Skeleton Deformation Layer¶
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 |
0.000000 |
real |
|
1.000000 |
real |
|
Composite |
integer |
|
Fast Gaussian Blur |
integer |
|
list |
||
vector |
||
vector |
||
32 |
integer |
|
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 !
Video Howto¶
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 |
Bone 1 |
string |
|
Parent |
No Parent |
bone_valuenode |
0.00000, 0.00000 |
vector |
|
0.00° |
angle |
|
1.00000 |
real |
|
0.10000 |
real |
|
1.00000 |
real |
|
0.10000 |
real |
|
0.00000 |
real |
|
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¶
Cutout Tool to select a piece of the composition by adding a mask.
Vector art specific Skeleton Layer.