;quot;As you know ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
As you probably know, animation is the rapid display of a sequence of images in order to create an illusion of movement. Traditionally 2D animation is created by drawing each displayed image individually. Those images are called &amp;quot;frames&amp;quot; and thus such method called &amp;quot;frame-by-frame animation&amp;quot;. To create good illusion of movement you need to draw many frames, that's why his method requires a lot of time and resources.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of frame-by-frame animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig Studio is open-source 2D vector animation software. It is designed to produce film-quality animation with fewer people and resources.&lt;br /&gt;
&lt;br /&gt;
Synfig Studio is built to eliminate the need to draw each frame individually. There are two techniques for that:&lt;br /&gt;
* Morphing animation&lt;br /&gt;
* Cutout animation&lt;br /&gt;
&lt;br /&gt;
'''Morphing''' is a technique that takes two images and creates a smooth transition between them. In the process of transition one shape is deformed into another and this transformation is usually defined by control points. In Synfig Studio images constructed from vector shapes and the morphing is done in automatic way. That allows to create animation by drawing only key positions at relatively wide time intervals. You can draw as many frames as he need to create basic sense of motion for the scene and Synfig Studio takes responsibility to create in-between frames.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Cutout animation''' is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale) at different moments of time. Synfig Studio uses those values to interpolate the motion for in-between frames. Cutout animation can be produced from bitmap images or vector graphics.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of cutout animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In both cases the role of Synfig Studio is to fill the gaps between the drawn frames (also called &amp;quot;keyframes&amp;quot;) and produce smooth and fluid animation. This process is called &amp;quot;tweening&amp;quot;.  But tweening is not the only advantage of Synfig Studio.&lt;br /&gt;
&lt;br /&gt;
Although Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your hand-drawn frame-by-frame animation to the film-quality level by converting bitmap data of each frame into vector format. This process is called &amp;quot;tracing&amp;quot; and usually done by hand by constructing vector shapes on top of bitmap image. In the process of construction you can apply a lot of fascinating effects built into Synfig Studio to achieve a professional look for your animations.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whether you do  frame-by frame animation or not, Synfig Studio gives you  flexible control over the repeated data, such as colors, outline characteristics, textures, images and many more - even animation trajectories and their sets (actions). Reusing repeated data is achieved via linking. This is a power of Synfig Studio, which is especially important for big animation projects.&lt;br /&gt;
&lt;br /&gt;
Among the plain linking pieces of artwork data you can also define relations between them using a set of functions. That allows to create automatic animation based on the defined laws and bring whole animation process to the new level.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
All those features of Synfig Studio are covered in detail in the chapters of this manual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16486</id>
		<title>Doc talk:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16486"/>
				<updated>2012-11-30T10:24:10Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts ==&lt;br /&gt;
&lt;br /&gt;
The switch of topic from Synfig Studio to animation in general seems jarring to me.  Could we change ''&amp;quot;As you probably know, animation is the rapid display of ...&amp;quot;'' to something related to Synfig Studio or digital animation? [[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 07:36, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Maybe we should put explanations about animation in general right  into beginning? And then it will get focused on Synfigs Studio as specific tool for animation. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 12:29, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The first paragraph &amp;quot;As you probably now....&amp;quot; is already a kind of this explanations... and this could be rewrited. Maybie adding not too much details but adding somes adhoc links (for example, wikipedia ; Motion_graphics , Computer_animation, Cutout_animation) to present quickly in what Synfig is so powerfull : Morphing/CutOut/Links . And so, why not add also a &amp;quot;Data Linking and automatic animation&amp;quot; level 1 paragraph starting at &amp;quot;Synfig Studio gives you flexible....&amp;quot; . I see two reasons, first one, to add space in this block of text, and to highlight the links capability ... or not ... ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 13:06, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I'm sorry, but in my opinion the page turned into total mess now. Introducing such complex concepts as ValueNodes and PasteCanvases is not god strategy. Tere's no reason to dive into layer differences, because this will be explained later in the &amp;quot;Diving In&amp;quot; section. Also I'm against of putting multiple links into text (especially to the external resources), because the text of this manual is going to be exported into PDF for offline reading and even printed on the paper. My recommendation is: revert to revision from &amp;quot;19 August 2010&amp;quot;, move &amp;quot;As you probably know, animation is the rapid display...&amp;quot; paragraph to the top. Then feel free to improve the text but plase stick to the existing structure. Sorry if my critique sounds hard. I realy appeciate your contributions, but I have to keep the manual solid. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 10:10, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: No prob. I love critique and you present good points. Thanks :) --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 10:24, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
My screenshot in the layer section is from an ugly Windows desktop. Feel free to change it.  --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 03:37, 29 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Waouh... what a nice rewrite and formating !... I have added somes litle words, and now have another work in translation ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 00:09, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for the addition.  I'm not good at formally writing a document, but hopefully people will feel like Synfig is worth trying.  Still a long way to go :D. --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 08:11, 30 November 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16485</id>
		<title>Doc talk:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16485"/>
				<updated>2012-11-30T10:23:53Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts ==&lt;br /&gt;
&lt;br /&gt;
The switch of topic from Synfig Studio to animation in general seems jarring to me.  Could we change ''&amp;quot;As you probably know, animation is the rapid display of ...&amp;quot;'' to something related to Synfig Studio or digital animation? [[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 07:36, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Maybe we should put explanations about animation in general right  into beginning? And then it will get focused on Synfigs Studio as specific tool for animation. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 12:29, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The first paragraph &amp;quot;As you probably now....&amp;quot; is already a kind of this explanations... and this could be rewrited. Maybie adding not too much details but adding somes adhoc links (for example, wikipedia ; Motion_graphics , Computer_animation, Cutout_animation) to present quickly in what Synfig is so powerfull : Morphing/CutOut/Links . And so, why not add also a &amp;quot;Data Linking and automatic animation&amp;quot; level 1 paragraph starting at &amp;quot;Synfig Studio gives you flexible....&amp;quot; . I see two reasons, first one, to add space in this block of text, and to highlight the links capability ... or not ... ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 13:06, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I'm sorry, but in my opinion the page turned into total mess now. Introducing such complex concepts as ValueNodes and PasteCanvases is not god strategy. Tere's no reason to dive into layer differences, because this will be explained later in the &amp;quot;Diving In&amp;quot; section. Also I'm against of putting multiple links into text (especially to the external resources), because the text of this manual is going to be exported into PDF for offline reading and even printed on the paper. My recommendation is: revert to revision from &amp;quot;19 August 2010&amp;quot;, move &amp;quot;As you probably know, animation is the rapid display...&amp;quot; paragraph to the top. Then feel free to improve the text but plase stick to the existing structure. Sorry if my critique sounds hard. I realy appeciate your contributions, but I have to keep the manual solid. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 10:10, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: No prob. I love critique and you present good points. Thanks :)&lt;br /&gt;
&lt;br /&gt;
My screenshot in the layer section is from an ugly Windows desktop. Feel free to change it.  --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 03:37, 29 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Waouh... what a nice rewrite and formating !... I have added somes litle words, and now have another work in translation ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 00:09, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for the addition.  I'm not good at formally writing a document, but hopefully people will feel like Synfig is worth trying.  Still a long way to go :D. --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 08:11, 30 November 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16484</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16484"/>
				<updated>2012-11-30T10:22:14Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: Reverted to August 2010. The page was becoming cluttered and digressed into too much detail.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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 is open-source 2D vector animation software. It is designed to produce film-quality animation with fewer people and resources.&lt;br /&gt;
&lt;br /&gt;
As you probably know, animation is the rapid display of a sequence of images in order to create an illusion of movement. Traditionally 2D animation is created by drawing each displayed image individually. Those images are called &amp;quot;frames&amp;quot; and thus such method called &amp;quot;frame-by-frame animation&amp;quot;. To create good illusion of movement you need to draw many frames, that's why his method requires a lot of time and resources.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of frame-by-frame animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig Studio is built to eliminate the need to draw each frame individually. There are two techniques for that:&lt;br /&gt;
* Morphing animation&lt;br /&gt;
* Cutout animation&lt;br /&gt;
&lt;br /&gt;
'''Morphing''' is a technique that takes two images and creates a smooth transition between them. In the process of transition one shape is deformed into another and this transformation is usually defined by control points. In Synfig Studio images constructed from vector shapes and the morphing is done in automatic way. That allows to create animation by drawing only key positions at relatively wide time intervals. You can draw as many frames as he need to create basic sense of motion for the scene and Synfig Studio takes responsibility to create in-between frames.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Cutout animation''' is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale) at different moments of time. Synfig Studio uses those values to interpolate the motion for in-between frames. Cutout animation can be produced from bitmap images or vector graphics.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of cutout animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In both cases the role of Synfig Studio is to fill the gaps between the drawn frames (also called &amp;quot;keyframes&amp;quot;) and produce smooth and fluid animation. This process is called &amp;quot;tweening&amp;quot;.  But tweening is not the only advantage of Synfig Studio.&lt;br /&gt;
&lt;br /&gt;
Although Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your hand-drawn frame-by-frame animation to the film-quality level by converting bitmap data of each frame into vector format. This process is called &amp;quot;tracing&amp;quot; and usually done by hand by constructing vector shapes on top of bitmap image. In the process of construction you can apply a lot of fascinating effects built into Synfig Studio to achieve a professional look for your animations.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whether you do  frame-by frame animation or not, Synfig Studio gives you  flexible control over the repeated data, such as colors, outline characteristics, textures, images and many more - even animation trajectories and their sets (actions). Reusing repeated data is achieved via linking. This is a power of Synfig Studio, which is especially important for big animation projects.&lt;br /&gt;
&lt;br /&gt;
Among the plain linking pieces of artwork data you can also define relations between them using a set of functions. That allows to create automatic animation based on the defined laws and bring whole animation process to the new level.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
All those features of Synfig Studio are covered in detail in the chapters of this manual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16483</id>
		<title>Doc talk:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16483"/>
				<updated>2012-11-30T10:16:18Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: Undo revision 16482 by Recycler (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts ==&lt;br /&gt;
&lt;br /&gt;
The switch of topic from Synfig Studio to animation in general seems jarring to me.  Could we change ''&amp;quot;As you probably know, animation is the rapid display of ...&amp;quot;'' to something related to Synfig Studio or digital animation? [[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 07:36, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Maybe we should put explanations about animation in general right  into beginning? And then it will get focused on Synfigs Studio as specific tool for animation. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 12:29, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The first paragraph &amp;quot;As you probably now....&amp;quot; is already a kind of this explanations... and this could be rewrited. Maybie adding not too much details but adding somes adhoc links (for example, wikipedia ; Motion_graphics , Computer_animation, Cutout_animation) to present quickly in what Synfig is so powerfull : Morphing/CutOut/Links . And so, why not add also a &amp;quot;Data Linking and automatic animation&amp;quot; level 1 paragraph starting at &amp;quot;Synfig Studio gives you flexible....&amp;quot; . I see two reasons, first one, to add space in this block of text, and to highlight the links capability ... or not ... ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 13:06, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I'm sorry, but in my opinion the page turned into total mess now. Introducing such complex concepts as ValueNodes and PasteCanvases is not god strategy. Tere's no reason to dive into layer differences, because this will be explained later in the &amp;quot;Diving In&amp;quot; section. Also I'm against of putting multiple links into text (especially to the external resources), because the text of this manual is going to be exported into PDF for offline reading and even printed on the paper. My recommendation is: revert to revision from &amp;quot;19 August 2010&amp;quot;, move &amp;quot;As you probably know, animation is the rapid display...&amp;quot; paragraph to the top. Then feel free to improve the text but plase stick to the existing structure. Sorry if my critique sounds hard. I realy appeciate your contributions, but I have to keep the manual solid. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 10:10, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
My screenshot in the layer section is from an ugly Windows desktop. Feel free to change it.  --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 03:37, 29 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Waouh... what a nice rewrite and formating !... I have added somes litle words, and now have another work in translation ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 00:09, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for the addition.  I'm not good at formally writing a document, but hopefully people will feel like Synfig is worth trying.  Still a long way to go :D. --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 08:11, 30 November 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16482</id>
		<title>Doc talk:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16482"/>
				<updated>2012-11-30T10:15:46Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts ==&lt;br /&gt;
&lt;br /&gt;
The headers should be named in a pleasing way.  See [[Doc:Getting Started]] and how its header names smoothly flow into each other. --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 10:15, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I'm sorry, but in my opinion the page turned into total mess now. Introducing such complex concepts as ValueNodes and PasteCanvases is not god strategy. Tere's no reason to dive into layer differences, because this will be explained later in the &amp;quot;Diving In&amp;quot; section. Also I'm against of putting multiple links into text (especially to the external resources), because the text of this manual is going to be exported into PDF for offline reading and even printed on the paper. My recommendation is: revert to revision from &amp;quot;19 August 2010&amp;quot;, move &amp;quot;As you probably know, animation is the rapid display...&amp;quot; paragraph to the top. Then feel free to improve the text but plase stick to the existing structure. Sorry if my critique sounds hard. I realy appeciate your contributions, but I have to keep the manual solid. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 10:10, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
My screenshot in the layer section is from an ugly Windows desktop. Feel free to change it.  --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 03:37, 29 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Waouh... what a nice rewrite and formating !... I have added somes litle words, and now have another work in translation ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 00:09, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for the addition.  I'm not good at formally writing a document, but hopefully people will feel like Synfig is worth trying.  Still a long way to go :D. --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 08:11, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
The switch of topic from Synfig Studio to animation in general seems jarring to me.  Could we change ''&amp;quot;As you probably know, animation is the rapid display of ...&amp;quot;'' to something related to Synfig Studio or digital animation? [[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 07:36, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Maybe we should put explanations about animation in general right  into beginning? And then it will get focused on Synfigs Studio as specific tool for animation. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 12:29, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The first paragraph &amp;quot;As you probably now....&amp;quot; is already a kind of this explanations... and this could be rewrited. Maybie adding not too much details but adding somes adhoc links (for example, wikipedia ; Motion_graphics , Computer_animation, Cutout_animation) to present quickly in what Synfig is so powerfull : Morphing/CutOut/Links . And so, why not add also a &amp;quot;Data Linking and automatic animation&amp;quot; level 1 paragraph starting at &amp;quot;Synfig Studio gives you flexible....&amp;quot; . I see two reasons, first one, to add space in this block of text, and to highlight the links capability ... or not ... ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 13:06, 28 November 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16481</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16481"/>
				<updated>2012-11-30T10:12:29Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: /* Love Your Work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([//en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: Section about canvases --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Every shape is a layer]]&lt;br /&gt;
The [[layer]] in Synfig differs from those in most 2D graphics editors.  Every object--a rectangle, circle, [[BLine|bezier]] outline or region, etc.--is a layer on its own. Two [[Anatomy_of_a_Synfig_Animation|kinds of layers]] exist in Synfig, the primitives layers and the filters (or effects) layers. All the layers belong to &amp;quot;[[canvas]]es&amp;quot;, self-contained animations with their own timelines.&lt;br /&gt;
&lt;br /&gt;
Multiple layers can be [[encapsulate]]d into a {{Literal|[[Paste Canvas]]}} layer, which will ''isolate their effects'' and cause them to ''act as a single layer''.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that ''they can be animated and tweened''; in fact, the vertices of a shape are ValueNodes, and animating them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A real-world example of ValueNodes' usefulness is clothing.  If a character's clothing must be colored alike in multiple shots, each instance's color can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed simultaneously.&lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions.  Hence, we have the ability to create animation based on defined laws.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Example Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
Morphing takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps with tweening.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout animation===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[//munchausenproject.wordpress.com/ The Adventures of Boris Munchausen] demonstrates cutout animation]]&lt;br /&gt;
Cutout animation is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale).  Synfig Studio will tween movements easily.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that cutout animation can be produced from both bitmap images and vector shapes.  The transformation of parts will be the same, either way.&lt;br /&gt;
&lt;br /&gt;
==Simple or Complex?==&lt;br /&gt;
&lt;br /&gt;
What if we don't need all these special features?  Not everyone wants to make physics demonstrations, and sometimes we don't want to worry about intricacies in animating.  Understandable.&lt;br /&gt;
&lt;br /&gt;
Although interface can take some familiarizing ([//www.synfig.org/forums/viewtopic.php?f=14&amp;amp;t=1820 and the developers '''are''' aware of this]), you are never ''forced'' to program your shapes to do [https://en.wikipedia.org/wiki/Trigonometry trigonometry] or have a gratuitously streamlined art style.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Love Your Work==&lt;br /&gt;
&lt;br /&gt;
For animators or artists, Synfig Studio is an exceptional tool of the trade.  Obviously, it isn't for everybody.  It is industrial-strength software designed for a niche audience, and that is '''animators'''.&lt;br /&gt;
&lt;br /&gt;
Are you ready to use Synfig Studio?  Put on some tea as we [[Doc:Getting Started|open the manual]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO:Provide context for: Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your frame-by-frame animation to film-quality level. Artists can trace each frame's bitmap data into vector format, after which fun and fascinating effects can be applied during the creation process to achieve a professional animation look. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16479</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16479"/>
				<updated>2012-11-30T10:06:00Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: Altered the end.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([//en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: Section about canvases --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Every shape is a layer]]&lt;br /&gt;
The [[layer]] in Synfig differs from those in most 2D graphics editors.  Every object--a rectangle, circle, [[BLine|bezier]] outline or region, etc.--is a layer on its own. Two [[Anatomy_of_a_Synfig_Animation|kinds of layers]] exist in Synfig, the primitives layers and the filters (or effects) layers. All the layers belong to &amp;quot;[[canvas]]es&amp;quot;, self-contained animations with their own timelines.&lt;br /&gt;
&lt;br /&gt;
Multiple layers can be [[encapsulate]]d into a {{Literal|[[Paste Canvas]]}} layer, which will ''isolate their effects'' and cause them to ''act as a single layer''.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that ''they can be animated and tweened''; in fact, the vertices of a shape are ValueNodes, and animating them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A real-world example of ValueNodes' usefulness is clothing.  If a character's clothing must be colored alike in multiple shots, each instance's color can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed simultaneously.&lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions.  Hence, we have the ability to create animation based on defined laws.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Example Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
Morphing takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps with tweening.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout animation===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[//munchausenproject.wordpress.com/ The Adventures of Boris Munchausen] demonstrates cutout animation]]&lt;br /&gt;
Cutout animation is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale).  Synfig Studio will tween movements easily.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that cutout animation can be produced from both bitmap images and vector shapes.  The transformation of parts will be the same, either way.&lt;br /&gt;
&lt;br /&gt;
==Simple or Complex?==&lt;br /&gt;
&lt;br /&gt;
What if we don't need all these special features?  Not everyone wants to make physics demonstrations, and sometimes we don't want to worry about intricacies in animating.  Understandable.&lt;br /&gt;
&lt;br /&gt;
Although interface can take some familiarizing ([//www.synfig.org/forums/viewtopic.php?f=14&amp;amp;t=1820 and the developers '''are''' aware of this]), you are never ''forced'' to program your shapes to do [https://en.wikipedia.org/wiki/Trigonometry trigonometry] or have a gratuitously streamlined art style.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Love Your Work==&lt;br /&gt;
&lt;br /&gt;
For animators or artists, Synfig Studio is an exceptional tool of the trade.  Obviously, it isn't for everybody.  It is designed for a niche audience, and that is '''animators'''.  It is industrial-strength software that is focused on giving animators precise control, not sacrificing power for ease of use.  If you cannot enjoy working with the software, you should not try to.&lt;br /&gt;
&lt;br /&gt;
We are ready to use Synfig Studio.  Pack a lunchbox with two sandwiches as we [[Doc:Getting Started|start this manual.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO:Provide context for: Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your frame-by-frame animation to film-quality level. Artists can trace each frame's bitmap data into vector format, after which fun and fascinating effects can be applied during the creation process to achieve a professional animation look. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16478</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16478"/>
				<updated>2012-11-30T10:02:07Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: /* Love Your Work */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([//en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: Section about canvases --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Every shape is a layer]]&lt;br /&gt;
The [[layer]] in Synfig differs from those in most 2D graphics editors.  Every object--a rectangle, circle, [[BLine|bezier]] outline or region, etc.--is a layer on its own. Two [[Anatomy_of_a_Synfig_Animation|kinds of layers]] exist in Synfig, the primitives layers and the filters (or effects) layers. All the layers belong to &amp;quot;[[canvas]]es&amp;quot;, self-contained animations with their own timelines.&lt;br /&gt;
&lt;br /&gt;
Multiple layers can be [[encapsulate]]d into a {{Literal|[[Paste Canvas]]}} layer, which will ''isolate their effects'' and cause them to ''act as a single layer''.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that ''they can be animated and tweened''; in fact, the vertices of a shape are ValueNodes, and animating them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A real-world example of ValueNodes' usefulness is clothing.  If a character's clothing must be colored alike in multiple shots, each instance's color can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed simultaneously.&lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions.  Hence, we have the ability to create animation based on defined laws.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Example Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
Morphing takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps with tweening.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout animation===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[//munchausenproject.wordpress.com/ The Adventures of Boris Munchausen] demonstrates cutout animation]]&lt;br /&gt;
Cutout animation is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale).  Synfig Studio will tween movements easily.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that cutout animation can be produced from both bitmap images and vector shapes.  The transformation of parts will be the same, either way.&lt;br /&gt;
&lt;br /&gt;
==Simple or Complex?==&lt;br /&gt;
&lt;br /&gt;
What if we don't need all these special features?  Not everyone wants to make physics demonstrations, and sometimes we don't want to worry about intricacies in animating.  Understandable.&lt;br /&gt;
&lt;br /&gt;
Although interface can take some familiarizing ([//www.synfig.org/forums/viewtopic.php?f=14&amp;amp;t=1820 and the developers '''are''' aware of this]), you are never ''forced'' to program your shapes to do [https://en.wikipedia.org/wiki/Trigonometry trigonometry] or have a gratuitously streamlined art style.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Love Your Work==&lt;br /&gt;
&lt;br /&gt;
For animators or artists, Synfig Studio is an exceptional tool of the trade.  Obviously, it isn't for everybody.  It is designed for a niche audience, and that is '''animators'''.  It is industrial-strength software that is focused on giving animators precise control, not sacrificing power for ease of use.&lt;br /&gt;
&lt;br /&gt;
We are ready to use Synfig Studio.  Pack a lunchbox with two sandwiches as we [[Doc:Getting Started|start this manual.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO:Provide context for: Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your frame-by-frame animation to film-quality level. Artists can trace each frame's bitmap data into vector format, after which fun and fascinating effects can be applied during the creation process to achieve a professional animation look. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16477</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16477"/>
				<updated>2012-11-30T09:45:06Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([//en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: Section about canvases --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Every shape is a layer]]&lt;br /&gt;
The [[layer]] in Synfig differs from those in most 2D graphics editors.  Every object--a rectangle, circle, [[BLine|bezier]] outline or region, etc.--is a layer on its own. Two [[Anatomy_of_a_Synfig_Animation|kinds of layers]] exist in Synfig, the primitives layers and the filters (or effects) layers. All the layers belong to &amp;quot;[[canvas]]es&amp;quot;, self-contained animations with their own timelines.&lt;br /&gt;
&lt;br /&gt;
Multiple layers can be [[encapsulate]]d into a {{Literal|[[Paste Canvas]]}} layer, which will ''isolate their effects'' and cause them to ''act as a single layer''.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that ''they can be animated and tweened''; in fact, the vertices of a shape are ValueNodes, and animating them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A real-world example of ValueNodes' usefulness is clothing.  If a character's clothing must be colored alike in multiple shots, each instance's color can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed simultaneously.&lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions.  Hence, we have the ability to create animation based on defined laws.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Example Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
Morphing takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps with tweening.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout animation===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[//munchausenproject.wordpress.com/ The Adventures of Boris Munchausen] demonstrates cutout animation]]&lt;br /&gt;
Cutout animation is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale).  Synfig Studio will tween movements easily.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that cutout animation can be produced from both bitmap images and vector shapes.  The transformation of parts will be the same, either way.&lt;br /&gt;
&lt;br /&gt;
==Simple or Complex?==&lt;br /&gt;
&lt;br /&gt;
What if we don't need all these special features?  Not everyone wants to make physics demonstrations, and sometimes we don't want to worry about intricacies in animating.  Understandable.&lt;br /&gt;
&lt;br /&gt;
Although interface can take some familiarizing ([//www.synfig.org/forums/viewtopic.php?f=14&amp;amp;t=1820 and the developers '''are''' aware of this]), you are never ''forced'' to program your shapes to do [https://en.wikipedia.org/wiki/Trigonometry trigonometry] or have a gratuitously streamlined art style.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Love Your Work==&lt;br /&gt;
&lt;br /&gt;
As animators or artists, Synfig Studio is a capable tool of the trade. Instead of worrying about paying for a license, we can begin working and having fun.  Are you ready to tackle Synfig Studio.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO:Provide context for: Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your frame-by-frame animation to film-quality level. Artists can trace each frame's bitmap data into vector format, after which fun and fascinating effects can be applied during the creation process to achieve a professional animation look. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16475</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16475"/>
				<updated>2012-11-30T09:38:19Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([https://en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: Section about canvases --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Every shape is a layer]]&lt;br /&gt;
The [[Layer]] in Synfig differ from those in most 2D graphics editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or region, is a layer on its own. Two [[Anatomy_of_a_Synfig_Animation|kinds of layers]] exist in Synfig, the primitives layers and the filters (or effects) layers. All the layers belong to &amp;quot;[[canvas]]es&amp;quot;, self-contained animations with their own timelines.&lt;br /&gt;
&lt;br /&gt;
Multiple layers can be [[encapsulate]]d into a {{Literal|[[Paste Canvas]]} layer, which will ''isolate their effects'' and cause them to ''act as a single layer''.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that ''they can be animated and tweened''; in fact, the vertices of a shape are ValueNodes, and animating them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A real-world example of ValueNodes' usefulness is clothing.  If a character's clothing must be colored alike in multiple shots, each instance's color can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed simultaneously.&lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions.  Hence, we have the ability to create animation based on defined laws.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Example Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
Morphing takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps with tweening.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout animation===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen] demonstrates cutout animation]]&lt;br /&gt;
Cutout animation is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale).  Synfig Studio will tween movements easily.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that cutout animation can be produced from both bitmap images and vector shapes.  The transformation of parts will be the same, either way.&lt;br /&gt;
&lt;br /&gt;
==Simple or Complex?==&lt;br /&gt;
&lt;br /&gt;
What if we don't need all these special features?  Not everyone wants to make physics demonstrations, and sometimes we don't want to worry about intricacies in animating.  Understandable.&lt;br /&gt;
&lt;br /&gt;
Although interface can take some familiarizing ([http://www.synfig.org/forums/viewtopic.php?f=14&amp;amp;t=1820 and the developers '''are''' aware of this]), you are never ''forced'' to program your shapes to do [https://en.wikipedia.org/wiki/Trigonometry trigonometry] or have a gratuitously streamlined art style.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Love Your Work==&lt;br /&gt;
&lt;br /&gt;
As animators or artists, Synfig Studio is a capable tool of the trade. Instead of worrying about paying for a license, we can begin working and having fun.  Are you ready to tackle Synfig Studio.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO:Provide context for: Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your frame-by-frame animation to film-quality level. Artists can trace each frame's bitmap data into vector format, after which fun and fascinating effects can be applied during the creation process to achieve a professional animation look. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16474</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16474"/>
				<updated>2012-11-30T09:34:37Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: /* Simple or Complex? */  Worked on the end.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([https://en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Every shape is a layer]]&lt;br /&gt;
The [[Layer]] in Synfig differ from those in most 2D graphics editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or region, is a layer on its own. Two [[Anatomy_of_a_Synfig_Animation|kinds of layers]] exist in Synfig, the primitives layers and the filters (or effects) layers. All the Layers belong to &amp;quot;[[canvas]]es&amp;quot;, autonomous animations with their own timelines.&lt;br /&gt;
&lt;br /&gt;
Multiple layers can be [[encapsulate]]d into a [[Paste Canvas]] layer, which will ''isolate their effects'' and allow them to act as a single layer.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that ''they can be animated and tweened''; in fact, the vertices of a shape are ValueNodes, and animating them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A real-world example of ValueNodes' usefulness is clothing.  If a character's clothing must be colored alike in multiple shots, each instance's color can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed simultaneously.&lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions.  Hence, we have the ability to create animation based on defined laws.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Example Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
Morphing takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps with tweening.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout animation===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen] demonstrates cutout animation]]&lt;br /&gt;
Cutout animation is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale).  Synfig Studio will tween movements easily.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that cutout animation can be produced from both bitmap images and vector shapes.  The transformation of parts will be the same, either way.&lt;br /&gt;
&lt;br /&gt;
==Simple or Complex?==&lt;br /&gt;
&lt;br /&gt;
What if we don't need all these special features?  Not everyone wants to make physics demonstrations, and sometimes we don't want to worry about intricacies in animating.  Understandable.&lt;br /&gt;
&lt;br /&gt;
Although interface can take some familiarizing ([http://www.synfig.org/forums/viewtopic.php?f=14&amp;amp;t=1820 and the developers '''are''' aware of this]), you are never ''forced'' to program your shapes to do [https://en.wikipedia.org/wiki/Trigonometry trigonometry] or have a gratuitously streamlined art style.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Love Your Work==&lt;br /&gt;
&lt;br /&gt;
As animators or artists, Synfig Studio is a capable tool of the trade. Instead of worrying about paying for a license, we can begin working and having fun.  Are you ready to tackle Synfig Studio.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO:Provide context for: Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your frame-by-frame animation to film-quality level. Artists can trace each frame's bitmap data into vector format, after which fun and fascinating effects can be applied during the creation process to achieve a professional animation look. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16473</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16473"/>
				<updated>2012-11-30T08:40:59Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: Added a comma: &amp;quot;outline or region, is a layer on its own&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([https://en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Every shape is a layer]]&lt;br /&gt;
The [[Layer]] in Synfig differ from those in most 2D graphics editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or region, is a layer on its own. Two [[Anatomy_of_a_Synfig_Animation|kinds of layers]] exist in Synfig, the primitives layers and the filters (or effects) layers. All the Layers belong to &amp;quot;[[canvas]]es&amp;quot;, autonomous animations with their own timelines.&lt;br /&gt;
&lt;br /&gt;
Multiple layers can be [[encapsulate]]d into a [[Paste Canvas]] layer, which will ''isolate their effects'' and allow them to act as a single layer.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that ''they can be animated and tweened''; in fact, the vertices of a shape are ValueNodes, and animating them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A real-world example of ValueNodes' usefulness is clothing.  If a character's clothing must be colored alike in multiple shots, each instance's color can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed simultaneously.&lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions.  Hence, we have the ability to create animation based on defined laws.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Example Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
Morphing takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps with tweening.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout animation===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen] demonstrates cutout animation]]&lt;br /&gt;
Cutout animation is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale).  Synfig Studio will tween movements easily.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that cutout animation can be produced from both bitmap images and vector shapes.  The transformation of parts will be the same, either way.&lt;br /&gt;
&lt;br /&gt;
==Simple or Complex?==&lt;br /&gt;
&lt;br /&gt;
What if we don't need all these special features?  Not everybody wants to make complicated animations, and sometimes we don't want to worry about intricacies in animating.  Although the interface can take some familiarizing, you aren't ''forced'' to connect ValueNodes or &amp;quot;program&amp;quot; your shapes to do math.  Animating with Synfig Studio can be done without extensive use of ValueNodes links, and in many cases you would not need them anyway!&lt;br /&gt;
&lt;br /&gt;
Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your frame-by-frame animation to film-quality level. Artists can trace each frame's bitmap data into vector format, after which fun and fascinating effects can be applied during the creation process to achieve a professional animation look.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16472</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16472"/>
				<updated>2012-11-30T08:12:48Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: /* Layers are Different */ Changed &amp;quot;differs&amp;quot; to &amp;quot;differ&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([https://en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Every shape is a layer]]&lt;br /&gt;
The [[Layer]] in Synfig differ from those in most 2D graphics editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or region is a layer on its own. Two [[Anatomy_of_a_Synfig_Animation|kinds of layers]] exist in Synfig, the primitives layers and the filters (or effects) layers. All the Layers belong to &amp;quot;[[canvas]]es&amp;quot;, autonomous animations with their own timelines.&lt;br /&gt;
&lt;br /&gt;
Multiple layers can be [[encapsulate]]d into a [[Paste Canvas]] layer, which will ''isolate their effects'' and allow them to act as a single layer.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that ''they can be animated and tweened''; in fact, the vertices of a shape are ValueNodes, and animating them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A real-world example of ValueNodes' usefulness is clothing.  If a character's clothing must be colored alike in multiple shots, each instance's color can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed simultaneously.&lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions.  Hence, we have the ability to create animation based on defined laws.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Example Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
Morphing takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps with tweening.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout animation===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen] demonstrates cutout animation]]&lt;br /&gt;
Cutout animation is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale).  Synfig Studio will tween movements easily.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that cutout animation can be produced from both bitmap images and vector shapes.  The transformation of parts will be the same, either way.&lt;br /&gt;
&lt;br /&gt;
==Simple or Complex?==&lt;br /&gt;
&lt;br /&gt;
What if we don't need all these special features?  Not everybody wants to make complicated animations, and sometimes we don't want to worry about intricacies in animating.  Although the interface can take some familiarizing, you aren't ''forced'' to connect ValueNodes or &amp;quot;program&amp;quot; your shapes to do math.  Animating with Synfig Studio can be done without extensive use of ValueNodes links, and in many cases you would not need them anyway!&lt;br /&gt;
&lt;br /&gt;
Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your frame-by-frame animation to film-quality level. Artists can trace each frame's bitmap data into vector format, after which fun and fascinating effects can be applied during the creation process to achieve a professional animation look.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16471</id>
		<title>Doc talk:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16471"/>
				<updated>2012-11-30T08:11:33Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: /* Thoughts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts ==&lt;br /&gt;
&lt;br /&gt;
The switch of topic from Synfig Studio to animation in general seems jarring to me.  Could we change ''&amp;quot;As you probably know, animation is the rapid display of ...&amp;quot;'' to something related to Synfig Studio or digital animation? [[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 07:36, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Maybe we should put explanations about animation in general right  into beginning? And then it will get focused on Synfigs Studio as specific tool for animation. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 12:29, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The first paragraph &amp;quot;As you probably now....&amp;quot; is already a kind of this explanations... and this could be rewrited. Maybie adding not too much details but adding somes adhoc links (for example, wikipedia ; Motion_graphics , Computer_animation, Cutout_animation) to present quickly in what Synfig is so powerfull : Morphing/CutOut/Links . And so, why not add also a &amp;quot;Data Linking and automatic animation&amp;quot; level 1 paragraph starting at &amp;quot;Synfig Studio gives you flexible....&amp;quot; . I see two reasons, first one, to add space in this block of text, and to highlight the links capability ... or not ... ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 13:06, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
My screenshot in the layer section is from an ugly Windows desktop. Feel free to change it.  --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 03:37, 29 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Waouh... what a nice rewrite and formating !... I have added somes litle words, and now have another work in translation ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 00:09, 30 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thanks for the addition.  I'm not good at formally writing a document, but hopefully people will feel like Synfig is worth trying.  Still a long way to go :D. --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 08:11, 30 November 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16470</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16470"/>
				<updated>2012-11-30T08:03:18Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: /* The Power of ValueNodes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([https://en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Every shape is a layer]]&lt;br /&gt;
The [[Layer]] in Synfig differs from those in most 2D graphics editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or region is a layer on its own. Two [[Anatomy_of_a_Synfig_Animation|kinds of layers]] exist in Synfig, the primitives layers and the filters (or effects) layers. All the Layers belong to &amp;quot;[[canvas]]es&amp;quot;, autonomous animations with their own timelines.&lt;br /&gt;
&lt;br /&gt;
Multiple layers can be [[encapsulate]]d into a [[Paste Canvas]] layer, which will ''isolate their effects'' and allow them to act as a single layer.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that ''they can be animated and tweened''; in fact, the vertices of a shape are ValueNodes, and animating them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A real-world example of ValueNodes' usefulness is clothing.  If a character's clothing must be colored alike in multiple shots, each instance's color can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed simultaneously.&lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions.  Hence, we have the ability to create animation based on defined laws.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Example Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
Morphing takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps with tweening.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout animation===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen] demonstrates cutout animation]]&lt;br /&gt;
Cutout animation is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale).  Synfig Studio will tween movements easily.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that cutout animation can be produced from both bitmap images and vector shapes.  The transformation of parts will be the same, either way.&lt;br /&gt;
&lt;br /&gt;
==Simple or Complex?==&lt;br /&gt;
&lt;br /&gt;
What if we don't need all these special features?  Not everybody wants to make complicated animations, and sometimes we don't want to worry about intricacies in animating.  Although the interface can take some familiarizing, you aren't ''forced'' to connect ValueNodes or &amp;quot;program&amp;quot; your shapes to do math.  Animating with Synfig Studio can be done without extensive use of ValueNodes links, and in many cases you would not need them anyway!&lt;br /&gt;
&lt;br /&gt;
Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your frame-by-frame animation to film-quality level. Artists can trace each frame's bitmap data into vector format, after which fun and fascinating effects can be applied during the creation process to achieve a professional animation look.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16469</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16469"/>
				<updated>2012-11-30T08:01:20Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([https://en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Every shape is a layer]]&lt;br /&gt;
The [[Layer]] in Synfig differs from those in most 2D graphics editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or region is a layer on its own. Two [[Anatomy_of_a_Synfig_Animation|kinds of layers]] exist in Synfig, the primitives layers and the filters (or effects) layers. All the Layers belong to &amp;quot;[[canvas]]es&amp;quot;, autonomous animations with their own timelines.&lt;br /&gt;
&lt;br /&gt;
Multiple layers can be [[encapsulate]]d into a [[Paste Canvas]] layer, which will ''isolate their effects'' and allow them to act as a single layer.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that ''they can be animated and tweened''; in fact, the vertices of a shape are ValueNodes, and animating them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A real-world example of ValueNodes' usefulness is clothing.  If a character's clothing must be colored alike in multiple shots, each instance's color can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed simultaneously.&lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions.  We have the ability to create automatic animation based on defined laws and brings the whole animation process to a new level.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Example Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
Morphing takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps with tweening.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout animation===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen] demonstrates cutout animation]]&lt;br /&gt;
Cutout animation is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale).  Synfig Studio will tween movements easily.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that cutout animation can be produced from both bitmap images and vector shapes.  The transformation of parts will be the same, either way.&lt;br /&gt;
&lt;br /&gt;
==Simple or Complex?==&lt;br /&gt;
&lt;br /&gt;
What if we don't need all these special features?  Not everybody wants to make complicated animations, and sometimes we don't want to worry about intricacies in animating.  Although the interface can take some familiarizing, you aren't ''forced'' to connect ValueNodes or &amp;quot;program&amp;quot; your shapes to do math.  Animating with Synfig Studio can be done without extensive use of ValueNodes links, and in many cases you would not need them anyway!&lt;br /&gt;
&lt;br /&gt;
Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your frame-by-frame animation to film-quality level. Artists can trace each frame's bitmap data into vector format, after which fun and fascinating effects can be applied during the creation process to achieve a professional animation look.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16457</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16457"/>
				<updated>2012-11-29T06:30:58Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: /* Cutout animation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([https://en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Every shape is a layer]]&lt;br /&gt;
The [[Layer]] in Synfig differs from those in most 2D graphics editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or region is a layer on its own. Layers are stored in &amp;quot;[[canvas]]es&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that ''they can be animated and tweened''; in fact, the vertices of a shape are ValueNodes, and animating them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A real-world example of ValueNodes' usefulness is clothing.  If a character's clothing must be colored alike in multiple shots, each instance's color can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed simultaneously.&lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions.  We have the ability to create automatic animation based on defined laws and brings the whole animation process to a new level.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Example Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
Morphing takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps with tweening.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout animation===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen] demonstrates cutout animation]]&lt;br /&gt;
Cutout animation is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale).  Synfig Studio will tween movements easily.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that cutout animation can be produced from both bitmap images and vector shapes.  The transformation of parts will be the same, either way.&lt;br /&gt;
&lt;br /&gt;
==Simple or Complex?==&lt;br /&gt;
&lt;br /&gt;
What if we don't need all these special features?  Not everybody wants to make complicated animations, and sometimes we don't want to worry about intricacies in animating.  Although the interface can take some familiarizing, you aren't ''forced'' to connect ValueNodes or &amp;quot;program&amp;quot; your shapes to do math.  Animating with Synfig Studio can be done without extensive use of ValueNodes links, and in many cases you would not need them anyway!&lt;br /&gt;
&lt;br /&gt;
Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your frame-by-frame animation to film-quality level. Artists can trace each frame's bitmap data into vector format, after which fun and fascinating effects can be applied during the creation process to achieve a professional animation look.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16456</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16456"/>
				<updated>2012-11-29T06:30:25Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: /* The Power of ValueNodes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([https://en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Every shape is a layer]]&lt;br /&gt;
The [[Layer]] in Synfig differs from those in most 2D graphics editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or region is a layer on its own. Layers are stored in &amp;quot;[[canvas]]es&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that ''they can be animated and tweened''; in fact, the vertices of a shape are ValueNodes, and animating them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A real-world example of ValueNodes' usefulness is clothing.  If a character's clothing must be colored alike in multiple shots, each instance's color can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed simultaneously.&lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions.  We have the ability to create automatic animation based on defined laws and brings the whole animation process to a new level.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Example Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
Morphing takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps with tweening.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout animation===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen], an example of cutout animation]]&lt;br /&gt;
Cutout animation is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale).  Synfig Studio will tween movements easily.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that cutout animation can be produced from both bitmap images and vector shapes.  The transformation of parts will be the same, either way.&lt;br /&gt;
&lt;br /&gt;
==Simple or Complex?==&lt;br /&gt;
&lt;br /&gt;
What if we don't need all these special features?  Not everybody wants to make complicated animations, and sometimes we don't want to worry about intricacies in animating.  Although the interface can take some familiarizing, you aren't ''forced'' to connect ValueNodes or &amp;quot;program&amp;quot; your shapes to do math.  Animating with Synfig Studio can be done without extensive use of ValueNodes links, and in many cases you would not need them anyway!&lt;br /&gt;
&lt;br /&gt;
Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your frame-by-frame animation to film-quality level. Artists can trace each frame's bitmap data into vector format, after which fun and fascinating effects can be applied during the creation process to achieve a professional animation look.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16455</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16455"/>
				<updated>2012-11-29T06:29:02Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: /* Possible Animation Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([https://en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Every shape is a layer]]&lt;br /&gt;
The [[Layer]] in Synfig differs from those in most 2D graphics editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or region is a layer on its own. Layers are stored in &amp;quot;[[canvas]]es&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that ''they can be animated and tweened''; in fact, the vertices of a shape are ValueNodes, and animating them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A real-world example of ValueNodes' usefulness is clothing.  If a character's clothing must be colored alike in multiple shots, each instance's colors can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed simultaneously.&lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions.  We have the ability to create automatic animation based on defined laws and brings the whole animation process to a new level.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Example Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
Morphing takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps with tweening.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout animation===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen], an example of cutout animation]]&lt;br /&gt;
Cutout animation is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale).  Synfig Studio will tween movements easily.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that cutout animation can be produced from both bitmap images and vector shapes.  The transformation of parts will be the same, either way.&lt;br /&gt;
&lt;br /&gt;
==Simple or Complex?==&lt;br /&gt;
&lt;br /&gt;
What if we don't need all these special features?  Not everybody wants to make complicated animations, and sometimes we don't want to worry about intricacies in animating.  Although the interface can take some familiarizing, you aren't ''forced'' to connect ValueNodes or &amp;quot;program&amp;quot; your shapes to do math.  Animating with Synfig Studio can be done without extensive use of ValueNodes links, and in many cases you would not need them anyway!&lt;br /&gt;
&lt;br /&gt;
Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your frame-by-frame animation to film-quality level. Artists can trace each frame's bitmap data into vector format, after which fun and fascinating effects can be applied during the creation process to achieve a professional animation look.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16454</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16454"/>
				<updated>2012-11-29T06:28:21Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: /* Possible Animation Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([https://en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Every shape is a layer]]&lt;br /&gt;
The [[Layer]] in Synfig differs from those in most 2D graphics editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or region is a layer on its own. Layers are stored in &amp;quot;[[canvas]]es&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that ''they can be animated and tweened''; in fact, the vertices of a shape are ValueNodes, and animating them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A real-world example of ValueNodes' usefulness is clothing.  If a character's clothing must be colored alike in multiple shots, each instance's colors can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed simultaneously.&lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions.  We have the ability to create automatic animation based on defined laws and brings the whole animation process to a new level.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Possible Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
Morphing takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps with tweening.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout animation===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen], an example of cutout animation]]&lt;br /&gt;
Cutout animation is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale).  Synfig Studio will tween movements easily.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that cutout animation can be produced from both bitmap images and vector shapes.  The transformation of parts will be the same, either way.&lt;br /&gt;
&lt;br /&gt;
==Simple or Complex?==&lt;br /&gt;
&lt;br /&gt;
What if we don't need all these special features?  Not everybody wants to make complicated animations, and sometimes we don't want to worry about intricacies in animating.  Although the interface can take some familiarizing, you aren't ''forced'' to connect ValueNodes or &amp;quot;program&amp;quot; your shapes to do math.  Animating with Synfig Studio can be done without extensive use of ValueNodes links, and in many cases you would not need them anyway!&lt;br /&gt;
&lt;br /&gt;
Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your frame-by-frame animation to film-quality level. Artists can trace each frame's bitmap data into vector format, after which fun and fascinating effects can be applied during the creation process to achieve a professional animation look.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16453</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16453"/>
				<updated>2012-11-29T06:22:28Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: /* Simple or Complex? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([https://en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Every shape is a layer]]&lt;br /&gt;
The [[Layer]] in Synfig differs from those in most 2D graphics editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or region is a layer on its own. Layers are stored in &amp;quot;[[canvas]]es&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that ''they can be animated and tweened''; in fact, the vertices of a shape are ValueNodes, and animating them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A real-world example of ValueNodes' usefulness is clothing.  If a character's clothing must be colored alike in multiple shots, each instance's colors can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed simultaneously.&lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions.  We have the ability to create automatic animation based on defined laws and brings the whole animation process to a new level.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Possible Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
Morphing takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout animation===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen], an example of cutout animation]]&lt;br /&gt;
Cutout animation is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale) at different points in time. Synfig Studio uses those values to interpolate the motion for in-between frames. Cutout animation can be produced from both bitmap images and vector graphics.&lt;br /&gt;
&lt;br /&gt;
==Simple or Complex?==&lt;br /&gt;
&lt;br /&gt;
What if we don't need all these special features?  Not everybody wants to make complicated animations, and sometimes we don't want to worry about intricacies in animating.  Although the interface can take some familiarizing, you aren't ''forced'' to connect ValueNodes or &amp;quot;program&amp;quot; your shapes to do math.  Animating with Synfig Studio can be done without extensive use of ValueNodes links, and in many cases you would not need them anyway!&lt;br /&gt;
&lt;br /&gt;
Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your frame-by-frame animation to film-quality level. Artists can trace each frame's bitmap data into vector format, after which fun and fascinating effects can be applied during the creation process to achieve a professional animation look.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=User:Recycler&amp;diff=16452</id>
		<title>User:Recycler</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=User:Recycler&amp;diff=16452"/>
				<updated>2012-11-29T05:17:38Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: Created page with &amp;quot;I am the worst writer&amp;lt;br/&amp;gt; you'll ever find&amp;lt;br/&amp;gt; so don't count on me to write more than a blunder  Cold stories soar through my brain,&amp;lt;br/&amp;gt; complications complexify copiously...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am the worst writer&amp;lt;br/&amp;gt;&lt;br /&gt;
you'll ever find&amp;lt;br/&amp;gt;&lt;br /&gt;
so don't count on me to write more than a blunder&lt;br /&gt;
&lt;br /&gt;
Cold stories soar through my brain,&amp;lt;br/&amp;gt;&lt;br /&gt;
complications complexify copiously.&lt;br /&gt;
&lt;br /&gt;
Find my stories,&amp;lt;br/&amp;gt;&lt;br /&gt;
Only inside my head.&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16451</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16451"/>
				<updated>2012-11-29T04:46:45Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: /* Layers are Different */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([https://en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Every shape is a layer]]&lt;br /&gt;
The [[Layer]] in Synfig differs from those in most 2D graphics editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or region is a layer on its own. Layers are stored in &amp;quot;[[canvas]]es&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that ''they can be animated and tweened''; in fact, the vertices of a shape are ValueNodes, and animating them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A real-world example of ValueNodes' usefulness is clothing.  If a character's clothing must be colored alike in multiple shots, each instance's colors can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed simultaneously.&lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions.  We have the ability to create automatic animation based on defined laws and brings the whole animation process to a new level.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Possible Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
Morphing takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout animation===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen], an example of cutout animation]]&lt;br /&gt;
Cutout animation is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale) at different points in time. Synfig Studio uses those values to interpolate the motion for in-between frames. Cutout animation can be produced from both bitmap images and vector graphics.&lt;br /&gt;
&lt;br /&gt;
==Simple or Complex?==&lt;br /&gt;
&lt;br /&gt;
What if we don't need all these special features?  Not everybody wants to make complicated animations, and sometimes we don't want to worry about intricacies in animating.  Although the interface can take some familiarizing, you aren't forced to connect ValueNodes or &amp;quot;program&amp;quot; your shapes to do math.  Animating with Synfig can be done in a very straightforward way without extensive knowledge of ValueNodes.&lt;br /&gt;
&lt;br /&gt;
Synfig Studio is not directly intended to draw animation frame-by-frame (see [http://www.pencil-animation.org/ Pencil] for that), it can be used to bring your frame-by-frame animation to film-quality level. Artists can trace each frame's bitmap data into vector format, after which fun and fascinating effects can be applied during the creation process to achieve a professional animation look.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16450</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16450"/>
				<updated>2012-11-29T04:32:24Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([https://en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Each shape is a layer.]]&lt;br /&gt;
The [[Layer]] in Synfig is a different structure than in most 2D vector editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or region is a layer on its own.  The properties of layers control how they look.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that ''they can be animated and tweened''; in fact, the vertices of a shape are ValueNodes, and animating them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A real-world example of ValueNodes' usefulness is clothing.  If a character's clothing must be colored alike in multiple shots, each instance's colors can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed simultaneously.&lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions.  We have the ability to create automatic animation based on defined laws and brings the whole animation process to a new level.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Possible Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
Morphing takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout animation===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen], an example of cutout animation]]&lt;br /&gt;
Cutout animation is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale) at different points in time. Synfig Studio uses those values to interpolate the motion for in-between frames. Cutout animation can be produced from both bitmap images and vector graphics.&lt;br /&gt;
&lt;br /&gt;
==Simple or Complex?==&lt;br /&gt;
&lt;br /&gt;
What if we don't need all these special features?  Not everybody wants to make complicated animations, and sometimes we don't want to worry about intricacies in animating.  Although the interface can take some familiarizing, you aren't forced to connect ValueNodes or &amp;quot;program&amp;quot; your shapes to do math.  Animating with Synfig can be done in a very straightforward way without extensive knowledge of ValueNodes.&lt;br /&gt;
&lt;br /&gt;
Synfig Studio is not directly intended to draw animation frame-by-frame (see [http://www.pencil-animation.org/ Pencil] for that), it can be used to bring your frame-by-frame animation to film-quality level. Artists can trace each frame's bitmap data into vector format, after which fun and fascinating effects can be applied during the creation process to achieve a professional animation look.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16449</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16449"/>
				<updated>2012-11-29T04:30:58Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: /* Possible Animation Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([https://en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Each shape is a layer.]]&lt;br /&gt;
The [[Layer]] in Synfig is a different structure than in most 2D vector editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or region is a layer on its own.  The properties of layers control how they look.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that ''they can be animated and tweened''; in fact, the vertices of a shape are ValueNodes, and animating them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A real-world example of ValueNodes' usefulness is clothing.  If a character's clothing must be colored alike in multiple shots, each instance's colors can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed simultaneously.&lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions.  We have the ability to create automatic animation based on defined laws and brings the whole animation process to a new level.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Possible Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
Morphing takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout animation===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen], an example of cutout animation]]&lt;br /&gt;
Cutout animation is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale) at different points in time. Synfig Studio uses those values to interpolate the motion for in-between frames. Cutout animation can be produced from both bitmap images and vector graphics.&lt;br /&gt;
&lt;br /&gt;
==Simple or Complex?==&lt;br /&gt;
&lt;br /&gt;
What if we don't need all these special features?  Not everybody wants to make complicated animations, and sometimes we don't want to worry about intricacies in animating.  Although the interface can take some familiarizing, you aren't forced to connect ValueNodes or &amp;quot;program&amp;quot; your shapes to do math.  Animating with Synfig can be done in a very straightforward way without extensive knowledge of ValueNodes.&lt;br /&gt;
&lt;br /&gt;
Synfig Studio is not directly intended to draw animation frame-by-frame (see [http://www.pencil-animation.org/|Pencil] for that), it can be used to bring your frame-by-frame animation to film-quality level. Artists can trace each frame's bitmap data into vector format, after which fun and fascinating effects can be applied during the creation process to achieve a professional animation look.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16448</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16448"/>
				<updated>2012-11-29T04:14:20Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: /* The Power of ValueNodes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([https://en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Each shape is a layer.]]&lt;br /&gt;
The [[Layer]] in Synfig is a different structure than in most 2D vector editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or region is a layer on its own.  The properties of layers control how they look.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that ''they can be animated and tweened''; in fact, the vertices of a shape are ValueNodes, and animating them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A real-world example of ValueNodes' usefulness is clothing.  If a character's clothing must be colored alike in multiple shots, each instance's colors can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed simultaneously.&lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions.  We have the ability to create automatic animation based on defined laws and brings the whole animation process to a new level.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Possible Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
Morphing takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout animation===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen], an example of cutout animation]]&lt;br /&gt;
Cutout animation is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale) at different points in time. Synfig Studio uses those values to interpolate the motion for in-between frames. Cutout animation can be produced from both bitmap images and vector graphics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Although Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your hand-drawn frame-by-frame animation to film-quality level. The artist converts each frame's bitmap data into vector format. This process, called &amp;quot;tracing&amp;quot;, is usually done by hand by constructing vector shapes on top of bitmap images. Some fun and fascinating effects can be applied during the creation process to achieve a professional animation look. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Is this necessary? --&amp;gt;&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16447</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16447"/>
				<updated>2012-11-29T04:07:58Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: /* Possible Animation Types */  Made the animation types non-bold.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([https://en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Each shape is a layer.]]&lt;br /&gt;
The [[Layer]] in Synfig is a different structure than in most 2D vector editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or region is a layer on its own.  The properties of layers control how they look.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived mathematic formulae.  An important aspect of ValueNodes is that '''they can be animated and tweened'''; in fact, the vertices of a shape are ValueNodes, and tweening them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A feasible example of ValueNodes' capabilities is clothing.  If a character's clothing must be colored alike in multiple shots, their colors can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed instantly. &lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions.  We have the ability to create automatic animation based on defined laws and brings the whole animation process to a new level.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Possible Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
Morphing takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout animation===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen], an example of cutout animation]]&lt;br /&gt;
Cutout animation is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale) at different points in time. Synfig Studio uses those values to interpolate the motion for in-between frames. Cutout animation can be produced from both bitmap images and vector graphics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Although Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your hand-drawn frame-by-frame animation to film-quality level. The artist converts each frame's bitmap data into vector format. This process, called &amp;quot;tracing&amp;quot;, is usually done by hand by constructing vector shapes on top of bitmap images. Some fun and fascinating effects can be applied during the creation process to achieve a professional animation look. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Is this necessary? --&amp;gt;&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16446</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16446"/>
				<updated>2012-11-29T04:06:50Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: /* The Power of ValueNodes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([https://en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Each shape is a layer.]]&lt;br /&gt;
The [[Layer]] in Synfig is a different structure than in most 2D vector editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or region is a layer on its own.  The properties of layers control how they look.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived mathematic formulae.  An important aspect of ValueNodes is that '''they can be animated and tweened'''; in fact, the vertices of a shape are ValueNodes, and tweening them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A feasible example of ValueNodes' capabilities is clothing.  If a character's clothing must be colored alike in multiple shots, their colors can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed instantly. &lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions.  We have the ability to create automatic animation based on defined laws and brings the whole animation process to a new level.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Possible Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
'''Morphing''' takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen], an example of cutout animation]]&lt;br /&gt;
'''Cutout animation''' is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale) at different points in time. Synfig Studio uses those values to interpolate the motion for in-between frames. Cutout animation can be produced from both bitmap images and vector graphics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Although Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your hand-drawn frame-by-frame animation to film-quality level. The artist converts each frame's bitmap data into vector format. This process, called &amp;quot;tracing&amp;quot;, is usually done by hand by constructing vector shapes on top of bitmap images. Some fun and fascinating effects can be applied during the creation process to achieve a professional animation look. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Is this necessary? --&amp;gt;&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16445</id>
		<title>Doc talk:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16445"/>
				<updated>2012-11-29T03:37:09Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: /* Thoughts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts ==&lt;br /&gt;
&lt;br /&gt;
The switch of topic from Synfig Studio to animation in general seems jarring to me.  Could we change ''&amp;quot;As you probably know, animation is the rapid display of ...&amp;quot;'' to something related to Synfig Studio or digital animation? [[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 07:36, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Maybe we should put explanations about animation in general right  into beginning? And then it will get focused on Synfigs Studio as specific tool for animation. --[[User:Zelgadis|Zelgadis]] ([[User talk:Zelgadis|talk]]) 12:29, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The first paragraph &amp;quot;As you probably now....&amp;quot; is already a kind of this explanations... and this could be rewrited. Maybie adding not too much details but adding somes adhoc links (for example, wikipedia ; Motion_graphics , Computer_animation, Cutout_animation) to present quickly in what Synfig is so powerfull : Morphing/CutOut/Links . And so, why not add also a &amp;quot;Data Linking and automatic animation&amp;quot; level 1 paragraph starting at &amp;quot;Synfig Studio gives you flexible....&amp;quot; . I see two reasons, first one, to add space in this block of text, and to highlight the links capability ... or not ... ;-) --[[User:D.j.a.y|D.j.a.y]] ([[User talk:D.j.a.y|talk]]) 13:06, 28 November 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
My screenshot in the layer section is from an ugly Windows desktop. Feel free to change it.  --[[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 03:37, 29 November 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16444</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16444"/>
				<updated>2012-11-29T03:31:53Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: More changes. It cuts off too quickly at the end, now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic in-betweening ([https://en.wikipedia.org/wiki/Tweening|&amp;quot;tweening&amp;quot;]) of frames and [[Reuse Animations|reuse of small animations]]. Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
==Layers are Different==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Each shape is a layer.]]&lt;br /&gt;
The [[Layer]] in Synfig is a different structure than in most 2D vector editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or region is a layer on its own.  The properties of layers control how they look.&lt;br /&gt;
&lt;br /&gt;
==The Power of ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived mathematic formulae.  An important aspect of ValueNodes is that '''they can be animated and tweened'''; in fact, the vertices of a shape are ValueNodes, and tweening them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A feasible example of ValueNodes' capabilities is clothing.  If a character's clothing must be colored alike in multiple shots, their colors can be [[linking|linked]] across files.  Whenever one instance's color is changed, they are all changed instantly. &lt;br /&gt;
&lt;br /&gt;
Aside from linking simple pieces of data, you can also define relations between them using a functions and conditions. The artist has the ability to create automatic animation based on defined laws and brings the whole animation process to a new level.  A ball from a cannon can be realistically fired, or a pseudo-3D character's face can rotate accurately with its head.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
==Possible Animation Types==&lt;br /&gt;
&lt;br /&gt;
===Morphing===&lt;br /&gt;
&lt;br /&gt;
'''Morphing''' takes two images and creates a smooth transition between them. This is done by tweening the vertices of one shape to the vertices of another.  Intricate nimation with this method is done simply by supplying frames in key positions ([[keyframe]]s) at relatively wide time intervals, and allowing Synfig to fill in the gaps.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cutout===&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen], an example of cutout animation]]&lt;br /&gt;
'''Cutout animation''' is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale) at different points in time. Synfig Studio uses those values to interpolate the motion for in-between frames. Cutout animation can be produced from both bitmap images and vector graphics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Although Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your hand-drawn frame-by-frame animation to film-quality level. The artist converts each frame's bitmap data into vector format. This process, called &amp;quot;tracing&amp;quot;, is usually done by hand by constructing vector shapes on top of bitmap images. Some fun and fascinating effects can be applied during the creation process to achieve a professional animation look. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Is this necessary? --&amp;gt;&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16443</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16443"/>
				<updated>2012-11-29T03:00:36Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: /* What are Layers? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic [[tweening|in-betweening]] of frames and [[Reuse Animations|reuse of small animations]].&lt;br /&gt;
&lt;br /&gt;
Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
==What are Layers?==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Each shape is a layer.]]&lt;br /&gt;
The [[Layer]] in Synfig is a different structure than in most 2D vector editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or region is a layer on its own.  The characteristics of layers control how they look.&lt;br /&gt;
&lt;br /&gt;
==ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that '''they can be animated and tweened'''; in fact, the vertices of a shape are ValueNodes, and tweening them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A feasible example of ValueNodes' capabilities is clothing.  If a character's clothing must be colored the same throughout a project, their colors can be [[linking|linked]].&lt;br /&gt;
&lt;br /&gt;
==Morphing==&lt;br /&gt;
&lt;br /&gt;
'''Morphing''' takes two images and creates a smooth transition between them. This is done by changing one shape into another, often assisted by the use of '''control points'''. Synfig Studio morphs vector shapes automatically. Animation is done simply by supplying drawings in key positions at relatively wide time intervals. The artist supplies as many frames as needed to create the basic sense of motion for a scene. Synfig Studio takes care of creating the in-between frames.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cutout==&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen], an example of cutout animation]]&lt;br /&gt;
'''Cutout animation''' is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale) at different points in time. Synfig Studio uses those values to interpolate the motion for in-between frames. Cutout animation can be produced from both bitmap images and vector graphics.&lt;br /&gt;
&lt;br /&gt;
In either case Synfig Studio's role is to fill the gaps between frames (also called &amp;quot;keyframes&amp;quot;) to produce smooth, fluid animation. This process is called &amp;quot;tweening&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Although Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your hand-drawn frame-by-frame animation to film-quality level. The artist converts each frame's bitmap data into vector format. This process, called &amp;quot;tracing&amp;quot;, is usually done by hand by constructing vector shapes on top of bitmap images. Some fun and fascinating effects can be applied during the creation process to achieve a professional animation look.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Among the plain linking pieces of artwork data you can also define relations between them using a set of functions. That allows the artist to create automatic animation based on the defined laws and brings the whole animation process to a new level.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16442</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16442"/>
				<updated>2012-11-29T02:55:02Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames, but 2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic [[tweening|in-betweening]] of frames and [[Reuse Animations|reuse of small animations]].&lt;br /&gt;
&lt;br /&gt;
Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
==What are Layers?==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Each shape is a layer.]]&lt;br /&gt;
The [[Layer]] in Synfig is a different structure than in most 2D vector editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or fill is a layer on its own.  The properties of layers control how they look and change in relation to other properties.&lt;br /&gt;
&lt;br /&gt;
==ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that '''they can be animated and tweened'''; in fact, the vertices of a shape are ValueNodes, and tweening them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A feasible example of ValueNodes' capabilities is clothing.  If a character's clothing must be colored the same throughout a project, their colors can be [[linking|linked]].&lt;br /&gt;
&lt;br /&gt;
==Morphing==&lt;br /&gt;
&lt;br /&gt;
'''Morphing''' takes two images and creates a smooth transition between them. This is done by changing one shape into another, often assisted by the use of '''control points'''. Synfig Studio morphs vector shapes automatically. Animation is done simply by supplying drawings in key positions at relatively wide time intervals. The artist supplies as many frames as needed to create the basic sense of motion for a scene. Synfig Studio takes care of creating the in-between frames.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cutout==&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen], an example of cutout animation]]&lt;br /&gt;
'''Cutout animation''' is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale) at different points in time. Synfig Studio uses those values to interpolate the motion for in-between frames. Cutout animation can be produced from both bitmap images and vector graphics.&lt;br /&gt;
&lt;br /&gt;
In either case Synfig Studio's role is to fill the gaps between frames (also called &amp;quot;keyframes&amp;quot;) to produce smooth, fluid animation. This process is called &amp;quot;tweening&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Although Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your hand-drawn frame-by-frame animation to film-quality level. The artist converts each frame's bitmap data into vector format. This process, called &amp;quot;tracing&amp;quot;, is usually done by hand by constructing vector shapes on top of bitmap images. Some fun and fascinating effects can be applied during the creation process to achieve a professional animation look.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Among the plain linking pieces of artwork data you can also define relations between them using a set of functions. That allows the artist to create automatic animation based on the defined laws and brings the whole animation process to a new level.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=File:Overview-layers.png&amp;diff=16441</id>
		<title>File:Overview-layers.png</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=File:Overview-layers.png&amp;diff=16441"/>
				<updated>2012-11-29T02:45:46Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: Shows several different layer types.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shows several different layer types.&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16440</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16440"/>
				<updated>2012-11-29T02:44:58Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: /* Layers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames.  2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic [[tweening|in-betweening]] of frames and [[Reuse Animations|reuse of small animations]].&lt;br /&gt;
&lt;br /&gt;
Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
==What are Layers?==&lt;br /&gt;
&lt;br /&gt;
[[File:overview-layers.png|thumb|Each shape is a layer.]]&lt;br /&gt;
The [[Layer]] in Synfig is a different structure than in most 2D vector editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or fill is a layer on its own.&lt;br /&gt;
&lt;br /&gt;
==ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig Studio's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that '''they can be animated and tweened'''; in fact, the vertices of a shape are ValueNodes, and tweening them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A feasible example of ValueNodes' capabilities is clothing.  If a character's clothing must be colored the same throughout a project, their colors can be [[linking|linked]].&lt;br /&gt;
&lt;br /&gt;
==Morphing==&lt;br /&gt;
&lt;br /&gt;
'''Morphing''' takes two images and creates a smooth transition between them. This is done by changing one shape into another, often assisted by the use of '''control points'''. Synfig Studio morphs vector shapes automatically. Animation is done simply by supplying drawings in key positions at relatively wide time intervals. The artist supplies as many frames as needed to create the basic sense of motion for a scene. Synfig Studio takes care of creating the in-between frames.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cutout==&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen], an example of cutout animation]]&lt;br /&gt;
'''Cutout animation''' is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale) at different points in time. Synfig Studio uses those values to interpolate the motion for in-between frames. Cutout animation can be produced from both bitmap images and vector graphics.&lt;br /&gt;
&lt;br /&gt;
In either case Synfig Studio's role is to fill the gaps between frames (also called &amp;quot;keyframes&amp;quot;) to produce smooth, fluid animation. This process is called &amp;quot;tweening&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Although Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your hand-drawn frame-by-frame animation to film-quality level. The artist converts each frame's bitmap data into vector format. This process, called &amp;quot;tracing&amp;quot;, is usually done by hand by constructing vector shapes on top of bitmap images. Some fun and fascinating effects can be applied during the creation process to achieve a professional animation look.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Among the plain linking pieces of artwork data you can also define relations between them using a set of functions. That allows the artist to create automatic animation based on the defined laws and brings the whole animation process to a new level.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16439</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16439"/>
				<updated>2012-11-29T02:29:45Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames.  2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic [[tweening|in-betweening]] of frames and [[Reuse Animations|reuse of small animations]].&lt;br /&gt;
&lt;br /&gt;
Synfig Studio is free, open source, 2D animation software that implements those concepts.&lt;br /&gt;
&lt;br /&gt;
==Unusual Layers==&lt;br /&gt;
&lt;br /&gt;
[[Layer]]s in Synfig Studio are different concepts than in most 2D vector editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or fill is a layer.&lt;br /&gt;
&lt;br /&gt;
==ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig Studio's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that '''they can be animated and tweened'''; in fact, the vertices of a shape are ValueNodes, and tweening them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A feasible example of ValueNodes' capabilities is clothing.  If a character's clothing must be colored the same throughout a project, their colors can be [[linking|linked]].&lt;br /&gt;
&lt;br /&gt;
==Morphing==&lt;br /&gt;
&lt;br /&gt;
'''Morphing''' takes two images and creates a smooth transition between them. This is done by changing one shape into another, often assisted by the use of '''control points'''. Synfig Studio morphs vector shapes automatically. Animation is done simply by supplying drawings in key positions at relatively wide time intervals. The artist supplies as many frames as needed to create the basic sense of motion for a scene. Synfig Studio takes care of creating the in-between frames.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cutout==&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen], an example of cutout animation]]&lt;br /&gt;
'''Cutout animation''' is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale) at different points in time. Synfig Studio uses those values to interpolate the motion for in-between frames. Cutout animation can be produced from both bitmap images and vector graphics.&lt;br /&gt;
&lt;br /&gt;
In either case Synfig Studio's role is to fill the gaps between frames (also called &amp;quot;keyframes&amp;quot;) to produce smooth, fluid animation. This process is called &amp;quot;tweening&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Although Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your hand-drawn frame-by-frame animation to film-quality level. The artist converts each frame's bitmap data into vector format. This process, called &amp;quot;tracing&amp;quot;, is usually done by hand by constructing vector shapes on top of bitmap images. Some fun and fascinating effects can be applied during the creation process to achieve a professional animation look.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Among the plain linking pieces of artwork data you can also define relations between them using a set of functions. That allows the artist to create automatic animation based on the defined laws and brings the whole animation process to a new level.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16438</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16438"/>
				<updated>2012-11-29T02:23:10Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames.  2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic [[tweening|in-betweening]] of frames and [[Reuse Animations|reuse of small animations]].&lt;br /&gt;
&lt;br /&gt;
[[Synfig Studio]] is free, open source software that implements those concepts and compliments them greatly.&lt;br /&gt;
&lt;br /&gt;
==Layers==&lt;br /&gt;
&lt;br /&gt;
[[Layer]]s in Synfig Studio are a slightly different mechanic than in most 2D vector editors.  Every object, be it a rectangle, circle, [[BLine|bezier]] outline or fill is a layer.&lt;br /&gt;
&lt;br /&gt;
==ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig Studio's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All layer properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that '''they can be animated and tweened'''; in fact, the vertices of a shape are ValueNodes, and tweening them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A feasible example of ValueNodes' capabilities is clothing.  If a character's clothing must be colored the same throughout a project, their colors can be [[linking|linked]].&lt;br /&gt;
&lt;br /&gt;
==Morphing==&lt;br /&gt;
&lt;br /&gt;
'''Morphing''' takes two images and creates a smooth transition between them. This is done by changing one shape into another, often assisted by the use of '''control points'''. Synfig Studio morphs vector shapes automatically. Animation is done simply by supplying drawings in key positions at relatively wide time intervals. The artist supplies as many frames as needed to create the basic sense of motion for a scene. Synfig Studio takes care of creating the in-between frames.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cutout==&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen], an example of cutout animation]]&lt;br /&gt;
'''Cutout animation''' is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale) at different points in time. Synfig Studio uses those values to interpolate the motion for in-between frames. Cutout animation can be produced from both bitmap images and vector graphics.&lt;br /&gt;
&lt;br /&gt;
In either case Synfig Studio's role is to fill the gaps between frames (also called &amp;quot;keyframes&amp;quot;) to produce smooth, fluid animation. This process is called &amp;quot;tweening&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Although Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your hand-drawn frame-by-frame animation to film-quality level. The artist converts each frame's bitmap data into vector format. This process, called &amp;quot;tracing&amp;quot;, is usually done by hand by constructing vector shapes on top of bitmap images. Some fun and fascinating effects can be applied during the creation process to achieve a professional animation look.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Among the plain linking pieces of artwork data you can also define relations between them using a set of functions. That allows the artist to create automatic animation based on the defined laws and brings the whole animation process to a new level.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16437</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16437"/>
				<updated>2012-11-29T01:48:35Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: More changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames.  2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic [[tweening|in-betweening]] of frames and [[Reuse Animation|reuse of small animation animations]].  Synfig Studio is free, open source software that implements those concepts and compliments them greatly.&lt;br /&gt;
&lt;br /&gt;
==ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig Studio's [[ValueNode]] system gives us flexible control over repeated data and complex relationships.  All properties are stored as reusable ValueNodes, which can be linked to each other or even derived from mathematic formulae.  An important aspect of ValueNodes is that '''they can be animated and tweened'''; in fact, the vertices of a shape are ValueNodes, and tweening them morphs the shape.&lt;br /&gt;
&lt;br /&gt;
A feasible example of ValueNodes' capabilities is clothing.  If a character's clothing must be colored the same throughout a project, their colors can be [[linking|linked]].&lt;br /&gt;
&lt;br /&gt;
==Morphing==&lt;br /&gt;
&lt;br /&gt;
'''Morphing''' takes two images and creates a smooth transition between them. This is done by changing one shape into another, often assisted by the use of '''control points'''. Synfig Studio morphs vector shapes automatically. Animation is done simply by supplying drawings in key positions at relatively wide time intervals. The artist supplies as many frames as needed to create the basic sense of motion for a scene. Synfig Studio takes care of creating the in-between frames.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cutout==&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen], an example of cutout animation]]&lt;br /&gt;
'''Cutout animation''' is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale) at different points in time. Synfig Studio uses those values to interpolate the motion for in-between frames. Cutout animation can be produced from both bitmap images and vector graphics.&lt;br /&gt;
&lt;br /&gt;
In either case Synfig Studio's role is to fill the gaps between frames (also called &amp;quot;keyframes&amp;quot;) to produce smooth, fluid animation. This process is called &amp;quot;tweening&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Although Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your hand-drawn frame-by-frame animation to film-quality level. The artist converts each frame's bitmap data into vector format. This process, called &amp;quot;tracing&amp;quot;, is usually done by hand by constructing vector shapes on top of bitmap images. Some fun and fascinating effects can be applied during the creation process to achieve a professional animation look.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Among the plain linking pieces of artwork data you can also define relations between them using a set of functions. That allows the artist to create automatic animation based on the defined laws and brings the whole animation process to a new level.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16436</id>
		<title>Doc:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc:Overview&amp;diff=16436"/>
				<updated>2012-11-29T01:24:35Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: Introducing tweening earlier; morphing *and* cutout use tweening. Some other re-ordering and changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Page info --&amp;gt;&lt;br /&gt;
{{Title|Overview}}&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;
&lt;br /&gt;
Animation is the rapid display of a sequence of images (&amp;quot;[[frame]]s&amp;quot;) to create the illusion of movement. Convincing movement requires many such frames.  2D animation is traditionally created by drawing each frame individually, a method called &amp;quot;frame-by-frame animation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Digital animation makes it easier for artists to animate more quickly, efficiently, and consistently.  It introduced concepts such as automatic [[tweening|in-betweening]] of frames and mass reuse of small animations.&lt;br /&gt;
&lt;br /&gt;
==ValueNodes==&lt;br /&gt;
&lt;br /&gt;
Synfig Studio's [[ValueNode]] system gives us flexible control over repeated data.  All properties are stored as reusable ValueNodes.  ''Most'' properties can be tweened (tweening a shape's vertices causes a shape to morph).&lt;br /&gt;
&lt;br /&gt;
A feasible example of ValueNodes' capabilities is clothing.  If a character's clothing must be colored the same throughout a project, their colors can be [[linking|linked]]. And for serious animation projects, Synfig Studio has the power to deliver to your satisfaction.&lt;br /&gt;
&lt;br /&gt;
==Morphing==&lt;br /&gt;
&lt;br /&gt;
'''Morphing''' takes two images and creates a smooth transition between them. This is done by changing one shape into another, often assisted by the use of '''control points'''. Synfig Studio morphs vector shapes automatically. Animation is done simply by supplying drawings in key positions at relatively wide time intervals. The artist supplies as many frames as needed to create the basic sense of motion for a scene. Synfig Studio takes care of creating the in-between frames.&lt;br /&gt;
&amp;lt;!-- TODO: Insert illustration of morphing animation here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cutout==&lt;br /&gt;
&lt;br /&gt;
[[File:Boris-munchausen-cut-out.png|thumb|right|[https://munchausenproject.wordpress.com/ The Adventures of Boris Munchausen], an example of cutout animation]]&lt;br /&gt;
'''Cutout animation''' is created by splitting objects into parts and applying some simple transformations to them (like translation, rotation or scale) at different points in time. Synfig Studio uses those values to interpolate the motion for in-between frames. Cutout animation can be produced from both bitmap images and vector graphics.&lt;br /&gt;
&lt;br /&gt;
In either case Synfig Studio's role is to fill the gaps between frames (also called &amp;quot;keyframes&amp;quot;) to produce smooth, fluid animation. This process is called &amp;quot;tweening&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Although Synfig Studio is not directly intended to draw animation frame-by-frame, it can be used to bring your hand-drawn frame-by-frame animation to film-quality level. The artist converts each frame's bitmap data into vector format. This process, called &amp;quot;tracing&amp;quot;, is usually done by hand by constructing vector shapes on top of bitmap images. Some fun and fascinating effects can be applied during the creation process to achieve a professional animation look.&lt;br /&gt;
&amp;lt;!-- TODO: Illustration - bitmap image and same image traced in Synfig Studio --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synfig Studio gives you flexible control over repeated data, such as colors, outline characteristics, textures, images and many more - even animation trajectories and their actions (sets). Re-using repeated data is done by linking. And for serious animation projects, Synfig Studio has the power to deliver to your satisfaction.&lt;br /&gt;
&lt;br /&gt;
Among the plain linking pieces of artwork data you can also define relations between them using a set of functions. That allows the artist to create automatic animation based on the defined laws and brings the whole animation process to a new level.&lt;br /&gt;
&amp;lt;!-- TODO: Example illustration of parabolic shot --&amp;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;
Synfig Studio's features are covered in detail within this manual.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: About this manual/Structure of this manual: The purpose of first chapter is to give you overview of the animation creation process using Synfig Studio. Without diving deep into details it will guide you through the basic concepts and offer few exercises that help you to understand how this software works. --&amp;gt;&lt;br /&gt;
{{Navigation|Category:Manual|Doc:Getting Started}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Text edit suggestions. The original text is accurate, but the wording could use some tightening up to help the reader get to the point quickly. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	<entry>
		<id>https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16420</id>
		<title>Doc talk:Overview</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.synfig.org/index.php?title=Doc_talk:Overview&amp;diff=16420"/>
				<updated>2012-11-28T07:36:59Z</updated>
		
		<summary type="html">&lt;p&gt;Recycler: /* Thoughts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Thoughts ==&lt;br /&gt;
&lt;br /&gt;
The switch of topic from Synfig Studio to animation in general seems jarring to me.  Could we change ''&amp;quot;As you probably know, animation is the rapid display of ...&amp;quot;'' to something related to Synfig Studio or digital animation? [[User:Recycler|Recycler]] ([[User talk:Recycler|talk]]) 07:36, 28 November 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Recycler</name></author>	</entry>

	</feed>