


#Anime studio pro 11 photoshop how to#
The tutorial also shows where you can get more user made scripts and how to install them. The Scripts tutorial draws your attention to the Scripts menu where you can apply all kinds of pre-made scripts to your animation simply by choosing the option you want.
#Anime studio pro 11 photoshop update#
Moho will detect that change and update your imported image to reflect the new colors. You then open the source file for that image in Photoshop and recolor it, then save it back to the same file.

For example, say you've imported a Photoshop image into Moho. The Real Time Media Connection tutorial demonstrates how Moho keeps track of the source files you import into the studio, detects any changes to them in real time and updates the imported file accordingly. It also shows how you can turn any shape into a source area for you particles to appear from. Pretty much any image can be turned into a particle and animated by adjusting settings. If you wanted to animate a character throwing confetti, a particle layer is the tool for it. Fortunately there is enough information within the tutorial to set up your first particle layer and experiment with the settings. The Particle Source Tutorial seems to assume prior knowledge of how Moho's particle animation has worked in the past, yet, to this point, this is the first tutorial I've encountered that even mentions it. These Star particles have been animated entirely Flexi-binding appears to fix this but I wasn't really sure how, as the tutorial example didn't show if its character was all on one layer or had its body parts divided among different layers. For example if you have a character rigged up but haven't bound any individual part to specific bones, when you move a leg, the body and other leg may smear and distort dramatically. By adjusting the blend morph slider for that action the character will smoothly animate between the two states as much or as little as you need (so you could do a slight turn to the left instead of a full turn).įlexi-Binding is a bone rigging method that appears to localize bone strengths so that you don't get unwanted distortions in your image when moving bones around. By creating an Action of the character with the head turned to the left (using only existing points from the facing forward image) you can create a blend morph between those two states, facing forward and looking to the left, that can be applied any time you like within your animation. For example, say you have a character facing directly toward the camera. Pro - Importing PSDs (Photo Shop Documents)īlend Morphs are a relatively quick way to apply smooth transitions between two action states of various vector points.
