[Under Translation]

Main Components

Tupi is a suite of tools for 2D animation created for children 8-100 years old. When you think of Tupi, think of it as a toolbox full of different components, each one designed for a specific task. Now, let's take a look at every part of our work environment, this is the first step you must take to start using Tupi.

Note: Because we are still in a beta phase of this development, it is likely that some options and/or features are modified within the interface or change of place with home and release, much of the information found in this manual is subject to correction in future versions.

The following is a typical display of the running application:

Fig. #4 Tupi's GUI

Now, let's take a closer look to it's components:

Fig. #5 Diagram of the Tupi's Components

1. Top Side Menu: it is the menu conventionally located at the top side in most of the software. It is separated by categories (File, Edit, Insert, Window, and Help Modules), all options of the program.

   Fig. #6 Top Menu Bar

2. Panel Basic Functions: is composed of buttons associated with the basic tasks in the file management program such as: Create new project, open existing project, save, save as and close the current project.

   Fig. #7 Basic Function Panel

3. Work Area: is the main area of application, ie, the space where you design, build and visualize your animations. The work area is comprised of four tabs, each of which contains one of the following modules:

   Fig. #8 Tabs work areas

   - Illustration Module: through its interface, this module will build the graphics of each frame will be contained in your animation. In other words, this module is nothing more than a small vector graphics editor very simple (for now!).
   - Animation Module: basically, this is a viewer that can be viewed at any time to give you an idea of how your animation is running.
   - Module Help: This is the module that you are referring precisely at this time.
   - News Module: is a window directly into our account on Twitter . So you can be aware of the latest news on this project, including new releases, the functionality implemented in the development version, news, etc.
4. Left Sidebar: In this component there are three buttons associated with some features of the module shown:

   Fig. #9 Left Sidebar

   - Color Palette: This button displays a panel through which you can choose the color or gradient you want to use when painting with any type of brush.
   - Brush Properties: This button displays a panel with the current properties of the brush, such as the bulk of it and some characteristics of the stroke.
   - Object library: This button displays a panel with the object management interface of the library associated with the project. If you have an object or a particular image you want to store and reuse in different frames of your animation, this component will be very useful.
5. Sidebar Right: similar to the left, only contains buttons associated with the animation process:

   Fig. #10 Right Sidebar

   - Scene Manager: This button displays a panel that allows the administration of the scenes that make up an animation. Still do not know what a scene? Do not worry, we'll talk about it later.
   - Exposure Table: This button displays a panel that displays the table of exposure of each scene. Although it sounds complex, this table is really just a list of frames on which you illustrate your animation. Through this component, you can control the layers and frames of your project. Do you know what a layer? Here is a simple definition: imagine you take a bit of red paint and cover a sheet of paper with the color and let dry, then apply on the same green leaf, waits a while and then apply blue. Although in the end, your paper will look like the last color you used really know that there are other colors below. Think of each of these colors, such as layers, that is, levels of paint define yourself over a frame. Layers are very useful to achieve certain effects and techniques to discover and practice.
   - Help Manual: This button displays the manual you're referring to now.
6. Bottom Bar: on this region will find a button, this is the option to activate the panel on the Timeline. This tool, well used by animators from other programs, allows you to manage layers and frames, as well as visualize how they unfold the pieces of your animation in real time.

   Fig #11. Bottom Bar

7. Properties Panel: This zone is created temporarily each time you click on one of the buttons are in the sidebars or at the bottom. Although the initial image (Fig. # 5), the panel appears on the right side of the interface, depending on where is the button you choose, may appear on the left side or even in the bottom. If you go back to click on the button initially selected, then the properties panel is closed.
8. Status Bar: located at the bottom of the program, this bar now only has a mission: to display the coordinates (x, y) where is the mouse cursor as it moves over the work area in the Animation Module .

   Fig #12. Status Bar