[Under Translation]

Animation Module

In this module you will spend most of the time when you are working with Tupi, you know why? Here is where you build each frame of your animation to be exact, every line of every character and every piece of the scenario in which you want to tell your story.
In other words if, for example, you want to create the animation of a character walking down a street, this tab is where you will design the character and each of the positions in which it will appear as you move:

Fig #13. Animation Interface Module

Tip: Whenever you wish to see the animation module, simply press the Ctrl + 1.

Fig #14. Animation Module Shortcut

In the previous section, we looked at the general components of the interface Tupi. Now let's look a little more detail to every resource available from this module:

1. Workspace/sector =>

Think of the workspace as a blank canvas, the space available for the illustrations of each of the frames that will be part of the animation. There are two rules guide at the top and the left. In the center, has a rectangular white background, symbolizing the dimensions of the frame, or if you prefer your "paper" on the right side we find a dynamic panel that contains the properties of the tool is selected that time and at the bottom, a small set of controls related to the Workspace.
Tip: That which does not draw into the frame, not visible in the animation.

Fig #15. Workspace/sector =>

2. Senior Panel Editing Functions
Located in the upper left, the Workspace, this panel offers all the usual basic editing features when working on an illustration: Do, Undo, Copy, Paste, Cut, Delete, Group and Ungroup.
Additionally, it offers two very useful additional options: a Mesh Guide to Illustrator, which can be activated or deactivated at will and control of onion paper, functionality that allows us to convert the current frame in semi-transparent to see drawings have so much in previous frames, as in subsequent frames. In the " Let an example! " delve into the use of the latter.

Fig #16. Senior Panel Editing Functions

3. Tools Panel
This panel is located on the left edge of the workspace and provides us with the necessary tools to draw and perform special operations on our illustration. Each resource is grouped by type in the following sub-menus:

- Stroke Menu: This menu contains all the drawing tools, including: pencil, Eraser, rectangle, ellipse, line, polyline, the Text option and future tweening functionality.
- Selection Menu: This menu includes the option of selection of nodes, which can alter the shape and trajectory of a figure from editing of nodes and the option of targeting, which lets you move, rotate or scale any figure is selected from the Workspace.
- Fill Menu: This menu includes tools Fill and Fill Internal Border on selected objects from the color that is defined in the Color Palette at the time.
- View Menu: This menu contains the option of Lupa, to zoom in or out of the frame that is at issue and the Drag tool (better known as "Hand"), which serves to move the view of a frame when it is expanded.

Fig #17. Tools Panel

4. Left Sidebar

Color Palette
As its name implies, this is the panel where we choose the color that we want to draw, regardless of shape or form that we are working. It is important to note that while not modify the current color, absolutely everything that drawing keeps the same color until you select a different one.

Fig #18. Color Palette

Tip: Note that in addition to using color matching, you can also use gradients, ie, combinations of colors that blend gradually on the same figure as in the following example, where the gradient starts at a green light and ends in black:

Fig #19. Gradient Example

Brush Properties
The brush in our context is the type of tool you use to draw. You may want to think about the type of brush tip you're going to put your pencil. This panel allows us to modify characteristics of the brush, as its thickness, type of edges for the ends of the strokes and the continuity of the line (for example, you can make dotted lines, if you wish).

Fig #20. Brush Properties

Object Library
The function of this component, you can store a copy of the figures or images that are part of our project and we want to reuse in other frames of the same animation or other project. This resource is useful for animations where you know some of the components that you drew will appear again and again.

Fig #21. Object Library

5. Right Sidebar

Scene Manager
Do you know what a scene? Try to give a simple definition: think of a movie or a TV commercial, you've noticed that always made up of small pieces arranged so that a story? These fragments are usually easily recognized by changes in the position of the camera or the spectator's point of view, bone you.
Taking this concept clear, easy to describe this component, through this panel we will be able to create and delete each of the scenes that we include in our animation project.
Tip: It is important that before you start your animation project, you have very clear which are the scenes that you will develop and in what order you're going to create. Pay close attention to the advice of the " First! ".

Fig #22. Scene Manager

Exposure Table
Table Exhibition is a vital resource to illustrate when each of the "moments" that are part of your animation. Through it, you can add or delete new frameworks and new layers to each of your scenes. Moreover, from this panel have the control to select the frames you want to edit in the Workplace from a single click. This functionality combined with the onion skinning Panel editing features, will offer the necessary elements to make your animations look fluid. This will be much easier to understand, after you review the example of the next chapter .

Fig #23. Exposure Table

6. Bottom Bar

Timeline
This component is one of the most iconic in the world of digital animation and is the most popular entertainers. Performs similar functions to the Table of Exposure, the difference being that through this component you can preview your animation. In the case of Tupi, this component is still under development but we hope to have ready in future releases.

Fig #24. Timeline