Regarding MOTION TWEENING option in KRITA 5 Prealpha :Proper method ?

As this is the prealpha version,so it’s hard to find detailed documentation on new features.
I was trying to find out a reasonable method by trial and error system.
Also tried to make a small youtube video to get others interested about this new feature.
But I am not sure,if this is the proper way to apply it !
Or maybe I am making silly mistakes or most importantly, giving wrong suggestions :worried: ?!
Any suggestions ?
Here’s the video link: KRITA 5 PREALPHA : HOW TO CREATE MOTION TWEEN UNDER 10 MINUTES - YouTube

Hi

Interface is quite similar to other animation tools I already used, especially for tweening (but I prefer interface of Enve for example, that is more intuitive and easier to use), so I didn’t really has to think about how it works and how to use it: I just use it :slight_smile:

For tweening in Krita I’m working with animation curves panel to define tweening precisely (values and/or non-linear interpolations curves), and I use the animation timeline if I have to synchronise tweening keyframes with non tweening keyframes.

Here a small video example:

Grum999

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Translation and rotation seem to work ok but the UI has areas that are not ‘comfortable’ to use and there are some bugs that have been reported.
Scale has a bug that I ought to report and I will fairly soon.
It’s a work in progress.

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Yes

But on my side I didn’t report anything yet as the priority is to fix bugs :slight_smile:

When all bugs related to animation will be fixed (and Krita 5 released) I’ll start to ask for UI improvements :sweat_smile:

Grum999

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Thanks for such a prompt response !
After watching your video,I am getting little better understanding on curves.
I have tried Enve and it was really a nice software. As far I know,the developer has stopped further developement due to fund shortage .
My problem is that now there are generally two kinds of approach available in motion tweening.
One is based on mathemetical/systemetical approach (changing number values, modifying curve forms etc,like in Enve, Blender etc) and the other option is approaching it instinctively,like from an artist’s point of view (transforming things in image format, modifying size and positions with the traditional digital form editing tools, more guessworks,like in opentoonz/ tahoma 2d ) .
I feel more comfortable with the second kind of approach.
Being honest, so far I feel very uncomfortable with the new upgradation of node system in many software.Most of the time I feel totally helpless with it :sweat_smile:! So you can guess,how I feel about mathemetical system !
But I need to adopt that also,so thanks again for the tips !

I also use the transform tool directly on canvas to define approximate position/rotation/scale.

But use of value (or “mathematical value”) is more precise, and sometime you really need it.

Example:

For rotating gears or conveyor belt, you must provide precise values for rotation or translation; trying to do it approximately, and the result will be not “natural” here (ie: because here it’s mechanical stuff and for mechanical stuff -except if you want a crazy cartoon style- you need to be precise :slight_smile: )

In these one:

Also have to calculate precise values, to be sure that enter/exit from black hole warp is synchronized

There’s no absolute method, it will just depend of what you’re drawing/animation.
And the “hand made” transformation is also a good solution in many case :wink:

Grum999

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The development is slow, but I’m not sure it’s stopped; there’s some commit/merge in github repository :slight_smile:

Grum999

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Yes,I fully agree that math is absolutely required for precision.
So that option should be always there.
My view is something like this :- For me animation is just like a hobby,between my professional works,I try to relax myself with it and doing math is not going to relax me.
Now in software like tahoma 2d ,if someone wants to be very precise,there is an extensive docker/room/workspace with curve and values.But if I don’t want to get into that, I can still create motion tweens by traditional way, without even accesing that docker for once.

In krita, probably there is no way,I can activate the motion tweening without accessing the curve docker.For a newcomer or hobbyist,it can be little intimidating ! That’s exactly why I tried to make that video.
Motion tweening is generally fun and can helps to create a sense of motion within limited range of time and effort ,it can make new people get interested into trying their hands into simple animations.
I absolutely agree that there is no absolute method,but there is always a hard and easy method.So probably a basic and advanced option (button switch) docker in future can make things easy for the newcomers ! As they will start feeling confident,they can get into the advanced options.

It’s just a thought,nothing serious :smiley: !

Okay.
I am saying that on basis of an old youtube video,which he uploaded personally few months back.
Maybe things have turned positive after that.
Very good news !!

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