![]() When rendering, this layer must be disabled, but it is very useful to see the two background layers at once and validate what one is doing. So if the camera pans towards the right, in our tutorial example the coordinates of Origin would be X = WB = 1200, Y = 0.Īdd on top a Scale Layer with Amount = -1.5. Move the Origin of layer WB pixels in the same direction of the simulated camera panning. Duplicate it ( Layers Panel | right click on background layer | duplicate), name it. Import the background ( " → → Import"), name it. In the "Time" tab of the, set Start time = 0f, End Time = 30s. See section Create background for a safe way to set the dimensions of a canvas. As mentioned previously, in this tutorial we will use WA = 640, HA = 480. We use the name mountain-bg.sifz.Ĭreate a new canvas for the animation. This means that if you move with the mouse point B, point B' will move too, and vice versa :-) ![]() The same could be done for B, B', but just to show another, more flexible way, the Y coordinate of B is exported and reused by the Y coordinate of B'. If you look at the sample sif file, you will see that the Y coordinates of A, A' and C, C' are hardcoded to match. In addition, the tangents should make the lines as smooth as necessary to adapt to the overall image stile. To tile seamlessly, the Y coordinates of the left control points A, B, C must match with the Y coordinates of the right control points A', B', C'. This is the one we will be using for the tutorial: This tells synfig that the canvas is a still image and the interface becomes simpler. In the "Time" tab, set "Start time" and "End time" to 0. All the other values should be automatically updated. In the "Image" tab, finally put the size: "Width" = WB = 1200, "Height" = HB = 480. In the "Other" tab, check "Pixel Width", "Pixel Height", "Image Aspect", "Pixel Aspect". Open the Canvas Properties Dialog ( " → → Properties"). To be sure to keep the correct background size when importing it into the animation, proceed as follows: Its height should be the same as the animation (HB = HA = 480), while its width should be bigger than the animation (no need to be a multiple). In Synfig Studio, create a new canvas with " → ". Since we are creating the background and the animation from scratch, the easiest way is to use the same scale for the two synfig files. If you already have a background, skip to section The animation. This tutorial uses a vector graphics background, but the same workflow can be applied for bitmap images. Imagine duplicating the image and putting the duplicate next to the original in an horizontal line: the left edge must seamlessly blend with the right edge. In order to be usable as a looping background, the requirements are the same. The background can be a bitmap or a vector graphics. Say that the animation size will be WA = 640 pixels, HA = 480 pixels. We will be using two files: one for the background and one for the animation. The one presented here is simple, minimizes manual work and repetition, and doesn't need keyframes. There are multiple ways to do looping backgrounds in Synfig. NOTE: I stumbled upon this thread, leading me to believe that Synfig doesn’t support my method out of the box.A looping background is a moving background that simulates camera panning, and that seamlessly repeats itself. This however appears to be a bit tedious for my purposes… I know that in traditional animation, the camera is stationary and only the cells/layers are moved. And if my way is valid, does Synfig enable me to do it? Or would I have to use another program like Toon Boom, Flash, etc.? My first and most basic question is: Is my way of doing things even common/sensible? I’m completely new to 2D animation and as such have never worked with any other program. However, I couldn’t find a way to create and control a camera. lst files and I have worked through the “Follow bline” tutorial and both of these techniques work well. However, I couldn’t find a convenient way to achieve this in Synfig. Only what this camera sees would be rendered in the end. ![]() Then create a “camera object” that only captures a small part of the entire scene and is always centered on the character. Here is how I would go about achieving that:Ĭreate the entire environment, put the character at the beginning and use paths and waypoints to move him along the level until the end. while he stays in the center of the screen. I want to create animation that basically imitates old 2D videogames, meaning that a main character will run through a variety of environments, jump on platforms, kill enemies etc.
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