Webinar (1 hour) Anime Studio vs. Flash: The Benefits

Chad Troftgruben, an expert on both products, compares Flash to Anime Studio when it comes to character animation. This webinar addresses Flash users and encourages them to try out Anime Studio as alternative.

The webinar was hold on January 19, 2012 (more info on official site) with Flash CS 5 and Anime Studio Pro 8.1

Aspects

The following aspects are covered by the webinar (with minute position in the video):

(5:00) Difference of the drawing tools: The freehand tool in Flash is very dynamic and flexible but on the other hand there is much more control in Anime Studio.

(11:50) Skeletal Animation: The bone tool is an essential feature in Anime Studio, in Flash it was introduced in CS 4 and has still some limitations (e.g. no bones over multiple layers).

(21:30) Camera movement: Flash does not have an explicit camera option, so it has to be simulated by moving all objects. Note that Anime Studio even provides an automatic depth effect (background objects moving slower than foreground objects via z-position) Continue reading

Tutorial: Anime Studio Render Styles

This is a short tutorial on Anime Studio Pro 8 from ‘s series on new features in version 8. You will learn about the “Render Style” feature that lets you adjust the overall style of your cartoon with a few mouse clicks.

 

Crayon Style
Crayon Style

You can adjust fill style, stroke style and layer style and combine cool filter effects on these, like “crayon”, “pen”, “cutout” that will be applied when rendered. This helps for creating a unique look for your animation without having to change every model or anything in your usual workflow at all.
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Tutorial: Anime Studio Character Wizard

Another tutorial on Anime Studio Pro 8 by . This is is about the Character Wizard, a very powerful PRO feature for rapid cartoon creation.

In the Anime Studio Character Wizard you start with a preset (one out of Man, Woman, Boy, Girl, Creature, Bighead, Manequin) and then adjust a multitude of parameters to get a unique ready-to-use character! Most parameters are adjusted with slides and you can see the result immediately while you move these slides. The presets are starting points that set the parameters to defined values but also have some effect on the possible assets. I.e. for some reason you can only chose “head prop” for the “creature” preset.

Parameters

Body Parameters

Character

  • Proportions: Height, torso height, leg length, head height, belly width
  • Arms: Arm length, shoulder width, arm width, arm muscles, hand length, hand style (i.e. toon hands with 4 fingers)
  • Legs: Hip width, leg width, leg muscles, foot length and finally feet style (i.e. barefoot or shoes)

Face Parameters

  • Eyes, mouth and nose can be selected from a list and then adjusted in size and position, for the head shape this is also possible but you can create an own head shape as well with the head parameters.
  • Head: Head style (presets like various anime shapes as well as animals and a robot OR generic, which means you can adjust the head shape with the following parameters), neck width, head top, head middle, head bottom
  • Eyes: Eyes style, size, height, spacing
  • Mouth: Mouth style, size, height
  • Nose: Nose style, size, height
  • Head Prop: Prop (special feature), size, height
  • Other: Horizontal adjustement, vertical adjustment

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Tutorial: Anime Studio Physics

Today I present you a PRO tutorial by that introduces the physics engine in Anime Studio. Do you know these online puzzle games where you have to balance stuff or do similar tasks with movable items under the influence of gravity? If not, have a look at physicsgames.net (and be prepared to spend a few hours, these can get addicting!)

ScreenshotThese games use so called physics engines, and there are some open source libraries implemented in ActionScript and JavaScript. In Anime Studio PRO, there is no need for such additional components, it already has a fully integrated physics engine. Of course you won’t be using it for games but to add realistic action scenes to your cartoons. Continue reading