B) To handle the character, just click right on top of layer "bones" and choose "select all children", wher e the wi ndow sh ow the ch ara cter, a nd all rota tion cont rols o f memb ers. In the layer called "bones", we have all the controls for manipu lating character, and it's just that layer that we will work to animate our character. Note: For a perfect fully embedded joints in Synfig, without the hard work of readjusting, export each part with a single size, the size of the Inkscape this way we import the files into the Synfig, all parts will be precisely placed in original position.Ī) In this scree n, we see the ch aracter in p osition 3/4 a nd the windo w layers, we ca n see the structure of our skeleton. "Png ", and so we hide the other layers, leaving only what we want visible. Png separately: After adjustin g member s to the respe ctive center of r otation, exp ort each pa rt as a file. Mark th e rota tion cente r of obj ects: With the separate objects on layers, we can adjust the center of rotation so that there is no disjunction of shares during the animation. Layers in Inkscape to separate objects: We use layers to separate all objects. Use the ball to the joints: To better unite the parts together, we create a reference, from its center, we can create the center of rotation of the parts. With a tablet, we design a "draft", a "raf" and then vectorized with "bezier" in another layer. Use Inkscape to generate the model of the character: Chose Inkscape for the basic design, the numerous resourc es for vector drawing.
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