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the blue is slightly better but the highlights are really uneven (arrow on pt. 3, boxes on pt 5 and 3)

It's a nitpick but points 7 and 6 covering only part of the UI is slightly weird, at least pt. 7 should include the last cel in the animation.

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Can you explain the "arrow on pt.3, boxes on pt 5 and 3". I do not really understand that. Also, I think having point 6 cover the whole UI will make the image more demanding on the eyes.

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I mean that arrow on pt.3 is not a straight line and boxes on pt.5 and 3 are covering part of UI (icons are cut off by the blue line).

I think having point 6 cover the whole UI will make the image more demanding on the eyes.

Maybe yeah, although I'd still cover the last cel with other cels, so it doesn't feel lonely ;)

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108 changes: 64 additions & 44 deletions src/content/docs/usage/Animating/getting-started.mdx
Original file line number Diff line number Diff line change
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---
title: Getting Started with Animations
description: Learn animation basics in PixiEditor.
description: Learn the basics of animation in PixiEditor and explore two main approaches to animating your projects

sidebar:
order: 1
Expand All @@ -9,76 +9,96 @@ sidebar:
variant: tip
---

import timelineImg from 'assets/timeline.png';
import timelineImg from 'assets/annotated-timeline.png';
import { Image } from 'astro:assets';


PixiEditor offers two main ways to animate your projects: **Frame by Frame** and **Procedurally**.
Both methods can be used together freely.
# Getting started with animations
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Unnecessary duplication

Image

Welcome to PixiEditor. This guide introduces key animation concepts and walks you through the two main ways you can animate your projects:
- Frame-by-Frame
- Procedural animation.

## Timeline
---

## Understanding the timeline

The timeline is the most important component of animation in PixiEditor. It controls every aspect of your animation flow, including frames, layers, and playback speed.

The timeline is the most important component of animation in PixiEditor. Everyting related to animation is managed there.
You can open the timeline in either of these ways:
- Click the **Timeline** icon <span className="pixi-icon icon-timeline"/> on the toolbar at the top of the screen.
- Go to **View**, choose **Open Tab** and then choose **Timeline**.

You can access the timeline by pressing <span className="pixi-icon icon-timeline"/> button on top of the screen.
### Timeline interface overview
The following image shows the interface of the timeline.
![The timeline interface](./img/annotated-timeline.png "The timeline interface")
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./img/annotated-timeline.png doesn't exist. You probably meant ./assets/annotated-timeline.png

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Thank you so much for the feedback. I will work on them and run the docs locally first, next time.

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I also want to confirm, do you have a style guide for documentation?

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No, there's no style docs unfortunately


or by going to `View -> Open Tab -> Timeline` menu.

<Image src={timelineImg} alt="An image of timeline UI"/>
1. **Frames per second (FPS)**
Controls how fast your animation plays. Higher values produce smoother result but require more frames.
- 60 FPS- Smooth animation (common in games)
- 24 FPS - Industry standard for films

1. **Frames per second setting** - how fast timeline should play the animation. Higher values require more frames for the same amount of time, but produces smoother result.

The usual values are:
- 60 - for smooth animation, usually used in games
- 24 - movie industry standard
2. <span className="pixi-icon icon-settings"/> **Settings** - opens a menu with timeline related-settings.

2. <span className="pixi-icon icon-settings"/> **Settings** - opens a menu with timeline related-settings
3. **Action buttons**

- <span className="pixi-icon icon-plus-square"/> - Add an empty cel to the currently selected layer
- <span className="pixi-icon icon-duplicate"/> - Creates a duplicated cel to the currently selected layer. Duplicates the content under active frame.
- <span className="pixi-icon icon-onion"/> - Toggles on/off onion skinning
- <span className="pixi-icon icon-trash"/> - Deletes all selected cels
- <span className="pixi-icon icon-plus-square"/> **Plus icon** - Adds an empty cel to the selected layer
- <span className="pixi-icon icon-duplicate"/> **Duplicate icon** - Duplicates the current cel
- <span className="pixi-icon icon-onion"/> **Onion icon** - Toggles onion skinning on/off
- <span className="pixi-icon icon-trash"/> **Trash icon** - Deletes selected cels

4. **Layer**
4. **Layers panel**

From the left to the right:
From left to right:

- <span className="pixi-icon icon-eye"/> - Disable whole animation for layer.
- Image Preview - It displays the layer's **base** image.
- Layer Name
- <span className="pixi-icon icon-chevron-down"/> Collapse button, it squishes whole layer animation row, so it takes minimal space.
- <span className="pixi-icon eye-icon"/> **Eye icon** - Show/hide the layer
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It's not a valid icon. It should be icon-eye

- **Image thumbnail** - Displays the layer's base image
- **Layer name** - Name of the layer (e.g., *Slime*)
- <span className="pixi-icon icon-chevron-down"/> **Collapse button** - Minimize the layer to save space

5. **Playback buttons**
5. **Playback controls**

- <span className="pixi-icon icon-step-start"/> - Moves the frame cursor back to the edge of the closest cel.
- <span className="pixi-icon icon-step-back"/> - Moves the frame cursor back one frame.
- <span className="pixi-icon icon-play" style={{color: "#6fac6f"}}/> - Plays the animation
- <span className="pixi-icon icon-step-forward"/> - Moves the frame cursor forward one frame.
- <span className="pixi-icon icon-step-end"/> - Moves the frame cursor forward to the edge of the closest cel.
- `00:00.08/00:01.75` - `current time` / `end time` in `mm:ss.ff` format where `mm` - minutes, `ss` - seconds, `ff` - hundredths of a second
- <span className="pixi-icon icon-step-start"/> Step start - Moves the frame cursor back to the edge of the closest cel.
- <span className="pixi-icon icon-step-back"/> Step Back - Moves the frame cursor back one frame.
- <span className="pixi-icon icon-play" style={{color: "#6fac6f"}}/> Play- Plays the animation
- <span className="pixi-icon icon-step-forward"/> Step Forward - Moves the frame cursor forward one frame.
- <span className="pixi-icon icon-step-end"/> Step End - Moves the frame cursor forward to the edge of the closest cel.
- **00:00.08 / 00:01.75** – Current time and total time in `mm:ss.ff` format. `mm` for minutes, `ss` for seconds, `ff` for hundredths of a second

6. **Frame Bar**
6. **Frame bar**
This is the top slider that lets you:
- Drag to change the active frame
- Zoom in/out by scrolling over it
- View frame numbers and ticks

The frame bar is the top part of the timeline viewport. It displays frame cursor, frame ticks and frame numbers. It is essentially a slider. You can click and drag to change active frame. You can zoom in our out by scrolling over it.
7. **Cel row**
Displays all cels in a layer. Each cel shows a thumbnail preview and duration.
- Drag the edges to change the cel’s length
- Drag the cel itself to move it along the timeline

---

7. **Cel Row**
## Animating projects
PixiEditor supports two main animation methods:

Cel row displays all cels within the layer. One cel consists of a preview image and cel length rectangle (how many frames a cel should occupy) that can be shortened or lengthened by dragging the edges. You can also drag the whole cel to move it around.
### 1. Frame-by-Frame animation

## Frame by Frame Animations
The traditional method of animation. You draw each frame manually to create smooth transitions.

Frame by frame animation is a traditional method of animating. It involves drawing each frame by hand.
> To learn more, check [Frame-by-Frame Animations](/docs/usage/animating/frame-by-frame/).

For more information, check out a [dedicated guide](/docs/usage/animating/frame-by-frame)

## Procedural Animations
### 2. Procedural animations
This method uses operations and parameters to create movement without manually drawing frames. Think of it as giving a set of instructions. For example: *Move to the right by 10 pixels over 1 second.*
With this method, you can animate almost any property within the Node graph.
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I'd capitalize g in Node graph

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Okay. Just to confirm, is it "Procedural animations" or "Procedural Animations"

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I'd say both are fine as long as they are used consistently


PixiEditor gives full freedom over animations, meaning you can animate almost any property within the [Node Graph](/docs/usage/node-graph/getting-started-with-node-graph).
It does not involve any manual drawing, unlike frame by frame animations, but is rather a result of combining operations and parameters.
> To learn more, check:
> - [Procedural animation](/docs/usage/animating/procedural/).
> - [Node graph](/docs/usage/node-graph/getting-started-with-node-graph)

Think of it as a set of instructions.

`Move to the right by 10 pixels over 1 second`

For more information, check out a [dedicated guide](/docs/usage/animating/procedural)
:::tip
You can combine both methods for more dynamic results. For example, use frame-by-frame for character movement and procedural animation for background effects.
:::