Skeleton Deformation Layer

Layer_other_skeleton_icon.png

About Skeleton Deformation Layers

Skeleton Deformation Layer is for raster deformation (pixel level) and can be used to image layers or whatever is in the context of the skeleton deformation layer (the rendered result of what’s below it).

Skeleton Deformation acts like a normal “raster” layer (i.e. Blur, Warp), it is a raster deformation.

The Skeleton Distortion layer allows to set the distortion area and mesh resolution.

The Layers Panel’s Show/Hide checkbox of the Skeleton Deformation Layer activate/deactivate the deformation and the visibility of the distortion area.

Parameters of Skeleton Deformation Layers

The parameters of the Skeleton Deformation Layers are:

Name Value Type
Type_real_icon.png Z Depth 0.000000 real
Type_real_icon.png Amount 1.000000 real
Type_integer_icon.png Blend Method Composite integer
Type_integer_icon.png Type Fast Gaussian Blur integer
Type_list_icon.png Bones   list
Type_vector_icon.png Point 1   vector
Type_vector_icon.png Point 2   vector
Type_integer_icon.png Horizontal subdivisions 32 integer
Type_integer_icon.png Vertical subdivisions 32 integer

Usage of the Skeleton Deformation Layer

Set the distortion area

The Skeleton Deformation Layer’s bound rectangle define the distortion area. You can modify it by dragging the handles of the first and second corners (Point 1 up left and Point 2 down right).

Build the skeleton

To setup the bones of the Skeleton Deformation Layer, first, deactivate the deformation unchecking the Show checkbox of from the Layers Panel. Now you can move the first bone using its Origin handle, change its orientation with the Angle handle and its length using the Local Length Scale handle. Right click in any handle of bones and choose Create Child Bone to create another bone and adjust it with its handles. Any child bones will follow recursively his parents position.

Once setup the armature, control the influence. Enable Width Handle (Alt+5) and set the influence area for each bone.

Reset the Pose

Once you have terminated to setup the bones of your skeleton, from the Layers Panel, right click on the Skeleton Deformation Layer and from the contextual menu choose Reset Pose to create the initial pose (without deformation) of the skeleton.

Now you can animate your skeleton !

Why using skeleton deformation layer parts of the image are disappearing?

If parts of the image are disappearing when you enable the Skeleton Deformation Layer (and have checked that you don’t have Cairo rendering ([Setup_Dialog#Render_Tab]) enabled), is’t surely because the image is cropped by bone influence area. You need to turn off bone distortion layer (from the Layers Panel, select it, enable width handles (Alt+5) and set the influence area for each bone.

Specific parameters for Skeleton Deformation Layers

Some of the parameters of Skeleton Deformation Layers are common parameter that are shared for several types of Layers. Click on the links to see their definitions. Only the particular parameters for the Skeleton Deformation Layers are described here.

Bones

The Bones parameter is a list of Bone elements.

The parameters of a Bone are:

Name Value Type
Type_string_icon.png Name Bone 1 string
Parent No Parent bone_valuenode
Type_vector_icon.png Origin 0.00000, 0.00000 vector
Type_angle_icon.png Angle 0.00° angle
Type_real_icon.png Local Length Scale 1.00000 real
Type_real_icon.png Bone Width 0.10000 real
Type_real_icon.png Recursive Length Scale 1.00000 real
Type_real_icon.png Tip Width 0.10000 real
Type_real_icon.png Z Depth 0.00000 real
Type_real_icon.png Length Setup 1.00000 real

Name

Parent

Origin

Coordinate of the Origin of the Bone.

Angle

Angle of the Bone.

Local Length Scale

Bone Width

Recursive Length Scale

Tip Width

Z Depth

This parameter can be used to change the ‘depth’ (order) of a Bone in a Skeleton Layer.

Length Setup

Point 1

The parameter Point 1 is a Vector point defining the upper left corner of the distortion area.

Point 2

The parameter Point 2 is a Vector point defining the bottom right corner of the distortion area.

Horizontal Subdivisions

Horizontal definition of the meshes. This integer value affect the distortion quality.

Vertical Subdivisions

Vertical definition of the meshes. This integer value affect the distortion quality.

See also