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Animation in Arttista is structured around a unique combination of
frame-by-frame control and the flexibility of
editable vectors with interpolation
systems. Because it is a vector-based system, any shape, point, or
texture modification remains fully editable even after the animation is
completed.
Below are the essential concepts and step-by-step guide on how to
structure and create your animations.
1. The Animation Paradigm
and Timeline
In Arttista, animation happens very directly: the system
automatically saves any changes in position, points, or shape
you make on the selected frame.
- Normal Frame: This is a standard position on the
timeline. Whatever you modify on it is saved directly to that
frame.
- Keyframe: This is a normal frame that you mark in a
special way. It functions strictly as a pose marker or reference
state so that Arttista knows which poses to connect during
interpolation.
★ Important Note: Since the actual animation data
is recorded on each normal frame, removing a keyframe does not
delete the corresponding animation; it only removes its
designation as a reference pose for interpolation.
2. Creating and Navigating
the Timeline
To control time and poses in your scene:
- Create/Remove a Keyframe: Position the red playhead
on the timeline and press Ctrl + F2 or
double-click the corresponding frame.
- Navigate Between Keyframes: Press Ctrl +
→ to jump to the next keyframe or Ctrl + ← to
return to the previous one.
- Return to Beginning: Press
Backspace (on Windows/Linux) or Home
(on macOS).
3. Executing
Interpolation (Calculating Motion)
Instead of drawing every single frame manually, you can have Arttista
calculate the transitions between poses (keyframes).
- The Golden Rule: Arttista only interpolates
what is selected in the scene. If you try to interpolate
without selecting any objects or points, nothing will happen. This
protects parts of the animation that you have already refined
manually.
- Select the objects or points you wish to move in
the scene.
- Press F2. The system will calculate the
intermediate frames and record the results on the timeline.
Choosing the Curve Type:
You can configure how the animation behaves by clicking the small dot
corresponding to each keyframe on the timeline. The available options
are:
- Linear: Constant motion.
- Ease In: Gentle start.
- Ease Out: Gentle end.
- Ease In & Ease Out: Smooth start and end, ideal
for organic and natural movements.
(Remember to press F2 again after changing the curve to
recalculate the animation).
4. Controlling Range Selection
By default, interpolation affects the entire timeline. However, you
can choose to work only on specific sections:
- Create a Range: Hold Ctrl, click,
and drag on the timeline to select a frame interval. Any interpolation
or visibility operation will be restricted to this area.
- Copy Animation: Select the objects in the scene,
select the frame range, hold Alt, and drag the timeline
selection to duplicate that section’s animation to another
position.
- Move Animation: Repeat the process above, but hold
Shift + Alt to drag and move the section to a new
position on the timeline.
If you have finished your animation and realize the character needs
to be larger, or positioned further to the side along the entire path,
you don’t need to edit frame by frame.
- Press key 4 (or activate the fourth Working
Modes button on the sidebar) to activate the Keyframe
Tool. The cursor will change to an arrow with a keyframe
dot.
- Perform any transformation (scale, move, rotate, or even change
colors).
- This change will be applied proportionally across all frames
in the animation (or only to the active range if one is
selected).
- Press 1 to return to normal edit mode.