Fahim wrote:Hi All,
Thanks for the enhancement requests... make sure to keep them coming! We will definitely be reviewing each and every one of them!
Regards,
Fahim
Well, since Santa Fahim really wants our Christmas lists.
These are the
MAIN improvements that I'd love to see in the future.
- When using "Animated Layer Order" it would be fantastic if the layer order didn't break when you add or remove layers. This make working with animated layer very annoying and definitely needs to be improved!
- Instancing and referencing of layers. This will save on file size and make working with masking and character turn-arounds so much easier.
- Add blend modes to Colorize Layer. This way we can easily do color blends on grey-scale images making it super easy to re-use images for multiple characters. (EXAMPLE: Hands and Eyes)
- Add the ability to change the source image for an image layer AND keyframe the change for smartbones. I made a script that sorta does this (
https://www.youtube.com/watch?v=CMbfaiWRaHA) but it doesn't render properly and only flips through an image sequence at specific angles (not very robust). I'd really like to see this added to the program directly. The main advantage of this system is that only images that are being used by a rig are loaded into the program at one time, meaning that you can make ridiculously intricate rigs with thousands of image parts and still have Anime Studio running smooth as butter. This will make your animators SMILE, like this --->
- Bone Groups. I'm beating a dead horse here and I'm fairly confident you guys got something like this in the works, but ... yeah. I'll mention it again anyway. I already released a script that does this(
viewtopic.php?f=12&t=26221) , but it'd be nice to see it added to trunk.
- Add sharp corners for line strokes. When you try to make a pointed end with a line stroke applied, the point looks really rounded. We need an option to make it pointed.
- Compression for target bones. It's great that target bones can stretch, but they also need them to compress.
- Give us TRUE depth sorting. This means that everything in the group is organized by depth, including nested layers! At the moment, nested layers are all grouped together during sorting which is inconvenient.
- Allow us to control smartbones using bones Scale, X location and Y location. This would allow us to control up to 8 actions with a single bone! Now that's efficiency.
- When binding vector points to a bone, it'd be fantastic if we could tell the points to ignore certain things about the bone. In other words, we could tell the points to be effected by the bones position, but not it's angle or scale. If you combine this idea with the idea above, you'll see where I'm going. Animators will have a very natural way to combine their smartbone controls with their rigs, allowing them to integrate everything together into one pretty package without a bunch of controllers scattered all over the place.
An example of this in action would be creating bones that are tied to the eyes. The eyes would be effected by the X/Y position of the bone, allowing the user to move them by moving the bone around in vector space, but the eyes are immune to the angle and scale of the bone. The animator could then use the angle of this bone as a smartbone action that makes the eye blink. They could then make another smartbone action that is tied to the scale of the bone and this would make the eyes get big or shrink. We can mimic this using position, angle and scale controls across several bones, but this isn't efficient on time or system resources.
That's my Christmas List, but ... uhh ... I also want a Surface Pro 3 ... and a kitten.