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Page 1: The 'Lost Wiggle Tool' Users Manual

8/3/2019 The 'Lost Wiggle Tool' Users Manual

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Lost Wiggle Tool - Users Manual 

LWT - Contents

5. Other Tool Advantages 11

5.1 Integrated “Selection Mode” 11

5.2 The “ViewRing” 11

5.3 The “ViewKeys” 11

5.4 Timeline Helpers 12

6. Lost Wiggle Tool Settings 13

6.1 Lost Tool Preferences 13

6.2 Lost UI Settings 13

6.3 Other (Lost) Settings 14

7. l·AS·t Notes 15

Contents

1. Introduction 1

1.1 What’s “Lost Wiggle Tool”? 1

1.2 Installing the Tool 1

1.2.1 Windows XP/Vista/7 Quick Install* Process: 1

1.2.2 Mac OS X (Not Tested) Installation Process: 2

1.3 Uninstalling the Tool (Windows Only) 2

2. Overview: 3

2.1 Dismantling the Lost Wiggle Toolbar 3

3. Tool Controls (Core) 43.1 Tool Modes (Introduction) 4

3.2 Channel Modes (Introduction) 4

3.3 Tool/Channel Modes on Detail 5

3.4 Tool Controls: Summing-up 8

4. Main Features (Wiggle Modes) 9

 4.1 Mouse Wiggle Mode! 9

 4.2 Morph Wiggle Mode! * 9

 4.3 Audio Wiggle Mode! 10

ii

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Lost Wiggle Tool - Users Manual 1

LWT -  Introduction

1.2 Installing the Tool

1.2.1 Windows XP/Vista/7 Quick Install* Process:

1. Open or unzip the downloaded le, within which you’ll ndtwo folders, “Resources” and “scripts”:

2. Drag & drop (or copy-paste) them inside the Anime StudioPro # installation folder, typically at: C:\Program Files\Smith Micro\Anime Studio Pro #

1. Introduction

1.1 What’s “Lost Wiggle Tool”?

The  Lost Wiggle Tool is an   Anime Studio® Pro 8.1+ plugin/tool intended to make a little more enjoyable some animation tasks

unifying, at the same time, the most recurrent features in only oneintegrated interface, in the nest lost·AS·tools style.

Initially conceived as a simple  Anime Studio® Pro mouse/motion capture solution, -nally it has gone evolving intosome kind of “All In One” tool  with lot of extra features thatI’ll treat to expose along thismanual.

 As usually, there is still a lot of   work to do! But I hope some-one else can nd it useful andenjoyable, even at this state...

1.2b

1.2a

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Lost Wiggle Tool - Users Manual 2

LWT -  Introduction

3. When you be prompted to “Conrm Folder Replace”, mark  the “Do this for all current items” checkbox and click “Yes”.

 4. That’s all for Windows users, (re)start Anime Studio® Pro #and enjoy!

* Of course, you are free to copy the les “one by one”, if you feel more comfortable that way.

1.2.2 Mac OS X (Not Tested) Installation Process:

1. Open or unzip the downloaded le, within which you’ll ndtwo folders, “Resources” and “scripts”.

2. In the “Resources/ScriptResources” folder you’ll nd a foldernamed “rl_lost_wiggle_tool”, put this whole folder inside the

 Anime Studio app itself:2.1 To do so, you have to right click (or Ctrl+click) the ASPapp, choose “Show Package Contents” and move it inside“Contents/Resources/ScriptResources”.

3. In the “scripts” folder you’ll nd “tool” and “utility” folders:

3.1 The les inside the “tool” folder should go in “AnimeStudio Pro #/scripts/tool”.

3.2 The le inside the “utility”, should go in “Anime StudioPro #/scripts/utility”.

4. (Re)start Anime Studio Pro® # and enjoy too!

1.3 Uninstalling the Tool (Windows Only)

The tool can be uninstalled at any time simply “reversing” the instal-lation process and removing the added les, specially the st one:

Lastly, if you want a total unistalling of the tool, or carry outa clean Update/Reinstallation of it in order to avoid possi-  ble deprecated resources (nothing serious), the entire added “rl_lost_wiggle_tool” resources folder could be deleted as well. Inany case, please, be careful removing only the indicated items.

1.3a

1.2c

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Lost Wiggle Tool - Users Manual 3 2. Overview:

2.1 Dismantling the Lost Wiggle Toolbar

LWT - Overview

1. Wiggle Modes:1.1 Mouse Wiggle Mode!: Activates mouse capture state, which allows to record any change you make.

1.1a Mouse Wiggle Tolerance: Determines mouse captures angle tolerance in order to save keyframes.

1.2 Morph Wiggle Mode!: Activates MorphRing widget to interact with WiggleMorphs in Viewport.

1.2a Morph Wiggle Options: Opens Morph Wiggle Control Panel for WiggleMorphs /Actions management.

1.3 Audio Wiggle Mode!: Runs active channel Audio Wiggle, which with sound becomes “visual”.

1.3a Audio Wiggle Options: Opens the Audio Wiggle Options window.

2. Tool Controls:2.1 Tool Modes (which item to work with):

2.1.1 Layer Mode: Tool modies Layers.

2.1.2 Bone Mode: Tool modies Bones.

2.1.3 Point Mode: Tool modies Points.

2.1.4 Camera Mode: Tool modies Camera.

  2.2.4a Load Camera Animation: Let you load any previously created camera animation data le.  2.2.4b Save Camera Animation: Let you export or save current camera animation to a le.

2.2 Channel Modes (which action to perform over items):2.2.1 Translate Mode: Tool translates items.

2.2.2 Scale Mode: Tool scales items.

  2.2.2a Select Bone Menu: Unfolds the bone selector menu.

2.2.3 Rotate Mode: Tool rotates items.

  2.2.3a Select Point Group: Unfolds the “smart” select point group menu.

2.2.4 Sensitive Mode: Tool performs the *more suitable* next action over items.

2.2.5 Secondary Channels Ind.: Indicates that a secondary channel is active.

2.2.6 Channels Menu: Shows active channel, and let you choose between the all available ones.

2.3 Channel Controls:2.3.1 Numerical Values Boxes: Shows values/info (dynamically) and let you input modications.

2.3.2 Reset Active Channel: It resets the active channel to frame zero or default value.

2.3.3 Lock Bone Button: Lock selected bone/s to work with it in an Inverse Kinematics fashion.

2.3.4 Bone Dynamics Button: Activate/deactivate selected bone/s dynamics.

3. Animation Helpers:3.1 Start Frame: Sets the starting frame of the capture frames range.

3.2 Document Range: Activates/deactivates frame range (auto start/stop) for captures.

3.3 End Frame: Sets the end frame of the capture frames range.

3.4 Force Rewind: Automatically rewinds Timeline after each capture (useful for trial & error).

3.5 Consolidate Timeline Channels: A suitable shortcut to quickly consolidate channels in Timeline.

3.6 Default Keyframe Interpolation: Provides a quick way to switch between all default keyframe

interpolation modes.

4. Other...4.1 Undo/Redo Buttons: Provides a quick way to Undo/Redo when native shortkeys don’t do the job.

4.2 Tool Settings: Opens the “Lost Wiggle Tool Settings“ window from where congure some tool aspects.

4.3 About Lost Wiggle Tool...: It shows tool version, credits and similar stuff.

4.4 Tool Info (i): If active, it shows suitable info about selected items and performed tasks.

4.4

4.2 4.3

4.1

4. Other...

3.63.5

3.4

3.3

3.2

3.1

3. Animation Helpers

2.2.5 2.3.4

2.3.2 2.3.32.3.1 (X, Y, Z)

2.3 Channel Controls +

2.2.62.2.4*2.2.32.2.22.2.1

2.2 Channel Modes

2.1.42.1.3

2.1.2a 2.1.4a 2.1.4b2.1.3a

2.1.22.1.1

2.1 Tool Modes

2. Tool Controls (Core)

1.3a

1.3

1.2a

1.2

1.1a

1.1

1. Wiggle Modes

2.1a

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Lost Wiggle Tool - Users Manual 4

LWT - Tool Controls (Core)

3.2 Channel Modes (Introduction)

The only thing left to do now is choose the action to perform; Trans-late, Scale, Rotate,  Sensitive* (Manipulate Bones in this case),etc... and, of course, it can be done basically by the same means:

- Using Channel Mode toolbar’s buttons (mainly) or menu:

- Or, again, by means of <LMB+shift> viewport’s RingModecalling:

 Although you can use keyboard shortcuts as well (more of this on 6.2 Lost UI Settings ), I totally encourage the use of  RingMode widget cause, once you get used to it, you’ll be able to switch between main

different modes in the most quick and intuitive way, just give it some tries!

3. Tool Controls (Core)

The well understanding of how the core of the tool works is as simpleas essential in order to properly take advantage of all the features andimprove the workow, so it’d be explained at rst place.

3.1 Tool Modes (Introduction)The rst thing to do is choose what object/item you are about to play  with, that is, a Layer, Bone, Point or Camera; and (e.g., assuming you’rein a Bone Layer and want to modify bones) you have two main choices:

- Use Tool Mode toolbar’s buttons:

- Or press < Left  M ouse  Button + shift> directly on viewport inorder to call RingMode and drag to the appropriate icon:

In both cases Bone Mode results selected, so the tool should be now ready to deal with bones. Of course, if no Bone Layer (with one boneat least) is selected in Layers Palette, it’s respective widgets will re-main greyed.

3.2b

3.2a

3.1b

3.1a

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Lost Wiggle Tool - Users Manual 5

LWT - Tool Controls (Core)

 Layer Mode (3.3.1):Layer Mode, intended to work with Layers, and its general channels don’thave too much differences compared with its respective ASP tool function-ality besides some key holding changes and, of course, the possibility of takeadvantage of the Mouse/Audio Wiggle modules. Here they are anyway:

 Layer Translation: Same behaviour than Translate Layer tool, except <shift> and <alt> key holding (intended to constraint andmove layer in Z, respectively) must be done after Left  M ouse Button click in order to live together with RingMode and item Selection Mode.

 Layer Scale: Same behaviour than Scale Layer tool; again<alt> key, intended to preserve volume, must be pressed after LMB click;otherwise Selection Mode will be called instead.

 Layer Rotation: Same behaviour than Rotate Layer tool, ex-cept <shift> key (intended to constraint angle) must be pressed after LMB click, otherwise RingMode would be called instead.

 Layer XY Rotation: The channel that Layer Mode’s sensitive  button calls. Same behaviour than Rotate Layer XY tool except <shift> and <alt> key holding (intended to “constraint” and “snap”, respectively)must be done after LMB click, for the above exposed reasons.

 Layer Opacity:

Only accessible by means of Channels Menu. Itallows layer/s opacity modication directly on viewport and can works greatly in conjunction with Audio Wiggle Mode. <Shift> key doubles increments.

 NOTE: “Display Quality -> Transparency” must be checked in order to see it in action.

 Layer Follow Path: Only accessible by means of ChannelsMenu. Same behaviour than Follow Path tool; intended to be usedspecially in conjunction with Mouse/Audio Wiggle Modes.

In any case, and just like channels menu label indicates, Rotate channel has been activated; so the tool is now ready to perform a ro-tation over the selected Bone object/s and, of course, toolbar info willreact in consequence.

...Get it? Well that’s basically all that one have to know about how toolmodes work; remember that the rule is always the same, no mat-ter which tool feature be intended to be used.

3.3 Tool/Channel Modes on Detail

Once you’ll have got the basics about Tool/Channel Modes (or I think so), I think it’s time to get deeper on this Lost Wiggle Tool Channelspart in order to can explain all it’s extra features.

 As exposed on image 3.2a, the unfolded Channels Menu shows theall available ones and, if relevant (not greyed), it’d allow you to getaccess to them too. You’ll provably still know all of them, cause they   works practically the same than the ASP native tool/function they 

represent but, as I still said, there are some differences and specialadd-ons about I’d like to write some lines.

Channels marked with an asterisk on Channels Menu (3.2a), arethose called “Sensitive” due to they all can be activated by means of the

 Sensitive Mode button/widget (   ), which will call the appropriatechannel (XY Rotation, Bone Manip., Curvature1 /Magnet  2, Pan/Tilt Cam.) ac-cordingly to the current (Layer, Bone, Point or Camera respectively) Tool  Mode state. View it like a handy shortcut for the main secondary channels!

3.2c

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Lost Wiggle Tool - Users Manual 6

LWT - Tool Controls (Core)

Some other common Bone Mode benets are:

• Integrated “at any time” Bone Selection by means of <alt> key (incombination with <shift> key for additions/subtractions).

• If active, tool “info” (i) provides some information, like bone name and IDor number of selected items.

• Continuously updated toolbar’s numerical value boxes.

• You still can select a bone by name by means of the little menu widgetplaced just bellow Bone Mode button.

• Of course, different ViewKeys are not channel dependant, so they can live

together and are visible all the Bone Mode time, i.e., like this:

Point Mode (3.3.3):Intended to work with Points. Like previous one, Point Mode introduces aseries of improvements as well as very interesting mouse capture possibilities.

 Point Translation: Same behaviour than Translate Points tool, but with the known modier keys differences and following add-ons:

• Thanks to ViewKeys again, point motion keyframes are revealed in viewport as complementary (blue in this case) coloured points ( ).

• The <ctrl> key can be used to modify Points Curvature at any time and ViewKeys shows Curvature keyframes too with a little centered dot ( ).

• Third toolbar’s numerical value box, dynamically shows applied distance.

• The <shift> key (intended to constraint) must be pressed after LMB 

click or, if active, RingMode will be called instead.

 Points Scale: Same behaviour than Scale Points tool, but...

• The center of scaling (AKA anchor point ) can be modied by a simpledragging; just click it to reset it to its default position.

• The <alt> key (intended to preserve volume) must be pressed after LMB click; otherwise Selection Mode will be called instead.

 Bone Mode (3.3.2):Intended to work with Bones. Contrary to the previous one, BoneMode channels not only introduces a series of new features but, ingeneral, much more interesting possibilities in combination with thedifferent Wiggle Modes too.

 Bone Translation: Same behaviour than Translate Bone tool, but with the following benets and subtle differences:

• Bone translation keyframes are revealed in viewport as fat red dots ( )for the grace of ViewKeys (more of this on 5.3 The ViewKeys).

• It’s possible now to change several Frame Zero bones Length at a time.

• The <shift> key (intended to constraint) must be pressed after LMB click, otherwise RingMode, if active, would be called instead.

 Bone Scale: Same behaviour than Scale Bone tool, plus:

• Bone scaling keyframes are revealed in viewport as little blue dots ( ).

 Bone Rotation: Same behaviour than Rotate Bone tool, except:

• Bone angle keyframes are revealed in viewport as medium green dots ( ).

• The <shift> key (intended to constraint angle) must be pressed after LMB click, otherwise RingMode would be called instead.

 Bone Manipulation: The channel that Bone Mode’s sensitive  button calls. Same behaviour than Manipulate Bones tool, except:

• Just like in the past, Dynamic bones are directly “manipulable” again!

• A “limit” to exclude bones of IK chain inuence can be specied in order tooffer more control during mouse captures.

• Last but not least, actually, the very best friend of Mouse Wiggle Mode :)

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Lost Wiggle Tool - Users Manual 7

LWT - Tool Controls (Core)

 As a shortcut, once you are in Point Sensitive mode (   ), you can quicklyswitch between Sensitive Mode 1 (Curvature) or Sensitive Mode 2 (Mag-net Mode), and vice versa, by pressing again the Sensitive Mode button.

Some other common Point Mode benets are:

• Integrated “at any time” Point Selection by means of <alt> key (incombination with <shift> key for additions/subtractions).

• Smart Select Group Menu. You can select point groups by means of thelittle menu widget placed under Point Mode button; plus, this menu has been empowered with some kind of sensitiveness that separates groupscontaining a properly selected point from the rest to speed up seeking. 

• If active, tool “info” (i) displays useful information (specially working with

Morphs/Actions), like selected point group container and selected point IDor number of selected items.

• Continuously updated toolbar’s numerical value boxes. Specially useful inthis case since, except point translations, there is no real info about any other point trasformation; so this can be a little help.

• Again, different ViewKeys are not channel dependant, so they can livetogether and are visible all the Point Mode time, i.e., like this:

Points Rotation: Same behaviour than Rotate Points tool.

• The center of rotation can be modied by a simple dragging; again, justclick it to reset it to its default position (very useful for mouse captures!)

• As usually,<shift>key (intended to constraint) must be pressed after LMBclick.

 Point Curvature: One of the channels that Point Mode’s sen-sitive button calls (customizable by Tool Settings). Same behaviour thannative ASP Curvature tool but with lot of 7feet’s benefeets:

• Get control over individual composed point curves by means of Up & Down arrow keys! An asterisk (*) informs about different curvatures coexistence.

• Point Curvature “limits” become less restrictive, so more interestingresults are possible in some cases. An exclamation sign (!) informs youabout any “out of ofcial limits” state.

Point Magnet Mode: The channel that Point Mode’s sensitive

 button calls by default (customizable). Same behaviour than Magnet tool, but again, introducing some benets:

• Magnet Mode, is able to affect points over all (multiple) selected layersin Layers Palette, even for mouse captures!

• Live magnet radius modication by <alt+LMB+drag> is still possible, with no changes.

 Point/Line Width: Only accessible by means of  ChannelsMenu. Same behaviour than Line Width tool; basically intended to addsupport to this important feature in someway and, specially, to be used in

conjunction with Audio Wiggle Mode .

Stroke Exposure: Only accessible by means of  ChannelsMenu. Same behaviour than Stroke Exposure tool. With mograph inmind, it’s mainly intended to be used very specially in conjunction with Au-dio Wiggle Mode, although mouse capturing is totally possible too.

3.3a

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Lost Wiggle Tool - Users Manual 8

LWT - Tool Controls (Core)

Let’s say you have got some nice camera movements that are worthy to bepreserved/reused; well press that little “Save Camera Animation” buttonand you’ll be prompted for a le name and location to your camera data le.  

 No extension will be automatically added (or even needed), but you’re freeto manually append the well known *.TXT extension to your le names, so

the resulting le can be automatically opened by any text editor if needed.  

To import this, or any other previously exported camera animation datale, make use now of the other “Load Camera Animation” little button; you’ll be prompted to open a le and, then, you’ll have the chanceto import all camera channels or only the currently active one. Well, that’sall! The camera animation data contained in the le, including any keyframe interpolation, will immediately appear in your project Timeline.

 

3.4 Tool Controls: Summing-up

  Well, that was all about Tool Controls and Channel Modes; al-

though it have nally taken several pages, I think it’s all more simplein practice that it could seems here, but I wanted to list all of them inorder to describe any individual peculiarity. Take into account too,that some points exposed here have been used as well to introducesome features that later will be explained in depth.

 Camera Mode (3.3.4):Intended to work with Camera. Similar functionalities and behaviour,in general terms, than its respective native camera tools but, again, with the possibility of carry out mouse capturing and audio wiggling.

 Camera Translation (Track): Similar to Track Camera tool. The <shift> key (intended to constrain) must be pressed after LMB click.

Camera Scale/Zoom: Exactly the same behaviour than native ASP Zoom Camera tool.

 Camera Rotation (Roll): Same behaviour than Roll Cam-era tool. Again, the <shift> key (intended to constraint angle) must bepressed after LMB click.

 Camera Pan/Tilt: The channel that sensitive button calls. Same behaviour than Pan/Tilt Camera tool. Press <shift> key, intended to con-straint, and <alt> modier keys after LMB click.

Take advantage of  Mouse Wiggle Mode to get realistic handhold cam-era effects or less mechanical results in general.  Audio Wiggle Mode can be useful to generate explosions accordingly to sound, tremors, etc...

Some other common Camera Mode benets are:

• Integrated camera animation data export/import system. Save your cameraanimations with easy and reload them at any time as if we were speakingabout camera actions or something so: 

3.3.4b

Save Camera AnimationLoad Camera Animation

3.3.4a

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Lost Wiggle Tool - Users Manual 9

LWT - Main Features (Wiggle Modes) * Under development... (so Activate Experimental Features button must by pressed).

 4.2 Morph Wiggle Mode! *

Or how you can take advantage of Morphs to achieve even more com-plex/interesting real-time results.

  As soon as you trigger the  Mouse Wiggle Mode! button, the MorphsWiggler   widget will appear in your viewport ready to startto interact with WiggleMorphs (simple properly named Actions);please, keep in mind you have to be enough familiarized with all theconcepts about Anime Studio Pro Actions in order to take real ad- vantage of this feature. That being said, let’s go to dissect the widgetin the rst place:

You can check MorphRings names directly in viewport holding  Left  M ouse Button over any of them and dragging from one to another; their names will be revealed in the form of Note Layers just beside the cursor.

4. Main Features (Wiggle Modes)

 Well, now that we have the basics, here is where the fun should start:

 4.1 Mouse Wiggle Mode!

 Mouse Wiggle Mode brings the possibility of record practically any object (Layer, Bone, Point or even Camera) properties with the traceof your mouse! Perfect for quick, natural, complex or funny motions,as well as like a big helper for Mograph.

Just activate the Mouse Wiggle Mode! button, a thick red frame aroundthe viewport indicates you are able now to record any change you makeon it; remember that all included animation channels are susceptible to

 be captured! Although some (certainly) with more sense than others...

 Adjust “Tolerance” in order to automatically reduce keyframes after captures; a value between 5 and  15 should be more than enough, but this

certainly may vary depending on the animation channel involved. Of 

course, zero value means no treatment , and as higher the value; less the delity.

4.2a

Red framed viewport indicates“Mouse Wiggle Mode!” is Active

MorpherPinDrag to start MorphBalls 

Blending, Double-click triggers“Mouse Wiggle Mode!” (to

record in timeline).

Empty MorphRing

+ Add New MorphRing(MorphSpiral can hold up to 25)

MorphRing #2 (In Use)

MorphRing #1MorphBalls Container (Up to 8)

MorphWidget HandleDrag to Move, Long click

Resets location, Double-click

Returns to Mainline.

Empty MorphBall (8)Double-click to ll it.

MorphBall 1, 2, 3, ...Double-click to Enter /Exit thecontaining MorphBall (Morph).

4.1a

4.0a

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Lost Wiggle Tool - Users Manual 10

LWT - Main Features (Wiggle Modes)

Basically, a proper  MorphWiggle setup requires the creation of, atleast, one  MorphRing containing/grouping several  MorphBalls (upto 8) into it; MorphRing containers requires a simple and correla-tive “ending in zero” (#1.0, #2.0, ...) prex, while MorphBalls endingmust go “from .1 to .8” (#1.1, #1.2, ...), accordingly to the following Actions naming convention:

 Anyway, and summarizing, the rst “#n.n” part is practically all youhave to worry about.

So a  MorphRing has no other use than dene a group of relatedWiggleMorphs that later we’ll be able to blend by means of the

 MorpherPin. MorphBalls, on the other hand, is what we use to denethe 1 frame long poses (normal ASP Morphs) intended to be blended.

Once we have some Morphs which with start blending, we should goto other frame than zero, select the top layer on character’s hierarchy (where all WiggleMorphs should have been created) and make activethe desired MorphRing;  MorphBalls will be lled in consequence and we can start to move the  MorpherPin in order to blend them.

 4.3 Audio Wiggle Mode!

 Audio wiggling, has always been a well known ASP feature with many uses and (IMHO) potential, but limited to work only over certain itemsor very specic channels... So now on, you’ll be able to make use of sucha functionality over any available animation channel and by means of 

a handy button, plus taking advantage of some extra features.

1.1 Magnitude: How much the sound will affect the offset/angle of items.

1.2 Frame Step: Species how often (in frames) a keyframe will be placed.

1.3 Swinging: If active, offsets/angle will start from average volume.

1.4 Axis (X, Y, Z): Usually, allows to constraint offsets/angle to an spe-cic axis, but (under some channels) it could have a slightly different use.

1.5 Audio Source: Select which Audio Layer in project (if any) to use.

  As soon as project contains some Audio Layer/s, they will appearavailable from the popup menu (rst one will be automatically select-ed), so you only have to choose which one you want to be used, play  with the different parameters if needed, and press the  Audio Wiggle Mode! button... that’s all! Audio will be transferred to timeline accord-ingly (as usually) to the active Tool Mode and Animation Channel.

 Besides many other things, “Audio Wiggle Mode!” can be specially useful  for  Mograph. Think that you can “auto” animate layers transparency,  path following percentages, stroke exposure/width, camera... all ac-

cordingly to the sound and in the blink of an eye ;-)

4.3a

1.4

1.4

1.31.21.1

4.2c

MorphBalls

MorphRing

4.2b

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Lost Wiggle Tool - Users Manual 11

LWT - Other Tool Advantages

5.3 The “ViewKeys”

I still have talked about this too, but now I’ll treat to describe this  visual keyframe assistant closely. So well, basically one can “see”now directly in viewport which main animation channels or itemsare current time keyframed at a glance, by means of the so-called“ViewKeys”, simple little coloured dots.

In a Vector Layer and under Point Mode, this is how they look in-cluding the all possible combinations:

 Although colors may differ from shown here depending on your ASP“Editor Colors” settings, the rule is still valid and always the same; where a tiny centred dot would represent a Curvature keyframe andan entirely remarked (color inverted) point a Motion one. So well,

don’t be intimidated by what you see above and simply give it a try,soon you should be used to it.

”ViewKeys” can be specially useful working with Morphs and veryspecially during point animation tasks, where know if a point or 

 points is/are keyframed or not at a stroke, can be as a great help inorder to totally get the expected transitions quickly and intuitively.

5. Other Tool Advantages

There is still some more features and advantages that have not beentreated yet, so here is its space.

5.1 Integrated “Selection Mode”

This was still named, so you probably still know that it’s possible tomake free selections without the necessity of leave the tool by hold-ing the <alt> key; as usually, the appropriate combination with <shift> key allows to carry ou t any addition or substraction and<ctrl> key still provides the possibility of switch to Lasso mode at any time. Selection Mode is not callable under Camera Mode.

5.2 The “ViewRing”

The ViewRing is a little viewport navigator helper that you’ll nd attop-right corner of the main window. It’s mainly intended to speed upmulti-viewport managing and 3D setup tasks intuitively and without bothering, and consists of the following tiny view direction shortcuts:

It’s functioning is as simple as it seems; click over any of that littledot/shortcut to be automatically “transported” to that view, addition-ally, you can drag your mouse too in order to set your own angle start-ing from that point .

Point is Not Selected and it

is Motion Keyframed.

Point is Selected and it’sMotion Keyframed.

Point is Selected and has

both; Motion & Curvature

Keyframes.

Point is Not Selected

and has both; Motion &

Curvature Keyframes.

Not Selected Un-

keyframed Point.

SelectedUnkey-

framed Point.

5.3a

5.2a B

OTTOM

LEFT

Front

Back

TOP

RIGHT

Reset/Rotate

Orbit

Alt

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LWT - Other Tool Advantages

5.4 Timeline Helpers

The role of the toolbar’s “Timeline Helpers” is facilitate some recurrentanimating tasks, as well as provide specic mouse capture controls, like:

5.4a

1.21.1

1.1 Document Range (Link): If active, as soon as Mouse Wiggle Mode! is activated, the timeline will be automatically positioned at specied startframe and capturing will be automatically stopped at the end one.

1.2 Force Rewind: It forces timeline to automatically rewind itself aftereach mouse capture, making possible a very convenient “trial and error”  way to easily get the desired capturing results.

 With regard to the named facilities, a few shortcuts have been includ-

ed in a try to retrieve a handy way to change some timeline relatedpreferences more in line with its daily usage. Here they are:

1.1 Consolidate Timeline Channels: Combines (usually as a temporary measure) all layer’s animation channels like if it was only one in the timeline.

1.2 Default Keyframe Interpolation: Species the keyframe interpola-tion type that will be used for new keyframes created hereafter.

 Well, it’s time to see now how it’d look working on Bone Layers so,assuming you are under Bone Mode, this is the way you’ll be visually informed about your current time keyframed items:

 As showed above, it’s easy to differentiate between each sort of key-frame by its respective ViewKey color and size, making this last par-ticularity possible to see which items has keyframes for the three mainanimation channels (Translation, Scale, Rotation) at a time.

Therefore, if you are immersed in the task of animate both vectorpoints or bones, think that now you have a very convenient and quick “visual guide” about what is going on in timeline without even havingto lose sight of your characters!

5.4b

1.21.1

Bone has Translation , Ro-

tation & ScaleKeyframes.

Bone has a Translation Keyframe at Current Frame.

Bone has a ScaleKey-

frame at Current Frame.

 Bone has a Rotation Keyframe.

5.3b

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LWT -  Lost Wiggle Tool Settings

6.2 Lost UI Settings

2.1 Tool Shortcuts: See the available tool’s keyboard shortcuts andcustomize some of them, i.e. to avoid conicts with other ones or for simpleconvenience. Here are the all available ones (greyed are not customizable):

2.2 Compact·UI·Mode (for Small Monitors): If you have a small orlow resolution (less than 1024 horizontal px) monitor in which the toolbarhardly ts, compact mode can be for you; of course, with some limitations.

2.3 Morphs Palette Size [Rows]: choose how many items you want to be showed in Morphs Palette without the necessity of scrolling.

2.4 <Shift+RMB> calls “Ring Mode” (temporary):  Allows activate/deactivate “RingMode” calling in case it interfere too much with your way of work.

2.5 Show “ViewRing” in Viewport: It hides or show the “ViewRing”navigator if it bothers to you (for some reason).

6. Lost Wiggle Tool Settings

 You have the opportunity of customize some tool aspects by means of the LWT Settings Dialogue window...

6.1 Lost Tool Preferences

1.1 Capture Display Quality Buttons: Adjust capture preview quality accordingly to your hardware or needs. “Wireframe” (paths only) is thedefault setting by ensuring maximum performance, but feel free to add llsand/or strokes to the equation as far as the “FPS” (i) indicator allows.

1.2 Select Nothing Runs Layer Mode (deprecated): When activated,“Layer Mode” can be invoked making empty selections in viewport. Depre-cated in favour to “RingMode”.

1.3 “Double Clicking” Settings: Test and (auto) customize tool’sdouble-click speed to the value you feel more comfortable with.

1.4 Favourite Sensitive Point Mode: Choose the Point Sensitive mode,Magnet (default) or Curvature, that you want to be called rstly by the“Sensitive Mode” button and shortcuts.

2.52.42.32.2

2.1

6.2a

6.2b

1.4

1.31.21.1

6.1a

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LWT -  Lost Wiggle Tool Settings

6.3 Other (Lost) Settings

3.1 Minimize LWT Audio Feedback: If you think tool’s audio feedback (clicks & beeps) are too much for your nerves, activate this button toreduce’em to the minimum. As a side effect, “RingMode” response speed will be increased (a matter of taste).

3.2 Default “Frame Skipping” State: Control the “Animation -> Allow Frame Skipping” menu entry default state by means of this button (my choice is unchecked/released by default).

3.3 Default “Consolidate Timeline” State: Control the “Edit -> Prefer-ences -> Consolidate timeline channels” check box default state by means of this button. Inactive is the good choice, keeping in mind that you have now a handy way to switch it’s current state with a dedicated toolbar button.

3.4 Reset Warnings: Just that, reset all warning dialogues that youmarked as “Got it!” so all they jump again as if it were the rst time.

3.5 Activate Experimental Features: Activate this button in order toget access and be able to play with too new or incomplete features, takinginto account they have been early included mainly with testing purposes.

3.6 Debug Mode (!): Normally, you won’t have to make use of this but-ton, unless... some kind of unknown error occurs and you be asked for areport (basically a “Lua Console” screen capture) in a try to throw somelight over the issue.

6.3a

3.63.53.43.33.23.1

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LWT - l · AS ·t Notes

 

7. l·AS·t Notes

 

15