Development snapshots for 0.64.1 **Bones branch included**

I’ve recently made binaries for Linux and Mac that include the following changes:

  1. Merge of the old and uncompleted bones branch.
  2. Complete the Cairo render port missing layers.

The binaries are here:
(oh, some of you already downloaded it!)

For further enjoyment, I attach a sample file that uses bones. It is made by hand (all connections between bones and vertices have been made one by one) but it would help you as example for your divertimento :smiley:
IMPORTANT NOTE: Since Cairo render didn’t existed when bones were created, the skeleton layer produces awful render for Cairo. This happens because the skeleton layer doesn’t have the cairo render routine implemented and then, the default render for Cairo is called (that produce simply by pixel render with bad results) So please, do not activate the Skeleton layers. You can select them to watch the bones and it is not really needed to activate them.
I’m ready for a bunch questions on its usage. Maybe this can help as reference:
but there are many things you should ask … :mrgreen:

I hope you like it. Crashes and any other kind of bug reports are welcome :wink:

hand.sifz (15.5 KB)

:smiley: :slight_smile: :astonished: :open_mouth: :laughing: :stuck_out_tongue: :mrgreen:
I love it! As a prototype it is amazing! I has (almost) all the right functionality with a clear Synfig implementation.

In the Bone Layer documentation you talk about points and vectors, nothing about manipulating images. Will it be possible in he future?

Possible is, but not immediate. :wink:

Why not just replace the bone layer with the stickman bones?

Hi Genete,
Great job !
I would like to use the bones, but i don’t know how ?
Can you explain to me, how i must do ?

my apologies in advances for two things:

a) bringing up again the question about Windows builds, Synfig didn’t really ran well in Windows for me, refresh rate of the canvas was painfully slow even with the lowest settings for the viewport something that never happened in Linux and i was excited to test this Cairo release, i have been checking the forums regularly although silently because well since i can’t use Synfig i haven’t been able to do anything at all, now i’m seeing this new DS for 0.64.1 and i can’t but wonder if Windows support will be dropped too or if it’s just that is indefinitely stopped because no one can/knows/want to make it pretty much like with MyPaint and Gimp, 2 software i loved but can’t use anymore because the lack of official Windows support.

b) bringing up again the single window UI for Synfig, although i admit i’m not into Synfig anymore as i was when i first downloaded it for reasons explained above i would like to know what was of the UI thread that was going on some time ago, apparently and due to my inactivity posting i no longer have permission to read the Development forum and while Bones were long more discussed before the single windows UI i think it would be actually good to know a bit more of it, windows layout can’t be saved in Windows like they do under linux and some programs using GTK if not most with multiple windows tend to re-arrange themselves over and over as if it were the first time running the program

well, congratulations to Synfig team because the program only gets better with every new release, i have yet to see any other Animation tool that can achieve what Synfig does and looking forward to see it shining in the future too.

Still working on the Windows release. It’s getting closer now.

No-one’s working on the single GUI concept beyond brainstorming what it might look like, AFAIK. If/when it does get coded, then there will be a Windows build, assuming nothing too disastrous breaks.

Because a bone layer will be more efficient, elegant and versatile.
Stickman and StickFig is really cool but way to cumbersome to setup and animate. All parts needs to be divided into predefined groups etc. I see them as amazing proof of concept but not really useful for proper production. A skeleton layer will be easy to setup and flexible to use.

It is complex to explain it in a few lines but I would give you some hints:

  1. Start by adding a Skeleton layer
  2. Bones names are automatically created. Bones can’t be deleted from canvas. You can unreference them in a skeleton layer but they will still available in canvas.
  3. You only can add more bone by right click on the bones list and selecting “Insert Item Smart”. Once added you can modify it and use in other places.
  4. Bones has two sets of parameters (you can expand it to see them). The default handles bones parameters are the used for make the influence on points. The other set is called the setup values. You can toggle from one set of handles to the other by pressing ALT-7 (setup)
  5. Bones has two kind of scales: normal (for the bone itself) and recursive for the children of the bone. The recursive scales the bone and passes down to the children the same scale value, that is recursively passed down. You can toggle recursive by ALT-8.
  6. Also ALT-9 changes between setup->normal->recursive->setup by consecutive key pressings.
  7. All parameters are animatable but I strongly recommend to only animate the normal parameters for the first time. So the setup values has to be modified in non animation mode.
  8. You can also animate parent bone. See example.
  9. Once you have created your skeleton you can forget even deactivate the skeleton layer. The bones are available everywhere even if the skeleton layer doesn’t exists.
  10. Now let’s go with the points:
  11. A vector or a spline point can be converted to Bone Influence type. Once you convert it two parameters are shown: Bone Weight Pair list and Link. Link is the original value of the point and Bone Weight Pair List
  12. The first time a Vertex or Spline Point is converted to a Bone Influence type it would create a bone for that Bone Weight Pair list. Unfortunately this makes the number of bones grow a lot and possibly many of them are useless.
  13. Once you have it converted to Bone Influence you can add more bones weight pairs to the bone weight pair list as like in any list (Insert Item smart). Later you can modify the bone that is affecting that vertex or spline point. To select a new bone in the parent parameter or the bone parameter of the bone weight pair, just click on the value column of the parameter. A drop down menu with all the existing bones will be offered. Each bone on the list affects weighted by the weight value, so you can make one vertex to be more influenced by a bone than other. If only one bone is in the list, it acts as 100% regardless the weight value.
  14. Repeat the convert of each vertex and associate it to each bone of the skeleton. Possibly it is better to have a small skeleton (only the root one) and use the convert to bone influence to add more bones when needed.
  15. Notice that the bone setup position is used to grab the vertex/spline point setup position so each later modification of the non setup value of the bones are relative to that initial position of the vertex, relative to the setup position.
  16. Of course, you can animate the vertex position along the time and it would be the relative position to the bone setup position. This helps to fix gaps when bone transforms the vertexes in a non desirable way.

I think it is enough for now. Thanks for reading and enjoy!!!

Now it is difficult to setup but with a proper GUI it should be easier. :mrgreen:

outch ::!! another genete (and others around…) enormous contrib for synfig !

first i have play with “automatic” construction of squeleton with “add item smart” on elements of the bones list.
but did’nt found the way to connect to a shape…

so i started the other way, creating a shapes (stars) then converting the centers to bones influence.
then i have “connected” the bones by parent parameter.
did’nt really understand/investigate about setup->normal->recursive->setup mode

what i have quickly saw i very impressive !


Hi Genete fantastic new!
But I cannot open the file. I get en error about the conversion. Like I never did an install.

Ubuntu 12.04 64bit.

I would like to announce that I have managed to build Windows version of Synfig on my Fedora linux. That’s it, on linux. All thanks to Fedora’s cross compile environment.

I also have wrote a script for automatic building - …
It’s not includes creating installer yet. The idea is to allow anyone with Fedora installation build the Windows (and possibly Mac?) version of Synfig "with a single click.
More good news: looks like with minor tweaks to the script we can build 64bit Windows version as well. Didn’t tested yet. :slight_smile:

great news, thanks.

If you have the binaries, I can bundle them and package them for Windows.


Well done mister Z’! You get it for W on X …

Awesome news!
I’m curious, does this build fix the translation issues with Windows binaries. Maybe it would be now easier to bundle a language version package or a installer that allows to select the translation?

Thank you! Looks like I have managed to make the bundle using the Fedora tools. :slight_smile:

Here’s the testing version: … 130601.exe

It’s surely not finished yet, there are lot of issues to fix.

List of issues:

  • Works fine on Win XP 32bit, but on Win7 64bit there are weird issues with interface - buttons and checkboxes are often not clickable. Please help with testing here.
  • Bundled Python isn’t detected if the package is installed into “Program Files” (or any dir with space(s) in the path)
  • After executing plugin on non-saved file the filename is distorted
  • Plugins are failed to launch on saved files
  • Uninstall procedure is not safe - it removes the Synfig directory with all contents, even if there are extra user files inside.

Generally, I’m sure I will be able to solve all those issues, except the first one. I need help with testing here. Maybe this issue will be fixed if I will build pure 64bit executable.

The translation issue is still present. But yes, since I can build Windows version on my linuxbox, that will be much easier for me to debug the problem.

I installed Zelgadis his test version under windows 7 and first of all I must say that the speed gain under cairo when working with normal vectors has been impressive. Good work Genete! As for the test. When I want to expand my canvas window to a larger format Synfig goes into “rendering” and hangs.