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	<title>Morevna Project &#187; tutorials</title>
	<atom:link href="http://morevnaproject.org/tag/tutorials/feed/" rel="self" type="application/rss+xml" />
	<link>http://morevnaproject.org</link>
	<description>Free culture anime made with free software</description>
	<lastBuildDate>Tue, 08 May 2012 18:29:31 +0000</lastBuildDate>
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		<title>Stickman Tutorial</title>
		<link>http://morevnaproject.org/2012/02/01/stickman-tutorial/</link>
		<comments>http://morevnaproject.org/2012/02/01/stickman-tutorial/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 17:52:04 +0000</pubDate>
		<dc:creator>Konstantin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[screencasts]]></category>
		<category><![CDATA[stickman]]></category>
		<category><![CDATA[tutorials]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://morevnaproject.org/?p=754</guid>
		<description><![CDATA[For a long time people asked for the tutorial explaining how to use Stickman Template and finally I have come up with something that might be called a tutorial. In fact those videos were recorded in different time (you might notice the differences in interface elements), but watching everything in sequence should give you the [...]]]></description>
			<content:encoded><![CDATA[<p>For a long time people <a href="http://morevnaproject.org/2010/08/27/stickman-template-update-2/#comment-10704">asked for the tutorial</a> explaining how to use <a href="http://morevnaproject.org/tag/stickman/">Stickman Template</a> and finally I have come up with something that might be called a tutorial. In fact those videos were recorded in different time (you might notice the differences in interface elements), but watching everything in sequence should give you the whole picture. Big thanks to Anna Orlova for translation and subtitling.</p>
<p><span id="more-754"></span></p>
<h3>Part 1 &#8211; Setting up</h3>
<p>In this part I will explain the purpose of using stickman and show how to prepare everything for tracing.</p>
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<p><a href="http://www.mediafire.com/file/rkiumjc2k7qhy7x/stickman-tracing-01-setup-en.ogv" target="_blank">Download Part 1 (ogv, 25 Mb)</a></p>
<h3>Part 2 &#8211; Tracing</h3>
<p>The main tracing procedure is explained here. Notice that the version of Synfig Studio used in this screencast is very old &#8211; you can see different icons and even  Russian interface elements. I hope that will not distract you. ^_^</p>
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<p><a href="http://www.mediafire.com/file/56rydllfcnrcd20/stickman-tracing-02-en.ogv" target="_blank">Download Part 2 (ogv, 9 Mb)</a></p>
<h3>Part 3 &#8211; Compositing tricks</h3>
<p>Here I will show some composition tricks that will help you in the tracing process.</p>
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<p><a href="http://www.mediafire.com/file/x49py2ibrs2idoc/stickman-tracing-03-compositing-en.ogv" target="_blank">Download Part 3 (ogv, 15 Mb)</a></p>
<h3>Part 4 &#8211; Shadows</h3>
<p>Final part of the series is about tracing shadows.</p>
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<p><a href="http://www.mediafire.com/file/n1r1dzkbiqexbrk/stickman-tracing-04-shadows-en.ogv" target="_blank">Download Part 4 (ogv, 43 Mb)</a></p>
<p>That&#8217;s it. I hope you haven&#8217;t tired of my mumbling. Enjoy! ^__^</p>
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		<slash:comments>6</slash:comments>
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		</item>
		<item>
		<title>Remake  &#8211; Version 0.1</title>
		<link>http://morevnaproject.org/2010/07/28/remake-version-0-1/</link>
		<comments>http://morevnaproject.org/2010/07/28/remake-version-0-1/#comments</comments>
		<pubDate>Wed, 28 Jul 2010 09:32:37 +0000</pubDate>
		<dc:creator>Konstantin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[remake]]></category>
		<category><![CDATA[tutorials]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://morevnaproject.org/?p=503</guid>
		<description><![CDATA[I am happy to announce the first release of &#8220;Remake&#8221; &#8211; unified build system for animation projects. As I wrote some time ago, it&#8217;s purpose to automatically track changes in your project files and update rendered footage where needed. &#8220;Remake&#8221; is released under GNU GPLv3 and available for download here. There&#8217;s also nice tutorial about [...]]]></description>
			<content:encoded><![CDATA[<p>I am happy to announce the first release of &#8220;Remake&#8221; &#8211; unified build system for animation projects.</p>
<p>As I wrote some time ago, it&#8217;s purpose to automatically track changes in your project files and update rendered footage where needed.</p>
<p>&#8220;Remake&#8221; is released under GNU GPLv3 and <strong>available for download <a href="http://github.com/morevnaproject/remake/downloads" target="_blank">here</a></strong>.</p>
<p>There&#8217;s also nice <a href="http://wiki.github.com/morevnaproject/remake/tutorial">tutorial</a> about its usage.</p>
<p>For more information please visit <a href="http://github.com/morevnaproject/remake">project homepage</a>.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>MediaWiki and Script Translation</title>
		<link>http://morevnaproject.org/2010/07/22/mediawiki-and-script-translation/</link>
		<comments>http://morevnaproject.org/2010/07/22/mediawiki-and-script-translation/#comments</comments>
		<pubDate>Thu, 22 Jul 2010 13:39:34 +0000</pubDate>
		<dc:creator>Konstantin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[tutorials]]></category>

		<guid isPermaLink="false">http://morevnaproject.org/?p=497</guid>
		<description><![CDATA[Terry Hancock wrote an interesting article about translation of Morevna Project&#8217;s script: read now.]]></description>
			<content:encoded><![CDATA[<p>Terry Hancock wrote an interesting article about translation of Morevna Project&#8217;s script:<strong> <a href="http://www.freesoftwaremagazine.com/columns/mediawiki_and_script_translation_morevna_project" target="_blank">read now</a></strong>.</p>
]]></content:encoded>
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		<title>Camera widget</title>
		<link>http://morevnaproject.org/2008/11/27/camera-widget/</link>
		<comments>http://morevnaproject.org/2008/11/27/camera-widget/#comments</comments>
		<pubDate>Thu, 27 Nov 2008 12:30:29 +0000</pubDate>
		<dc:creator>Konstantin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[synfig]]></category>
		<category><![CDATA[tutorials]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://morevnaproject.org/?p=174</guid>
		<description><![CDATA[Synfig has no feature to manipulate camera view. Me and Genete arranged a workaround to have a camera fake using logarithm convert type and the zoom layer. Download Here&#8217;s the latest version of camera widget: camera-view-0.3.sifz. License: Public Domain. You could find instructions on it&#8217;s usage below. Tutorial Some synfig users got confused about the [...]]]></description>
			<content:encoded><![CDATA[<p>Synfig has no feature to manipulate camera view. Me and Genete arranged a workaround to have a camera fake using logarithm convert type and the zoom layer.</p>
<h3>Download</h3>
<p>Here&#8217;s the latest version of camera widget: <a href="http://download.tuxfamily.org/morevna/blog/2008/11/camera-view-03.sifz">camera-view-0.3.sifz</a>.</p>
<p>License: <a href="http://creativecommons.org/licenses/publicdomain/" target="_blank">Public Domain</a>.</p>
<p>You could find instructions on it&#8217;s usage below.</p>
<p><span id="more-174"></span></p>
<h3>Tutorial</h3>
<p>Some synfig users got confused about the managing ValueBase Nodes of imported canvases. This tutorial demonstrates the usage of camera widget and also shows how this problem is solved in synfig-fu.</p>
<p>Download <a href="http://download.tuxfamily.org/morevna/blog/2008/11/camera-view-03.sifz">camera-view-0.3.sifz</a> (camera widget itself) and <a href="http://download.tuxfamily.org/morevna/blog/2008/11/example.sifz">example.sifz</a> (background which we will pan and zoom). Rename camera-view-0.3.sifz to camera-view-example.sifz &#8211; this will be a &#8220;instance&#8221; of camera widget containing pan/zoom data for particular file (example.sifz).</p>
<p>Open camera-view-example.sifz in Synfig Studio. The red border shows the area visible in camera view. You could manipulate camera by clicking on the black semi-transparent box and dragging the widget ducks.</p>
<p>Select &#8220;File&#8221; -&gt; &#8220;Import&#8221; command, choose example.sifz file and press OK. The example will be placed on top of all layers. Place it at the bottom of the layers stack.</p>
<p><a href="http://download.tuxfamily.org/morevna/blog/2008/11/screenshot-2.jpg"><img class="alignnone size-medium wp-image-175" title="screenshot-2" src="http://download.tuxfamily.org/morevna/blog/2008/11/screenshot-2-299x158.jpg" alt="" width="299" height="158" /></a></p>
<p>Go to the Children panel. Here you can see &#8220;camera view&#8221; ValueBase Node checkbox. It allows to switch between view from the camera and arbitrary view.</p>
<p>But the example.sifz file contains its own ValueBase Nodes which are not shown here. To get access to them just open the example.sifz (but keep leave camera-view-example.sifz opened).</p>
<p><a href="http://download.tuxfamily.org/morevna/blog/2008/11/screenshot.jpg"><img class="alignnone size-medium wp-image-179" title="screenshot" src="http://download.tuxfamily.org/morevna/blog/2008/11/screenshot-300x226.jpg" alt="" width="300" height="226" /></a></p>
<p>Switch to the just opened canvas window and look at the Children Panel. There you will see ValueBase Nodes belonging to example.sifz file. Modify the &#8220;a_sh&#8221; ValueBase Node. You will notice, what  modification will affect not only example.sifz file, but camera-view-example.sifz too. That&#8217;s because the example.sifz was linked to the camera-view-example.sifz file during import.</p>
<p>So, here&#8217;s the workflow: if we want to change the camera animation, we will work in the camera-view-example.sifz window, but if we want to change the animation which we pan or zoom, we just switching to the example.sifz window and work there.</p>
<p>That&#8217;s all for today, good luck!</p>
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		<title>Reusing models</title>
		<link>http://morevnaproject.org/2008/08/21/reusing-models-in-blender/</link>
		<comments>http://morevnaproject.org/2008/08/21/reusing-models-in-blender/#comments</comments>
		<pubDate>Thu, 21 Aug 2008 03:48:34 +0000</pubDate>
		<dc:creator>Konstantin</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[blender]]></category>
		<category><![CDATA[tutorials]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://morevnaproject.org/?p=68</guid>
		<description><![CDATA[It&#8217;s time to tell about the way we organizing usage of the same models in various scenes with blender. Imagine we have a model of&#8230; mmm&#8230; bike! And as you could see from storyboard bike is appearing on many scenes of Morevna Project demo. We do not want to include the full copy of a [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s time to tell about the way we organizing usage of the same models in various scenes with blender.</p>
<p><a href="http://download.tuxfamily.org/morevna/blog/2008/08/intro.jpg"><img class="alignnone size-medium wp-image-76" title="Screenshot" src="http://download.tuxfamily.org/morevna/blog/2008/08/intro-294x300.jpg" alt="" width="294" height="300" /></a></p>
<p>Imagine we have a model of&#8230; mmm&#8230; <a href="http://synfig.org/forums/download/file.php?id=53">bike</a>! And as you could see from <a href="http://zelgadis.profusehost.net/files/morevna/doc/storyboard-en.zip">storyboard</a> bike is appearing on many scenes of Morevna Project demo. We do not want to include the full copy of a bike because every time we will change the original model, we will need to re-insert it into each scene and (sic!) animate it again.</p>
<p>Consider, what it is unavoidable to make changes in the model after it already inserted in the scenes and process of animation already begun. We can&#8217;t design the model from start till the very end &#8211; there is always something to fix during the usage. Also it could be handy to insert unfinished yet model to the scene to see how it will look, and let one artist to work on the scene and other continue develop model (like we did for truck model in scene 54).</p>
<p><span id="more-68"></span>In other words we want each scene where model is used to update automatically when the file with model updated. That implies:</p>
<ul>
<li>Applying all modifications done in the original model file to the model in the scene (including newly created objects);</li>
<li>Keeping animation applied to the model in current scene.</li>
</ul>
<p>That&#8217;s why we are using <a href="http://wiki.blender.org/index.php/Manual/Using_Linked_Libraries" target="_blank">blender&#8217;s feature to link data from one file to another</a>.</p>
<p>We just briefly describe process of linking in blender 2.46, paying attention to some tricks and unobvious moments.</p>
<p>Ok, if we want to link some model into the current scene we just go &#8220;File &gt; Append or Link&#8221; menu. In the appeared dialog enable the &#8220;Link&#8221; button instead of &#8220;Append&#8221;. To keep our files transferable, we are also enbling the &#8220;Relative paths&#8221; button, but in this case current blender file should be saved first.</p>
<p><a href="http://download.tuxfamily.org/morevna/blog/2008/08/link-dialog.jpg"><img class="alignnone size-medium wp-image-77" title="link-dialog" src="http://download.tuxfamily.org/morevna/blog/2008/08/link-dialog-300x172.jpg" alt="" width="300" height="172" /></a></p>
<p>Next, search and click on the file with a model, then choose what you would like to import. We are choosing the &#8220;Scene&#8221;, cause we want to import the whole scene containing object. Then choose the scene name you would like to import. For Morevna Project we are always naming the scene containing model as the .blend file named, i.e. in file &#8220;bike.blend&#8221; we will choose scene called &#8220;bike&#8221;.</p>
<p>After you click &#8220;Load library&#8221;, a scene called &#8220;bike&#8221; will appear in current file. A linked scene.  But you can not move or edit linked data from current file.</p>
<p>The problem is solved with the help of <a href="http://wiki.blender.org/index.php/Manual/Using_Linked_Libraries#Proxy_Objects" target="_blank">Proxy objects</a>. Just select the linked object in the scene and press Crl+Alt+P. Huh? No luck? OK, as I mentioned above, the linked data could not be edited. When we pressing Crl+Alt+P it issues he creation of the proxy object in the <em>current scene</em>. But our current scene now is linked one! So it couldn&#8217;t be edited and the proxy isn&#8217;t created.</p>
<p>So, all we have to do is to create a new scene where our action take place, link objects there and after that create proxies in that scene. C&#8217;mon, create a scene and name it&#8230; let&#8217;s say &#8220;54&#8243;. We are always naming them as a number, representing corresponding scene number in storyboard. Then return to the scene &#8220;bike&#8221; select all objects (A) and link them (Ctrl+L &gt; &#8220;To Scene&#8230;&#8221;) to the scene we just created &#8211; &#8220;54&#8243;.</p>
<p><a href="http://download.tuxfamily.org/morevna/blog/2008/08/link-to-scene.jpg"><img class="alignnone size-full wp-image-78" title="link-to-scene" src="http://download.tuxfamily.org/morevna/blog/2008/08/link-to-scene.jpg" alt="" width="366" height="270" /></a></p>
<p>Now, just go to the newly created scene, you will see the bike there. Select object, you wish to modify and press Crl+Alt+P. Now it could be moved and animated.</p>
<p>But here&#8217;s comes another issue. Creation of a proxy means creation of the object, which comes as agent between current scene and linked data. That means all <a href="http://wiki.blender.org/index.php/Manual/PartII/Modifiers#Modifiers" target="_blank">modifiers</a> for current object what applied in the original file (like <a href="http://wiki.blender.org/index.php/Manual/Subsurf_Modifier" target="_blank">Subsurf</a> and <a href="http://wiki.blender.org/index.php/Manual/Mirror_Modifier" target="_blank">Mirror</a>) will be lost after creation of proxy for it. Also, all <a href="http://wiki.blender.org/index.php/Manual/Library_and_Data_System" target="_blank">materials linked to the object </a>(not to the mesh) will be lost.</p>
<p>For example, if we want turn a wheel of a bike, we will create a proxy and will be able to turn it, but we will loose Subsurf modifier. Of course, we could apply it again to the proxy in current file, but that&#8217;s no good, cause if we modify Subsurf&#8217;s parameters in original file, it won&#8217;t be reflected in our scenes.</p>
<p>We could suggest a little workaround to fix that. But before that we should get rid of the wheel proxy. Just delete wheel object from scene &#8220;54&#8243;. It&#8217;s okay, cause we could link (CTRL+L) it again from scene &#8220;bike&#8221;. If we not delete proxy object, when we will link wheel again from &#8220;bike&#8221; scene to &#8220;54&#8243;, the proxy will continue it&#8217;s existence and will keep performed transformation. It&#8217;s a good behaviour, but not what we want now &#8211; we just want to get rid of the proxy. Another way is just Undo (CTRL+Z) if you have enough undo steps available.</p>
<p>Ok, let&#8217;s proceed. In the original file, containing model (bike.blend) we are creating an Empty (SPACE &gt; Add &gt; Empty) and parenting (CTRL+P) the wheel to it.</p>
<p><a href="http://download.tuxfamily.org/morevna/blog/2008/08/adding-empty.jpg"><img class="alignnone size-medium wp-image-79" title="adding-empty" src="http://download.tuxfamily.org/morevna/blog/2008/08/adding-empty.jpg" alt="" width="296" height="294" /></a></p>
<p>After that, when we reopen the scene, containing linked bike, the empty will appear there on a scene bike. Cause we added a new object, it is not appears on the main action scene though. So we need to go to the bike scene, and again: select all (A), Link (Ctrl+L) &gt; &#8220;To scene&#8230;&#8221; &gt; &#8220;54&#8243;. The scene will be updated.</p>
<p>Now we can go to the scenne &#8220;54&#8243;, select the Empty and make a proxy for it. Nothing wil be lost &#8211; no modifiers or materials appled to the Empty, but the wheel object will follow the Empty object transformations, cause it&#8217;s parenting to it in the model file.</p>
<p>That&#8217;s all tricks about reusing models workflow.</p>
<p>If you updated the model, the changes will be reflected automatically after reloading the scene, where this model was used. As I mentioned above, if new objects were added to the model, you need to make additional steps &#8211; go to the linked scene, select all, and CTRL+L to scene where the action takes place. New objects will be linked together with old ones, but the proxies position and animation will be kept. That&#8217;s just what we need.</p>
<p>One last thing: watch your linked files! If you open scene file having one of the linked files unavailable, the blender displays a &#8220;WARNING IN CONSOLE&#8221; message and all data from unavailable linked scenes will disappear. If you&#8217;ll save file after that, the lost linked data couldn&#8217;t be recovered even after you&#8217;ll return linked files in place. Keep that in mind.</p>
<p>Good luck!</p>
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