Storyboard Pro 5.5 User Guide

Legal Notices
Toon Boom Animation Inc.
4200 Saint-Laurent, Suite 1020
Montreal, Quebec, Canada
H2W 2R2
Tel: +1 514 278 8666
Fax: +1 514 278 2666
toonboom.com
Disclaimer
The content of this guide is covered by a specific limited warranty and exclusions and limit of liability under theapplicable License Agreement as supplemented by the special terms and conditions for Adobe®Flash ® File
Format (SWF). For details, refer to the License Agreement and to those special terms and conditions.
The content of this guide is the property of Toon Boom Animation Inc. and is copyrighted.
Any reproduction in whole or in part is strictly prohibited.
Trademarks
Toon Boom® is a registered trademark and Storyboard Pro™ and the Toon Boom logo are trademarks of Toon
Boom Animation Inc. All other trademarks of the property of their respective owners.
Publication Date
01-15-2020
Copyright © 2018 Toon Boom Animation Inc., a Corus Entertainment Inc. company. All rights reserved.

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Table of Contents

Table of Contents
Table of Contents

3

Chapter 1: About Storyboard Pro

19

Chapter 2: Projects

21

Starting Toon Boom Storyboard Pro

23

Creating Projects

26

Creating Projects from the Welcome Screen

27

Creating Projects from the File Menu

28

Creating Projects from Final Draft

29

Creating Projects from Harmony Scenes

33

Creating Custom Resolutions

34

Opening Projects

36

About Saving

37

Saving Projects

38

Saving Projects as a Single File

39

Recovering Your Project from the Cache

42

About Project Optimization

44

Optimizing Projects

45

Optimizing Drawings

46

Optimization Best Practices

47
47

Plain Vector Versus Texture Brush48

Bitmap Import Optimization

49

Flattening Drawings

50

About Project Properties

51

About Project Backup

52

Backing Up Projects

53

Restoring Backups

54

Chapter 3: Interface

55

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Storyboard Pro 5.5 User Guide

Top Menu

55

Tools Toolbar

56

Storyboard Toolbar

56

Playback Toolbar

56

Thumbnails View

56

Stage View

56

Panel View

56

About Menus

57

About Views

58

Adding Views

60

Renaming a View

62

Closing Views

63

Moving Views

64

Resizing Views

65

Expanding or Collapsing Views

66

About Toolbars

67

Adding and Closing Toolbars

68

Moving Toolbars

69

Customizing Toolbars

70

About Workspaces

72

Loading Workspaces

74

Creating a Workspace

75

Renaming a Workspace

76

Saving a Workspace

77

Deleting a Workspace

78

Showing and Hiding Workspaces

79

Reordering the Workspace List

80

Restoring the Default Workspace

81

Interface Navigation

81

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Table of Contents

Chapter 4: Storyboard Structure85

About Scenes

87

Creating Scenes

88

Import Images as Scenes

90

Deleting Scenes

93

Renaming Scenes

94

Locking and Unlocking Names

96

Splitting Scenes

97

Selecting All Panels

99

Flipping Scenes

100

Expanding and Collapsing Scenes

102

Working with a Collapsed Scene

103

About Panels

104

Creating Panels

105

Renaming Panels

107

Deleting Panels

109

Duplicating Panels

110

Moving Panels

111

Customizing the Panel Colour

114

Copying and Pasting Panels Between Projects

115

About Sequences

119

Creating Sequences

120

Renaming Sequences

122

Removing Sequences

124

Joining and Splitting Sequences

125

Selecting All Panels in a Sequence

126

About Acts

127

Enabling Acts

128

Starting New Acts

129

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Storyboard Pro 5.5 User Guide

Joining Acts

131

Selecting All Panels in an Act

132

Regenerating Thumbnails

133

Chapter 5: Captions

135

Importing Scripts

136

Adding Captions

139

Renaming Captions

142

Deleting Captions

143

About Default Panel Captions

144

Saving the Caption Layout as Default

145

Expanding and Collapsing Captions

146

Hiding Captions

147

Adding Text to Captions

148

Formatting Caption Text

149

Setting the Default Caption Format

150

Searching Text in Captions

151

Updating Captions from CSV

153

Chapter 6: Layers

155

About Layer Types

157

Expanding and Collapsing Layers

158

Adding Layers

159

Selecting Layers

160

Renaming Layers

161

Deleting Layers

162

Copying Layers

163

Duplicating Layers

165

Reordering Layers

166Grouping Layers

168

Showing and Hiding Layers

170

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Table of Contents

Locking and Unlocking Layers

172

Changing Layer Opacity

173

Blurring Layers

174

Merging Layers

176

Converting Layers between Bitmap and Vector Layers

178

Converting a Template or Group to a Drawing Layer

180

Generating Auto-Matte Layers

181

Changing the Resolution of Bitmap Layers

183

Setting a Layer Layout as Default

184

Importing Images as Layers

185

Setting Vectorization Options

186

Chapter 7: Drawing

189

About Drawing Tools

190

Drawing Tools

190

About the Brush Tool

192

Vector Brushes and Pencils

192

Textured Brushes

193

Brushes on Bitmap Layers

193

About Brush Modes

197

Auto Flatten Mode

197

Draw Behind Mode

197

Drawing with the Brush Tool

198

Using Vector Brush Presets

200

Using Bitmap Brush Presets

203

Using the Dynamic Brush

204

Drawing with Textured Brushes

206

Drawing with Bitmap Brushes

210

About the Pencil Tool

213

About Pencil Modes

214

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Storyboard Pro 5.5 User Guide

Draw Behind Mode214

Auto Flatten Mode214

Auto Close Gap Mode

215

Drawing with the Pencil Tool

216

Using Pencil Presets

218

About the Rectangle, Ellipse and Line Tools

222

About the Rectangle, Ellipse and Line Modes

223

Draw Behind Mode

223

Snap Modes

223

Auto Fill Mode

224

Auto Flatten Mode

224

Auto Close Gap Mode

225

Drawing with the Rectangle, Ellipse and Line Tools
About the Eraser Tool

226
227

Erasing

228

Using Eraser Presets

229

About the Select Tool

230

About Select Modes

231

Lasso and Marquee Modes

231

Snap Modes

231

Select by Colour Mode232

Select All Drawings in Scene

232

Selecting233

Rotating a Selection 90 Degrees

237

Flipping a Selection

238

Flattening a Selection

239

Grouping Objects

240

Converting Strokes

241

Using the Select by Colour Tool

242

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Table of Contents

About the Cutter Tool

243

About Cutter Modes

244

Lasso and Marquee Modes

244

Tip Style Mode244

Use Mouse Gesture Mode

244

Antialiasing Mode

244

Cutting

246

About the Contour Editor Tool

247

About Contour Editor Modes

249

Lasso and Marquee Modes

249

Snap to Contour Mode249

Reshaping with the Contour Editor Tool

250

Smoothing a Selection

253

About the Perspective Tool

254

Deforming a Drawing Using the Perspective Tool255

About the Text Tool

256

Adding Text

257

Formatting Text

258

Resizing the Text Box

261

Breaking Text

262

About Tool Presets

263

Creating Tool Presets

264

Updating Tool Presets

266

Deleting Tool Presets

267

Importing and Exporting Tool Presets

268

Locking the Tool Preset Layer Selection

269

About Drawing Guides

270

Adding Drawing Guides

273

Renaming Drawing Guides

274

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Storyboard Pro 5.5 User Guide

Deleting Drawing Guides

275

Selecting Active Drawing Guides

276

Cutting Drawing Guides

277

Copying Drawing Guides

278

Reordering Drawing Guide Lists

279

Editing Drawing Guides

280

Drawing with Drawing Guides

282

Locking Drawing Strokes to a Specific Axis

284

Drawing Freehand Perspective with Drawing Guides

285

Erasing Using Drawing Guides

286

Viewing Drawing Guide Reference Lines

287

Minimizing Guide Cursor Axes Display

288

Preventing the Editing of Drawing Guides

289

Enabling and Disabling Drawing Guides

290

Importing and Exporting Drawing Guide Lists

291

About Drawing Space Efficiency

292

Displaying the Grid

293

Using the Light Table

295

About Onion Skin

296

Enabling the Onion Skin

297

Setting the Amount of Neighbouring Panels to Include in Onion Skin

298

Excluding Layers from the Onion Skin

299

Flipping Through Onion Skin-Enabled Panels

300

Selecting Specific Panels to Include in Onion Skin

301

About Quick Swap Shortcut

302

Antialiasing OpenGL Lines

303

Changing the Drawing Tool Cursor

305

About Drawing Space Navigation

306

Zooming the Stage View

307

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Table of Contents

Panning the Stage View

308

Rotating the Stage View

309

Sharing Drawings

310

Chapter 8: Colour

311

About Colour Swatches

312

Changing the Current Colour

313

Adding Colour Swatches

316

Renaming Colour Swatches

317

Deleting Colour Swatches

318

Creating Gradients

319

Sharing Colour Palettes

320

About Colour Tools

321

About the Paint Tool

322

About Painting Modes

323

Painting

325

Using the Dropper Tool

326

Using the Edit Gradient - Texture Tool

328

Using the Close Gap Tool

331

Chapter 9: Libraries

333

About Library Folders

334

Creating Libraries

335

Adding Libraries

337

Renaming Folders

338

Closing Libraries and Deleting Folders

339

Refreshing Libraries

341

About Templates

342

Creating Templates

343

Importing Templates

348

Deleting Templates

353

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Storyboard Pro 5.5 User Guide

Browsing a Template's Content

354

Generating Thumbnails

356

Searching Libraries

358

About Importing Files

360

Importing Images

361

Importing Audio Files

362

Importing Flash Movies (SWF)

363

Importing Harmony Templates

364

Importing 3D Objects

365

Chapter 10: Timing

367

About the Panel Duration

368

Changing the Panel Duration

369

Setting the Panel's In and Out Point

372

Splitting a Panel at the Current Frame

374

Locking the Scene Duration

375

Selecting All Panels Forward

377

Playing Back the Animatic

378

About Markers

379

Creating Markers on a Current Frame

380

Deleting Markers

381

Editing Markers

382

Displaying Marker Tooltips

383

Moving Markers

384

Exporting Markers to Toon Boom Harmony

385

Chapter 11: Staging

387

Adjusting the Pivot Point Layers

388

Resetting Transformations390

About Staging in 3D Space

391

Converting Scenes to 3D

392

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Table of Contents

Resetting Scenes to 2D

393

Viewing Objects from the Top and Side

394

Positioning 2D Objects in 3D Space

395

Modifying 2D Objects in 3D Space

400

Chapter 12: 3D Objects

401

Importing 3D Objects to your Project Library402

Adding a 3D Object to a Panel

404

About the Scale Factor of 3D Objects

405

Setting the Scale Factor for a 3D Model

406

Determining the Scale Factor for a 3D model

407

About 3D Object Positioning

409

Rotating 3D Objects

412

Scaling 3D Objects

413

Maintaining the Size of Elements

414

Positioning 3D Sub-Objects

416

Resetting a 3D Object's Position

418

Snapping to Surface or Ground419

Navigating the 3D Space

421

Navigating with the 3D Navigation Tools

422

Navigating with the 3D Flying Navigation Tool

423

Creating 2D Layers on Surface of 3D Objects

424

About 2D and 3D Object Interaction

425

Replacing a 3D Object in your Project

427

Changing the Display Mode of 3D Objects

428

Chapter 13: Motion

431

About the Animate Mode

431

Animating Layers

432

Animating the Camera

435

Animating 3D Objects

438

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Storyboard Pro 5.5 User Guide

Animating 3D Model Sub-Objects

439

Easing443

Copying and Pasting Keyframes

444

Spreading the Layer Motion

447

Animation Functions

448

Tweaking an Animation Path

452

Chapter 14: Camera

459

About the Stage and Camera Views

460

Positioning the Camera

462

Resetting the Camera

463

Copying and Pasting the Camera

464

About Camera Moves

467

Adding Keyframes

469

Deleting Keyframes

473

Animating Keyframes

474

Timing Keyframes

477

Snapping Keyframes and Sound Tracks

479

About Keyframe Sync Mode

480

Syncing Keyframes

481

Spreading Camera Motions Across Panels

482

About 3D Camera Moves

483

Animating the 3D Camera

485

Aligning 2D Layers with the Camera

487

About the Camera Path

489

Adding Control Points

491

Deleting Control Points

493

Adjusting the Curve of a Camera Movement

494

Chapter 15: Sound

497

About Audio Tracks

498

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Table of Contents

Adding Audio Tracks

499

Deleting Audio Tracks

500

Muting Audio Tracks

501

Solo Mode

502

Locking Audio Tracks

503

Exporting Sound

505

About Sound Clips

507

Importing Sound Clips

508

Recording Sound

510

Deleting Sound Clips

512

Selecting All Sound Clips

513

Moving Sound Clips

515

Copying and Pasting Sound Clips

516

Marking Sound Clips with Colours

517

Splitting a Sound Clip

518

Adjusting the Sound Length and Timing

519

Scrubbing Sound Clips

520

About Sound Display

521

Setting the Audio Track Height522

Displaying Waveforms

523

Adjusting Volume Envelopes

524

Showing or Hiding the Sound Clip Name

526

Chapter 16: Transitions

527

Dissolve527

Edge Wipe

527

Clock Wipe

527

Slide

528

Adding Transitions

529

Deleting Transitions

530

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Storyboard Pro 5.5 User Guide

Changing the Transition Type

531

Changing the Transition Duration

532

Chapter 17: Pitching the Storyboard

533

Accessing and Exiting the Pitch Mode Workspace

534

Displaying Captions

535

Customizing Captions

536

Navigating the Storyboard

537

Drawing Revisions

538

Recording Voice Annotations

540

Navigating the Storyboard

542

Chapter 18: Storyboard Supervision543

About Track Changes

544

Tracking Changes

545

Validating Changes

547

About Voice Annotations

549

Recording Voice Annotations

550

Playing Voice Annotations

551

Deleting Voice Annotations

552

About Project Management

553

Splitting your Project into two Projects

554

Extracting Parts of your Project into Other Projects

556

Merging Storyboard Projects

558

Inserting a Project's Scenes into the Current Project561

Merging Projects and Replacing Scenes in the Current Project

562

Chapter 19: Exporting

565

About Exporting to Portable Document Format (.pdf)

566

Setting Up the PDF Export

567

Exporting to PDF

570

Adding Security to a PDF

574

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Table of Contents

Creating Custom PDF Layout Profiles

576

Exporting Custom PDF Profiles

577

Importing PDF Profiles

579

About Exporting Movie Files

580

Exporting a Movie

581

Configuring Movie Settings for QuickTime Movies

586

Configuring Movie Settings for Windows Media Video

589

Exporting an Image Sequence

590

Exporting a Flash Movie (.swf)

594

Exporting Harmony Scenes

599

Importing Harmony Scenes to a Harmony Database

604

Exporting Layout Images

608

Exporting Bitmap Images

612

Exporting the Current Frame as a Bitmap Image

618

Exporting an EDL, AAF or XML Sequence

619

Exporting 3D Animation (FBX) Files

625

Exporting Soundtrack

627

Exporting CSV Tables

630

About Advanced Export Techniques

633

About File Naming Patterns

634

Enabling and Disabling Layers for Export

636

About Snapshots

637

Adding Snapshot Markers

639

Change Snapshot Frame

640

Setting the Main Snapshot in a Panel

641

Deleting Snapshot Markers

642

Chapter 19: Conformation

643

About XML Conformation

645

About AAF Conformation

646

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Storyboard Pro 5.5 User Guide

Exporting for Conformation

647

Importing Animatics

652

Chapter 20: Scripting

653

Importing Scripts

654

Creating Scripts

655

Using an External Script Editor

658

Linking Scripts to Toolbar Buttons

659

18

Chapter 1: About Storyboard Pro

Chapter 1: About Storyboard Pro
Storyboard Pro is a complete storyboarding software for animated features and TV series, 2D/3D, live action
production, video games, or events with advanced features for all your project’s needs.
Whether you are planning an animation, a live action production or an event, Storyboard Pro takes care of yourentire storyboard and animatic project. From importing your script and images, drawing, editing captions, all
the way to layer and camera movements and sound editing.
Set up your project planning in a true 3D space. With 3D model import, positioning of 2D assets within the 3D
space and impressive 3D camera movements.
Storyboard Pro features an extensive set of drawing tools and export options that range from PDF, images,
movie files and even third party editing software to fit all of your sharing and production needs.

19Storyboard Pro 5.5 User Guide

20

Chapter 2: Projects

Chapter 2: Projects
All projects created with Storyboard Pro are independent and local to the computer. There are a few different
ways to create and open projects. You can create a project from the Welcome screen, File menu, Final Draft
script, or Toon Boom Harmony scenes.
A Storyboard Pro project is composed of several files. The drawings and colour palettes are not embedded in
the project. They are separate linked files. Therefore, if you want to archive or share a project, you require all thefiles contained in the folder structure.
NOTE: You can save your project as an open directory or as a single file. To switch to a single file, see
Saving Projects as a Single File on page 39
Here is an example of the file structure contained in a scene. As you work and use more features, different
folders may appear in your structure.

The Storyboard Pro project folder contains the following folders: frames, audio, elements, etc.
Folder/File

Contents

audio

Contains all imported audio files.

elements

Contains all the drawing files.
Contains the exported palette files that were originally stored at theenvironment level in the Harmony Server database structure or theenvironments

palettes in a Harmony Stand Alone scene that will be imported later atthe environment level in Harmony Server. This is for compatibility with
export to Toon Boom.

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Storyboard Pro 5.5 User Guide

framesContains the final frames after a render if you are using the default
settings of the Write node in the Node view.
Contains the exported palette files that were originally stored at theenvironment level in the Harmony Server database structure or thejobs

palettes in a Harmony Stand Alone scene that will be imported later atthe environment level in Harmony Server. This is for compatibility with
export to Toon Boom.

logs

palette-library

Contains traces of operations and processes while working with
Storyboard Pro. This can be useful for debugging.
Contains palettes files.
This is the main Storyboard Pro file. This is the file you must click on to*.sboard

launch the software and load the project. This file links to all the other files
in the directory.

PALETTE_LIST

This is the list of all the different palettes in the project.

22

Chapter 2: Projects

Starting Toon Boom Storyboard Pro
T-SBFND-002-001
You can run Toon Boom Storyboard Pro on Windows and macOS.
On macOS, Apple QuickTime Player is required to import audio as well as to export and play back movies.
On Windows, Windows Media Player is required to import audio as well as to export and play back movies in
Windows Media Video (*.wmv) format. Additionally, QuickTime Player can be installed to allow Storyboard Pro
to export video in QuickTime Movie (*.mov) format, but it is not required to use the software.
On Windows versions up to Windows 10, Adobe Reader is required to display PDF documents.

How to start Storyboard Pro
1. Double-click the Storyboard Prolicon or do one of the following:

Windows: Select Start > Programs > Toon Boom Animation > Toon Boom Storyboard
Pro > Storyboard Pro.

l

macOS: Select Applications > Toon Boom Storyboard Pro > Storyboard Pro.

Storyboard Pro opens. If this is the very first time you are starting Storyboard Pro, then the following
screen is displayed. If you want to explore, go ahead and click one of the buttons. Otherwise, click Close.

A second Welcome screen displays.

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Storyboard Pro 5.5 User Guide

How to install Apple QuickTimel

Go to this link and follow the instructions:lWindows: apple.com/quicktime/download/pclmacOS: apple.com/quicktime/download/mac

How to install Adobe Readerl

Go to this link and follow the instructions:lWindows: adobe.com/support/downloads/pclmacOS: adobe.com/support/downloads/mac

How to install Windows Media Player
Windows Media Player is pre-installed on most versions of Windows, but may be disabled. Follow these steps
to make sure it is enabled.
1. From the Start menu search bar, search for Control Panel and launch the Control Panel.
2. From the Control Panel, go to Programs > Turn Windows features on or off.
3. In the list of Windows features, find and expand the Media Features option. Windows Media Player
should listed under Media Features. If either of these options are not listed, see below.
4. Ensure both the Media Features and Windows Media Player check boxes are checked.

24Chapter 2: Projects

5. Click OK.
6. Wait for the installation to finish.
7. Restart Windows.
If Media Features or Windows Media Player is not listed in the available features, make sure your edition of
Windows supports it. If it does, it may be added by installing the Media Feature Pack for Windows. To do this,click on the link corresponding to your version of Windows and follow the instructions:lMedia Feature Pack for Windows 7lMedia Feature Pack for Windows 8lMedia Feature Pack for Windows 10

25

Storyboard Pro 5.5 User Guide

Creating Projects
When creating projects, you have the choice of using the Welcome screen or the File menu in Storyboard Pro.
You can also create a project from a Final Draft script or from Harmony scenes.

26

Chapter 2: Projects

Creating Projects from the Welcome Screen
T-SBFND-002-003
You can create a project from the Welcome screen.

How to create a project from the Welcome screen
1. In the Project Name field, type the name of the project. This name will appear as the file name.
2. In the Project Directory field, specify the location of your new project.
3. In the Project Title field, type the name of the project title. It is a good idea to use the Project Name for
the Project Title. You can also type in the name of the Project Subtitle, but it is not mandatory. These
titles will appear on the appropriate pages of PDF exports.
4. In the Camera Size menu, choose the project’s resolution—see Creating Custom Resolutions.

5. Click Create Project.

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Storyboard Pro 5.5 User Guide

Creating Projects from the File Menu
T-SBFND-002-004
You can also use the File menu. If a project is already open and you want to create a new one, use the File menu.
Note that the content of the project directory will appear when you save the project for the first time.

How to create a project from the File menu
1. Do one of the following:lSelect File > New.

l

In the File toolbar, click the NewlPress Ctrl + N (Windows) or ⌘ + N (Mac OS X).

button.

The New Project dialog box opens.

2. In the Project Name field, type the name of the project. This name will appear as the file name.
3. In the Project Directory field, specify the location of your new project.
4. In the Project Title field, type the name of the project title. It is a good idea to use the Project Name for
the Project Title. You can also type in the name of the Project Subtitle, but it is not mandatory. These
titles will appear on the appropriate pages of PDF exports.
5. In the Camera Size menu, choose the project’s resolution—see Creating Custom Resolutions.

6. Click Create Project.

28

Chapter 2: Projects

Creating Projects from Final Draft
T-SBADV-001-001
Storyboarding and script writing go hand-in-hand. Storyboard Pro lets you use your Final Draft script to create
a new Storyboard Pro project. This feature is a time saver as it handles the creation of scenes and panels, aswell as inserting all the text in the proper captions automatically.
If you are working with version 7 of Final Draft, you must use Final Draft Tagger to generate the *.xml fileneeded to use this feature. After you have produced your export, follow the steps to create a project from a
Final Draft script.
NOTE: Final Draft 8 uses a new file format, *.fdx, which can be imported directly into Storyboard Pro, as
opposed to the older *.fdr, which needs to be exported from Final Draft Tagger to generate an *.xml
file.

How to create project from a Final Draft script
1. Select File > New From Final Draft Script.
The Import from Final Draft window opens.
2. Use the Browse

button to search for an *.fdx or *.xml file exported from Final Draft. After making afile selection, the other options in the window become active.

3. Select a tag from the left column, then select an item from the Action menu.

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Storyboard Pro 5.5 User Guide

4. For the selected tag, decide if you want to set the following options:lCombine Successive Elements: Combines the selected tag with an identical tag if it occurs
successively in the script. For example, you might choose to create a New Panel for every
Dialogue tag that appears in the Final Draft script. However, if there are three Dialoguetags in a row without a break due to an Action tag, then selecting this option places thesethree lines of dialogue together in the same Panel.

lInclude Element Number When Available: In a Final Draft script, there are numbers along
the right and left margins of the document that indicate a change in scene. Select thisoption to import these into your Storyboard Pro project.

5. From the Destination caption field menu, select the location in the Panel window in which you wantplace the text associated with the selected tag.

30

Chapter 2: Projects

In the example above, Storyboard Pro will take all the text associated with the Action tag in the Final
Draft file and put it in the Action Notes section in the Panel window for each new scene that it creates inthis project.
From the Import from Final Draft dialog box, below is a list of some sample settings for the most common
tags:
CombineActionsuccessive

Destination caption field

elements
ActionNew Panel

Action Notes

Character

None

Dialogue

Dialogue

None

Enabled

Dialogue

Scene Heading

New Shot

EnabledSlugging

Transition

Parenthetical

New

Notes

Transition
None

None

Try different settings with your style of script and see what works best for you. Remember toselect the Save as default rules option once you have your settings just right, so these settings

31

Storyboard Pro 5.5 User Guide

are used as the default the next time you create your Storyboard Pro project from a Final Draft
script.
6. When you have finished setting up your import parameters, click Import.
7. Now, you will be asked to create your new project. You will be prompted to save changes to your current
scene, before it is closed and your new project, generated from your script, is opened.
For more information on creating a new Storyboard Pro project, see Creating Projects on page 26.

How to export a script as an XML
1. Start Final Draft Tagger.
2. Select File > Import Script or press Ctrl + I.
The Import dialog box opens.
3. In the browser, select your script file and click Open.
Your script appears in Final Draft Tagger.

4. Select File > Export to XML.
5. Close Final Draft Tagger and proceed to import the *.xml file as in the previous section.

32

Chapter 2: Projects

Creating Projects from Harmony Scenes
You can create a project from Harmony scenes. Before you do this, in Harmony, you must mark the frames you
want to use as panels in your project. Frames must be marked in an annotation column called "EM". For eachmarked frame, a panel is created in Storyboard Pro. If you don't mark your frames, the first frame of eachHarmony scene will be used.
You must group all your different Harmony scenes in one folder. Storyboard Pro will create one scene per
Harmony scene. If your Harmony scene contains several EM markers in the annotation column, Storyboard Pro
will create multiple panels within the scene.

How to create a project from Harmony scenes
1. From the top menu, select File > New from Harmony Scenes.
The New Project dialog box opens.
2. In the Project Directory field, specify the location of your new project.

3. In the Project Name field, type the name of the project. This name will be used as the file name.
4. In the Project Title field, type the name of the project title. It can be a good idea to use the Project Namefor the Project Title.
You can also type in the name of the Project Subtitle, but it is not mandatory. These titles will appear on
the appropriate pages of PDF renders.
5. In the Resolution section, choose the project’s resolution—see Creating Custom Resolutions.
6. Click Create.
The Select Harmony Scenes Directory window opens.
7. Select the folder you created that contains your multiple Harmony scenes; do not select the Harmony
scene folder directly. Click Select Folder.
The name of the folder of each scene file is used to name the scene that is created. Panels are created in
the Thumbnails and Timeline views.

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Storyboard Pro 5.5 User Guide

Creating Custom Resolutions
You can create a custom resolution from the Welcome screen or New Project window. Your new resolution willappear in the Camera Size menu of both the New Project window and Welcome screen.
If you no longer need a custom resolution, you can easily remove it. However, you cannot delete the factory
resolutions that come with Storyboard Pro.

How to create a custom resolution
1. In the Welcome screen or New Project window, click the Add

button to add a new resolution to thelist.
The New Resolution box opens.

lResolution Name: Type a name for your new resolution.

lWidth/Height: Enter the resolution width or height in pixels. These two parameters arelinked; changing one changes the other.

lField of View: Set the field of view to use the horizontal or vertical resolution, or enter acustom field of view.

l

Frame Rate: Type the scene’s frame rate per second.

How to delete a custom resolution
1. In the Welcome screen or New Project window, select a custom resolution from the Camera Size menu.

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Chapter 2: Projects

2. Click the Remove

button.

The selected custom resolution is deleted from the list.

35

Storyboard Pro 5.5 User Guide

Opening Projects
T-SBFND-002-006
Existing projects can be opened from the Welcome screen when you start Storyboard Pro. If you already have
Storyboard Pro open, you can open projects from the File menu.

How to open a project from the Welcome screen
1. Start Storyboard Pro.
2. In the Recent Projects section, do one of the following:lSelect a project from the list.

lClick Open Project and select a project (*.sboard file) from the browser that appears.

How to open a project from the File menu
1. Do one of the following:lSelect File > Open.

l

In the File toolbar, click the BrowselPress Ctrl+O (Windows) or ⌘ +O (Mac OS X).

button.

The Open Project window opens.

2. Locate and select an *.sboard file.
3. Click Open.

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Chapter 2: Projects

About Saving
It is important to regularly save your project. For more information about the structure of a saved project, see
Projects on page 21.
To save the current state of a project as a new one, you can use the Save As command. The Save As window
prompts you to give a new name and choose a different location to this project before saving it. This will create
a complete project directory for the new project.
You can also automatically save your work. Refer to the Preferences Guide to learn more about this function.
A Storyboard Pro project is composed of many small files. Each drawing in a project is a file, which may result inprojects containing over 10,000 files. This can quickly fill your storage solution with a high number of files,
straining the file system and backup process.
You can reduce the number of files and protect the integrity of projects by saving (packing) the project in asingle file. A packed project file is appended with the .sbpz extension.
NOTE: See About Project Management on page 553 to learn more about splitting and merging
projects.

37

Storyboard Pro 5.5 User Guide

Saving Projects
You can save your projects as is or save them as a new copy.

How to save a projectlSelect File > Save.

l

Press Ctrl + S (Windows/Linux) or ⌘ + S (macOS).

How to save a project as a copy (Save As)
1. Select File > Save As.
2. In the Save As dialog box, browse to the location of the new archive and give the copy of the project a
new name.
3. Click Save.

38

Chapter 2: Projects

Saving Projects as a Single File
T-SBADV-003-005
A Storyboard Pro project is composed of many small files. Each drawing in a project is a file, which may result inprojects containing over 10,000 files. This can quickly fill your storage solution with a high number of files,
straining the file system and backup process.
You can reduce the number of files and protect the integrity of projects by saving (packing) the project in asingle file. A packed project file is appended with the .sbpz extension.
The location of your packed file (*.sbpz) does not have to be in the same place as your current project file. For
example, you can save the packed file on your company’s server and save the current version on your local
computer.
You can open a packed file in the usual way by using the File > Open command or by double clicking the file in
the Explorer (Windows) or Finder (macOS). The packed file extracts to a temporary folder on your computer.
lWindows: \Users\[username]\Documents\Toon Boom Animation\StoryboardPro Project CachelmacOS: /Users/[username]/Documents/Toon Boom Animation/StoryboardPro Project Cache

When opening a project in Storyboard Pro, you can select an .sbpz file (the packed project); this file will be
updated when you perform a Save and Pack. If you opened an .sboard project, you can perform a Save As to apacked format, after which that file (the packed/zipped one) will be updated by the Save and Pack.
NOTE:- Unpacked projects do not appear in the list of recent projects, so you don't accidentally open the
project in the cache.
- Multiple users cannot open the same packed project at the same time.
- When working with a packed project and you have Storyboard Pro set to automatically save yourproject, Autosave, it is saved to the project cache.

How to set your project to save as a single file
1. Do one of the following:lSelect Edit > Preferences (Windows) or Storyboard Pro > Preferences (macOS).

l

Press .

2. Select the Project Settings tab.
3. Select the Save new projects in single file format (packed file) option and click OK.

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Storyboard Pro 5.5 User Guide

How to convert a standard Storyboard Pro project to a packed project
1. Select File > Save As.
The Save As window opens.

2. In the File Name field, give your packed file a name.
3. From the Save as Type list, select Storyboard Packed File (*.sbpz).

4. Click Save.
The project is saved and zipped to the location you specified.

How to save an unpacked project
1. Do one of the following:lSelect File > Save to save the project to your local cache.

lSelect File > Save and Pack to pack the project to the location you specified for yourpacked project.

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Chapter 2: Projects

The unpacked project is saved and packed to the original zipped project file.
NOTE: If the project already has a file, save the project locally using the Save command , then save tothe zip file using the Save and Pack command.

41

Storyboard Pro 5.5 User Guide

Recovering Your Project from the Cache
T-SBADV-003-006
In the event that Storyboard Pro unexpectedly quits, your project can be restored back to your latest version
saved in the local cache.
At launch, Storyboard Pro always scan the cache folder to recover project. Simply launch the application andyou will receive the following prompt:

At this stage, you have three choices:l

To recover and open the project, click Yes. Storyboard Pro will open the main interface and load thelastest save available in the cache.
One the project is recovered, it is important that you “Save” or “Save As” your project before closing theapplication.

l

If you don’t want to recover immediately and you want to leave the project in the cache, click Skip. On
next launch of Storyboard Pro, you will receive the Project Recovery prompt again.

l

If you will never want to recover the project, you can delete the cache by clicking Delete. This operation
is irreversible and the cache will be cleared.

IMPORTANT: Use Skip and Delete only if you know what you are doing. If you hesitate, it isrecommended to proceed to the recovery by clicking Yes and use “Save As” command to restore theproject to a new location.

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Chapter 2: Projects

NOTE: Storyboard Pro proposes to recover only one project at a time. So if more than one projects are in
the cache, more than one launch of Storyboard Pro will be necessary to recovert them all.

43

Storyboard Pro 5.5 User Guide

About Project Optimization
T-SBFND-002-007
If you are concerned with file size and speed, there are a few things you can do to optimize your project.
NOTE: Toon Boom Storyboard Pro has an optimized file structure that reduces the number of folders.
For this reason, once a project is saved in this version, it can no longer be opened in Storyboard Pro 2.
However, Toon Boom Storyboard Pro is fully backwards compatible and will open files created by older
versions of Storyboard Pro.

44

Chapter 2: Projects

Optimizing Projects
T-SBFND-002-008
You can optimize projects by flattening all drawings in your project, removing unused files, and reducing the
texture size.

How to optimize your project
1. Select File > Optimize Project.
The Optimize project dialog box opens.

2. Select one or more of the following options:lRemove unused elements from the project: As you create a storyboard you will delete
panels or layers, update drawings, unlink sounds, and so on. Some of these files are kept
for backup purposes, but they take up space and increase the size of your project on yourhard drive. This option removes these unwanted elements.

l

Flatten drawings in the project: Flattens all the brush or pencil line strokes of all the vector
drawings in your project. This means that all overlapping strokes will no longer be editableas single strokes, but only as whole, drawn objects.

NOTE: Strokes drawn with different colours will not be flattened together.

lReduce texture resolution of all drawings in the project: Reduces the resolution of bitmap
textures in drawings that have an unnecessarily high pixel density.

NOTE: This cannot be reversed once you have reduced the resolution. These operations
cannot be undone and will empty the undo list.

45

Storyboard Pro 5.5 User Guide

Optimizing Drawings
T-SBFND-002-009
When using any of the playback options in Storyboard Pro, the software must calculate the positioning of all
the *.tvg (Toon Boom vector graphics) files. This is the file format created from all your drawing strokes. This
calculation tends to slow down the rate of playback. There is, however, a way to circumvent this problem.
There is a second file format, *.tvgo (Toon Boom vector graphic optimized), that has all the pixel position
information pre-calculated. Using these drawings should significantly speed up playback.

How to optimize playback and create optimized drawngs
1. Select Edit > Preferences.
The Preferences dialog box opens.
2. From the Advanced tab, under the Optimized Playback section, select the Use Optimized Drawings
option.
3. Select the Asynchronous Drawing Loading option to optimize playback. There are cases in which,during playback, the software may encounter a particularly texture-heavy or complex panel. When thishappens, and this option is deselected, there will be a pause in playback while the frame loads. If you
select this option, then playback will continue and the drawings will load as soon as they are available.
You may notice a short blink while the drawing loads.
4. Select the Preload Drawings option to enhance playback further by loading drawings in memory before
you reach them during playback. Storyboard Pro will determine which, between the two options, hasmore drawings to preload and use the appropriate option during playback.
lNumber of Frames to Preload: Storyboard Pro looks ahead for the number of frames, andchecks to see how many drawings are used. Each layer on each panel is a drawing. If you
have many short panels, then you will have more drawings than if you had one long panel.

lNumber of Panels to Preload: Storyboard Pro looks ahead for the specified number ofpanels to determine the number of drawings in those panels. Keep in mind that each layer
on each panel is a drawing. If you have long panels, then it will want to look ahead several
panels, instead of the specified number of frames.

5. Click OK.
6. Select File > Create Optimized Drawings.

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Chapter 2: Projects

Optimization Best Practices
T-SBFND-002-010
When working in Storyboard Pro, there are some best practices you should follow to keep the file size low andplayback speed fast.

47

Storyboard Pro 5.5 User Guide

Plain Vector Versus Texture Brush
T-SBFND-002-011
When you draw on a layer, all the strokes that you create with the Brush tool are vector elements. There are
two kinds of brushes:lPlain Brushes: By default, the Brush tool creates vector strokes filled with either a colour or a gradient.
Vector strokes use a very small amount of memory and can be used rapidly because they do not containany pixel information, only mathematical functions.

lTexture Brushes: This type of brush also produces a vector contour for its strokes, but is filled with abitmap texture. These textures allows you to produce drawings that have natural looking brush strokes
that resemble lines drawn using a crayon or airbrush.

Because you are using a bitmap image mapped inside vector strokes, texture brushes use much more memory
and processing time than brush strokes filled with colour. Therefore if you want to make your file size lighterand drawing speed faster, use only regular brushes to draw scenes. If you choose to use texture brushes, is it
important to use a reasonable size bitmap for the texture brush.
NOTE: When you use a bitmap layer instead of a vector layer, individual vector strokes are not created.
Instead, individual pixels are laid down, recording information about the RGBA of each pixel. Because ofthis, when working with lots of shading and lots of different textures or colours, the bitmap layer isactually more efficient than the texture brush on the vector layer—see Drawing on page 189.

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Chapter 2: Projects

Bitmap Import Optimization
T-SBFND-002-012
Storyboard Pro allows you to create storyboards by importing scanned images or bitmaps drawn in anothersoftware. During the import process, images are vectorized and placed in a new scene in a vector bounding box
as a bitmap fill. The bitmap image’s resolution can affect your project’s file size and the speed at which
Storyboard Pro functions while handling your project. When importing bitmaps into a storyboard, there israrely a need to use a high resolution as it will not increase the quality of your PDF or animatic. You should
import bitmaps with a resolution close to the project resolution. For example, in an NTSC project, using a bitmap
with a 720 x 480 resolution or a 72 dpi quality will be fine.

49

Storyboard Pro 5.5 User Guide

Flattening Drawings
T-SBFND-002-013
In Storyboard Pro, strokes inside a vector layer are independent. You can select a specific stroke and edit its
position, scale, rotation, skew, colour and so on, whenever you want. However, this flexibility increases theamount of memory and resources used, especially when you have a lot of strokes in your drawing (which
frequently happens when sketching).
You can flatten all drawings at the same time. However, you can retain partial flexibility and still minimize filesize and resources needed by consciously flattening certain drawings as you draw, or even by selecting themafter you have drawn them. You can take all strokes of the same colour with overlapping areas on the samelayer and flatten them to create a single drawing with a vector contour.
Pencil lines of the same colour can be flattened together. If there are several colours used for the line, multiple
line sets will be created. Pencil line size does not affect the flatten.
When you use the Flatten option in the Tools menu, Storyboard Pro automatically crops all textures, reducing
the drawing size by removing the texture area which is not visible.

How to flatten strokes as you draw
1. From the Tools toolbar, select the Brushtool.

2. In the Tool Properties view, click the Auto-Flatten

button.

3. In the Stage view, sketch your first drawing.
The strokes are automatically flattened.

How to flatten an existing drawing
1. From the Tools toolbar, select the Selecttool.

2. In the Stage view, select a group of strokes.
l

If you do not select a group of strokes, the entire layer will be flattened.

l

You can select multiple layers, so they are flattened individually.

3. Select Tools > Flatten or press Alt + Shift + F.

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Chapter 2: Projects

About Project Properties
T-SBFND-002-014
When you created your new project, you chose the name and resolution. However, if you want to change these
initial settings later on, you can. All global project properties such as the resolution, project name, copyright,
field chart size, and frame rate are available in the Project Properties dialog box.

How to access the project propertiesl

Select Storyboard > Properties.
The Project Properties dialog box opens.

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Storyboard Pro 5.5 User Guide

About Project Backup
T-SBADV-001-002
As you work on your storyboard project, it is always a good idea to save continuously. At the end of each
workday, it is even better to back up your work. The difference between backing up and saving is that abackup is a compressed version of your project. Backing up your work provides a safety net against corrupted
files and allows you to have several versions of your project at different stages, in case you need to go back andwork from an earlier point in the production.

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Chapter 2: Projects

Backing Up Projects
T-SBADV-001-003
The place where you save your backup file (*.sbbkp) does not necessarily have to be the same place where you
have your current project file saved. For example, you can save the backup on your company’s server, eventhough the current version is saved somewhere on your computer.

How to back up the current version of your Storyboard Pro project
1. Select File > Backup Storyboard.
The Create Storyboard Backup window opens.
2. Browse for a location on your computer to save this backup file. You can also rename it with a date orversion number.
3. Click Save.
An *.sbbkp file is created and saved in the assigned location.

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Storyboard Pro 5.5 User Guide

Restoring Backups
T-SBADV-001-004
At times, you may need to restore a backup of a project you are working on.

How to restore and open a backup file
1. Do one the following:lSelect File > Restore and Open Backup. In the Open Storyboard Backup window thatappears, locate and select the *.sbbkp file.

l

On your computer, go to the location where you saved the *.sbbkp file and double-click its
icon. In the browser window, select a place to save the restored file.

2. If multiple projects are present in the .sbbkp file, Storyboard Pro will ask you to choose which one youwant to use.

a. Select the desired project.
b. Click OK.
3. The project opens in Storyboard Pro.

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Chapter 3: Interface

Chapter 3: Interface
T-SBFND-003-001
Understanding how to manage the Storyboard Pro interface helps you to work efficiently and organize yourworkspace conveniently. There are a many views and toolbars you can use for performing different operations.
You will probably have your own preferred way of working in the Storyboard Pro interface as well.
When you start Storyboard Pro for the first time, the default workspace is displayed. It contains all of the mainelements you need for storyboarding.

Top Menu
Located at the top of the Storyboard Pro interface, the top menu contains most of the commands. Dependingon the view you are working in and the selected element, some commands are available and others not.

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Storyboard Pro 5.5 User Guide

Tools Toolbar
The Tools toolbar contains all the main tools you need to work in Storyboard Pro. In the default workspace, thistoolbar located on the left-most side of the interface. A small triangle at the lower-right corner of a tool
indicates additional tools under the main tool. To access these tools, hold down the left mouse button until the
additional tools appear, then select one.

Storyboard Toolbar
The Storyboard toolbar contains all of the basic commands related to adding and deleting panels, scenes, andtransitions, as well as switching between the 2D and 3D workspaces. In the default workspace, this toolbar islocated at the top of the interface.

Playback Toolbar
The Playback toolbar lets you play back your storyboard. When you create an animatic with transitions andsound, you can play it back in real time in the Stage view to check the timing. In the default workspace, thistoolbar is located at the top of the interface.

Thumbnails View
The Thumbnails View displays all the panels of your project in chronological order. You can use this view tonavigate through your storyboard, rearrange panels and scenes, and select the panel to display in the Stageview.
By default, it is not possible to draw in the Thumbnails view and there are no browsing buttons. But you canchange these settings in the Preferences dialog box.

Stage View
The Stage view are the centre of operations in Storyboard Pro. In these views, you can build, draw, paint,
animate the camera, create layers, and see your results.

Panel View
The Panel view displays the different captions related to the current panel, the in, out and duration, and lets
you play any voice annotations related to the panel.
NOTE: By default, when you modify the workspace, it is automatically saved. You can restore the default
workspaces by selecting Windows > Restore Default Workspace. You can prevent this behaviour bydeselecting the Save Workspace option in the Preferences dialog box—see General Preferences in the
Preferences Guide.

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Chapter 3: Interface

About Menus
In Storyboard Pro, you can access the commands from the following three types of menus:
Top Menu: Located at the top of the Storyboard Pro interface, the top menu contains most of the commands.
Depending on the view you are working in and the selected element, some commands are available and othersnot.
View Menus: Some views have their own menu containing commands specifically related to that view. To
access a view menu, click the View Menu

button in the top-right corner of a view.

Contextual Menus: Each view has a contextual menu containing commands for recurring actions. To access acontextual meu, right-click (Windows) or Ctrl+click (macOS) anywhere in a view.

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Storyboard Pro 5.5 User Guide

About Views
T-SBFND-003-002
The Storyboard Pro user interface is comprised of different views, each one designed for a specific purpose. You
can modify the location and accessibility of the views by adding a new view as a tab or as a window. You canalso swap the view locations around, as well as do the following:l

Add a viewl

Tab a viewlDock a viewl

Undock a viewlRename a viewlClose a viewlMove a viewlResize a viewlCollapse a viewlExpand a view

For details about the views in Storyboard Pro, see Reference Guide.
Here is a complete list of the views available in Storyboard Pro.
l

3D Schematicl

CameralColourl

Function EditorlGuidesl

Layersl

Libraryl

Message Log

l

Panel

l

Panel PDF Optionsl

PDF ExportlPitch Model

Script Editor

58

Chapter 3: Interface

l

Side

l

Stage

l

StoryboardlThumbnailslTimelinel

Tool Properties

l

Top

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Storyboard Pro 5.5 User Guide

Adding Views
T-SBFND-003-002
Views contain specific groupings of features and can be positioned anywhere on your screen. You can tab, dock,and undock a view.
The Colour view is a bit different than other views in Storyboard Pro. By default, the Colour view is part of theTool Properties view, not a separate view on its own. If you have chosen to separate the two views and want toreintegrate them into one view, select Windows > Restore Default Workspace.

How to add a view
1. Do one of the following:lSelect Windows and then select a view from the list.

l

In Panel view, click the View Menu

button and select a view from the list.

How to dock a viewlDrag the window’s tab onto the Panel view and drop it in the tab area.
The view is added to the Panel view.

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Chapter 3: Interface

How to undock a view
1. In the Panel view, select a view by clicking its tab.
2. Drag the selected view to a new location, moving away from the Panel view.
The view turns into a window.

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Storyboard Pro 5.5 User Guide

Renaming a View
T-SBFND-003-003
You can rename a view for convenience. When you do, the new name remains in effect as long as the view
stays open. Once you close and reopen the view, its name, as displayed on the tab, will revert to the default
name.

How to rename a view
1. In the view to rename, click the View Menu

button.

2. Select Rename Tab from the list.
The Rename View Tab dialog box opens.

3. Type a new name for the tab you want to rename and click OK.

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Chapter 3: Interface

Closing Views
T-SBFND-003-003
If there are views in your workspace that you do not use, you can close them to streamline your space.

How to close a view
1. In the view to close, click the Close View

button.

2. If there are several tabs, press Shift and click the Close View

button.

All the tabs are closed at the same time.
NOTE: Don't forget, you can restore the default workspace at any time by selecting Windows > Restore
Default Layout.

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Storyboard Pro 5.5 User Guide

Moving Views
T-SBFND-003-004
You can move and group views, create floating windows, or dock them in their own individual areas.
NOTE: The Colour view is like other views, that is, you can dock and undock it. When you first open the
Colour view, it is docked. You can undock it so it becomes its own window which you can move aroundfreely.

How to move a view
1. Select the tab of a view and drag it onto a view separator, top area, or onto another view’s tab.
2. When a rectangle outline appears showing an available location for the view (see 1, 2 and 3 below),release the mouse button to drop the view into position.
The view becomes a tabbed window, a floating window, or a new docked window.

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Chapter 3: Interface

Resizing Views
T-SBFND-003-005
By resizing a view, you can customize your workspace. You can change the width and height of the views in
the workspace.

How to resize a view
1. Position your cursor at the edge of the view you want to resize.
2. When you see the Resizing cursor, drag the side of the window to the desired width or height.

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Storyboard Pro 5.5 User Guide

Expanding or Collapsing Views
T-SBFND-003-006
By temporarily expanding or collapsing a view, you can manipulate the workspace to suit your workflow. The
expanded or collapsed state of a view will be saved as part of the workspace modifications.

How to expand or collapse a view
1. On the edge of the view you want to hide, click the Expand/Collapse button.

The view is collapsed and only the Expand/Collapse button is visible.
2. Click the Expand/Collapse button to display the view again.

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Chapter 3: Interface

About Toolbars
T-SBFND-003-007
The Storyboard Pro interface contains toolbars that quicky give you you access many useful tools. You can add,
move and remove toolbars in your workspace. Some toolbars have optional buttons that are hidden by default,
but which can be added.
The following toolbars are available in Storyboard Pro.
l

CameralCoordinate

l

Edit

l

File

l

Layer

l

NavigationlOnion Skinl

PlaybacklScripting

l

Sound

l

Storyboard

l

View

l

Workspacel

Tool Presets

l

Tools

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Storyboard Pro 5.5 User Guide

Adding and Closing Toolbars
T-SBFND-003-007
You can easily add a toolbar to your workspace or close one you don't use very often.

How to add a toolbar‣

Select Windows > Toolbars > the toolbar to add.

How to close a toolbar‣

Select Windows > Toolbars > the toolbar to close.

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Chapter 3: Interface

Moving Toolbars
T-SBFND-003-008
You can move toolbars and place them at the top of the interface or beside a view.

How to move a toolbar
1. Select the toolbar to move by clicking its anchor pointand dragging it to a toolbar area at the top orside of the interface.

As you drag the toolbar, a rectangle outline appears to indicate the available locations for the toolbar.
2. Release the toolbar to drop it into position.

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Storyboard Pro 5.5 User Guide

Customizing Toolbars
T-SBFND-003-009
Some of the toolbars can be customized with your favourite tools and options. You can also organize thetoolbars to suit your working preferences.
These are the toolbars that can be customized:
l

Layer

l

StoryboardlNavigation

l

Sound

l

Tools

The Tools toolbar can only be customized if the Flat Tools Toolbar preference is enabled. This preference allows
you to display all the tools instead of having some of them grouped as drop-downs.

How to customize a toolbar
1. Right-click (Windows) or Ctrl+click (macOS) on any button in a toolbar and select Customize.
The Toolbar Manager dialog box opens.

2. Do any of the following:l

Add a new icon to a toolbar: Select a tool/command from the Available Tools list and click
the Rightl

Arrow button.

Remove an icon from a toolbar: Select a tool/command in the Toolbar list and click the Left
Arrow button to remove it from the toolbar.

70

Chapter 3: InterfacelReorder icons in a toolbar: Select a tool/command in the Toolbar list and click the Up
Down

or

Arrow buttons to reposition it.

3. Click Apply to apply the changes without closing the Toolbar Manager dialog box or click OK to apply
the changes and close the window.

How to enable the Flat Tools Toolbar preference
1. Open the Preferences dialog box by do:lSelect File > Preferences (Windows) or Storyboard Pro > Preferences (macOS).

l

Press Ctrl + U (Windows) or ⌘ + , (Mac OS X).

2. Select the Global UI tab.
3. In the Toolbars section, select the Flat Tool Toolbar option.
4. Restart Storyboard Pro. Once the software is restarted, you can customize the Tools toolbar.

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Storyboard Pro 5.5 User Guide

About Workspaces
T-SBFND-003-010
The Storyboard Pro workspace is comprised of several views. You can customize your workspace to suit yourwork style, save it as a new workspace, and load it from the Workspace toolbar.
The first time you open Storyboard Pro, the default Drawing workspace is loaded. There are a total of eight
ready-made workspaces.
Workspace

Icon

Description
This workspace is designed to enable you to draw your storyboard efficiently.

Drawing

The main space is the large Stage view and the Thumbnails view is at thebottom. This workspace also gives you quick and easy access to all your tools, aswell as the Panel and Storyboard views.
This workspace is designed with the process of animatic creation in mind. The
main space is the large Stage view and the Timeline view is at the bottom,

Timeline

where you can easily edit the timing of panels, transitions and sounds. This
workspace also gives you quick and easy access to all your tools, as well as the
Panel and Storyboard views.
This workspace is designed to provide an organized overview of your project.

Overview

The main space is the Thumbnails view where you can efficiently reorganize
the order of your panels.
This workspace displays your project as a classic horizontal paper storyboard

Horizontal

layout. The main space displays three panels at a time, with the panel
information shown below each one.
This workspace displays your project as a classic vertical paper storyboard

Verticallayout. The main space displays two panels at a time, with the panel
information shown at the side of each.
This workspace displays your project with a different set of views than theother workspaces. Access is only given to a certain number of features. This

Pitch Modemaximizes the viewing space to focus solely on the story being pitched.
The Pitch Mode workspace occupies the entire display screen. There are no
toolbars or top menu available.

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Workspace

Icon

Description
This workspace displays your project with the views required to quickly set up

PDF View

your PDF export.
This workspace displays your project with the views appropriate for working

3D View

with 3D objects, including the Camera, Top, Timeline, and Layers views.

When you create or change any of the customer workspaces, the file are stored in a folder called Toon Boom
Storyboard Pro. You can copy this folder if you want to use the same workspaces on a different computer.
lWindows:l

C:\Users\[user_name]\AppData\Roaming\Toon Boom Animation\Toon Boom Storyboard
Pro \1500-layouts-xmllmacOS: On macOS, the Library folder is a hidden folder. To display the display the folder, hold down the
Alt key when displaying Finder's Go menu.
l/Users/[user_name]/Library/Preferences/Toon Boom Animation/Toon Boom Storyboard
Pro/1500-layouts-xml

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Loading Workspaces
T-SBFND-003-011
There are several ways to load a workspace in Storyboard Pro.

How to load a workspacel

From the View toolbar, click a workspace button.

l

Select Windows > Workspace > Workspace and then select a workspace.

l

Use the keyboard shortcuts 3 to 8 to open the corresponding workspaces. There is no keyboard
shortcut for the PDF View. You must use the button on the View toolbar.

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Creating a Workspace
Using the Workspace Manager, you can modify, create, delete, rename, and reorder workspaces. You cancreate a new workspace from an existing one and modify it to suit your needs.

How to create a new workspace
1. Do one of the following:lSelect Windows > Workspace > Workspace Manager.

lSelect Windows > Toolbars > Workspace and in the Workspace toolbar, click the Workspace
Managerbutton.

2. In the Available Workspaces list, select an existing workspace.

3. At the bottom of the Available Workspaces list, click the Add

button to add a workspace.

4. Select the new workspace you created, then click Rename and give it a new name.
5. Select the new workspace and click the Right Arrow

6. Click OK

75

button to send it to the Workspace toolbar.

Storyboard Pro 5.5 User Guide

Renaming a Workspace
You can rename an existing workspace in the Workspace Manager.

How to rename a workspace
1. Do one of the following:lSelect Windows > Workspace > Workspace Manager.

lSelect Windows > Toolbars > Workspace and in the Workspace toolbar, click the Workspace
Managerbutton.

2. From the Available Workspaces column, select a workspace to rename.
3. Click the Rename button.
4. Type in a new name for the workspace.

76Chapter 3: Interface

Saving a Workspace
Storyboard Pro automatically saves the changes made to a workspace. This means that when you resize, movearound, add or delete views, your workspace will be automatically saved in its current state.
You can save a workspace manually, or as a new version to avoid overwriting the current one.

How to save a workspace manuallyl

Select Windows > Workspace > Save Workspace.

How to save your workspace as a new version
1. Select Windows > Workspace > Save Workspace As.
The Save Workspace As dialog box opens.
2. Type in a name for the workspace.

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Deleting a Workspace
You can delete a workspace from your list using the Workspace Manager. Note that you cannot delete thedefault worksapces.

How to delete a workspace
1. Do one of the following:lSelect Windows > Workspace > Workspace Manager.

lSelect Windows > Toolbars > Workspace and in the Workspace toolbar, click the Workspace
Managerbutton.

2. From the Toolbar list on the right, select the workspace to delete and click the Left Arrowbutton tosend it to the Available Workspaces list. This removes it from the Workspace toobar.

3. From the Available Workspaces list on the left, select a workspace and click the Delete
4. Click OK.

78

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Chapter 3: Interface

Showing and Hiding Workspaces
You can show and hide selected workspaces from the Workspace toolbar’s drop-down menu.

How to show a workspace
1. Do one of the following:lSelect Windows > Workspace > Workspace Manager.

lSelect Windows > Toolbars > Workspace and in the Workspace toolbar, click the Workspace
Managerbutton.

2. In the Available Workspaces list, select the workspace to be displayed. Click the Right Arrowbuttonto send it to the Workspace toolbar.

How to hide a workspace
1. Do one of the following:lSelect Windows > Workspace > Workspace Manager.

lSelect Windows > Toolbars > Workspace and in the Workspace toolbar, click the Workspace
Managerbutton.

2. In the Workspace Manager, select the workspace to be hidden. Click the Leftit to the Available Workspaces list.

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Arrow button to send

Storyboard Pro 5.5 User Guide

Reordering the Workspace List
You can edit the order that the available workspaces are listed in the Workspace toolbar’s drop-down menu.

How to reorder the workspace list
1. Do one of the following:lSelect Windows > Workspace > Workspace Manager.

lSelect Windows > Toolbars > Workspace and in the Workspace toolbar, click the Workspace
Managerbutton.

2. From the Toolbar list, select the workspace to be reordered and click the Up or Down Arrow buttons tomove it up or down.

80Chapter 3: Interface

Restoring the Default Workspace
T-SBFND-003-012
You can restore the modified workspaces to their original default layout. This is particularly useful if you haveclosed several views or moved toolbars.

How to restore the default workspacel

Select Windows > Restore Default Workspace.

Interface Navigation
Toon Boom Storyboard Pro lets you zoom in, zoom out, rotate, pan and reset views for easy navigation of theinterface.
The navigation commands in the table below can be used in the following views, with some exceptions:
l

Stage

l

CameralTimelinelFunction EditorlSide and Top

Command

ActionAccess Methods
View > Zoom In

Zoom In

Press 2Zooms in the view.

Roll the mouse wheel up (except in theTimeline view)
View > Zoom Out
Zoom Out

Press 1

Zooms out the view.

Roll the mouse wheel down (except in
the Timeline view)
Roll the middle mouse button up or
Zoom In or Out

Zooms in or out of the view.

down.
Hold down the Spacebar and the
middle mouse button while dragging

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the mouse up or down.

Pan

Reset Pan

Reset View

Reset Rotation

Reset Zoom

Moves the view horizontally or

Hold down the Spacebar and drag invertically.

the direction you want to pan the view.

Resets the view’s pan to its default

View > Reset Pan

position.

Press Shift + N

Resets the view to its default

View > Reset View

position.

Press Shift + M

Resets the view’s rotation to its

View > Reset Rotation

default position.

Press Shift + X

Resets the view’s zoom to its

View > Reset Zoom

default position.

Press Shift + Z
Press Ctrl + Alt (Windows/Linux) orRotate View

Rotates the view.

Ctrl + ⌘ (macOS) and drag in the
direction you want to rotate the view.

Rotates the Camera view 30
Rotate 30 CW

degrees clockwise, like an

View > Rotate View CWanimation table.
Rotates the Camera view 30
Rotate 30 CCW

degrees counter-clockwise, like an

View > Rotate View CCWanimation table.

Toggle Full Screen

Toggles between making the main

View > Toggle Full Screen

application window full screen andCtrl + Alt + Shift + F (Windows) or ⌘ +restoring it to its original size.

Alt + Shift + F (Mac OS X)

Navigation Toolbar
Storyboards can easily become very extensive projects. The Navigation toolbar lets you quickly display the firstand last frame of a panel. These buttons grey out when the playhead is at the start or end of a panel.

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To learn more about animatics and timing, see Motion on page 431.

How to access the Navigation toolbar‣

Select Windows > Toolbars > Navigation.
Icon

Tool Name

Description

First Frame

Displays the first frame of the layer animation.

Last Frame

Displays the last frame of the layer animation.

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84

Chapter 4: Storyboard Structure

Chapter 4: Storyboard Structure
T-SBFND-005-001
To build and organize your storyboard project, you will use panels, scenes, sequences, and acts. You have many
options to customize these project elements in order to keep things clear and organized.
Below are examples of panels, scenes, sequences and acts in the Thumbnails and Timeline views.

1. A panel represents an action. You can use multiple panels whenever you need more than one drawing toclearly express the acting within a scene. It is the white rectangle representing the camera view. By
default the current panel will be highlighted in red in the Thumbnails view.
2. A scene is composed of one or several panels. In animation, whenever the camera angle changes, you
should create a new scene. In live action, this is called a shot.In other words, if your action goes from a
mid shot to a close shot, each of these shot should be a different scene. By default, a grey rectangle
connects the different panels of a scene together.
3. A sequence is a series of scenes that should be grouped together. Usually, scenes are grouped together
by location. For example, all the scenes that are taking place in one location, should be in the same
sequence and as soon as there is a change of location, it should be a new sequence. by default, a blue line
connects the different scenes of a sequence together.
4. An act is composed of one or several scenes and sequences. An act usually represents a story arc. It canbe a certain time lapse in the story. For example, all the scenes in the first half of a TV series are one act,
and the second act is after the commercial break. As for movies, live action, or even video games, there
could have several different story arcs. In Storyboard Pro, a purple flag shows the beginning of a new
act.

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Chapter 4: Storyboard Structure

About Scenes
T-SBFND-005-002
In live-action productions, scene changes occur when the location of the action changes, such as from the
bedroom to the living room, from the living room to outside, from outside to across town. In traditional
animation, every time a painted background has to be changed or the camera cuts, a scene change is required,even if the characters are in the same location. For example, two characters could be talking face-to-face in aforest, however the trees behind each character would be different as the shot cuts from one character to theother. Each shot would require a new scene. A sequence of these scenes taking place in the same location could
be referred to as an act.
In Storyboard Pro, panels in the same scene are grouped together by a dark grey bounding box.
You can:lCreate new sceneslDelete sceneslRename sceneslLock and unlock scene and panel namesl

Split sceneslSelect all panels in a scene

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Creating Scenes
T-SBFND-005-003
When you create a new scene, it is usually added after a selected scene, but you can make the new scene
appear before it. You can also create a new scene from a series of selected panels within a scene and thenseparate them as a new one.

How to create a new scene
1. Do one of the following:l

In the Storyboard toolbar, click the Add Scenel

Select Storyboard > Create Scene.

button.

A new panel is created in the Timeline immediately after the current shot. The new panel is contained ina separate grey box.

How to create a scene before the current scenelSelect Storyboard > New > New Scene Before.
A new scene containing a blank panel is added before the current scene.

88Chapter 4: Storyboard Structure

How to create a scene from a selection of panels
1. In the Thumbnails or Timeline view, select one or more consecutive panels.

2. Select Storyboard > New > New Scene from Selected Panels.

The selected panels are joined together within the scene.

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Import Images as Scenes
T-SBADV-009-001
You can import one or more images and have Storyboard Pro automatically create a new scene for each. This
useful when you have a series of bitmap images that you need to include, such as backgrounds or scanned
storyboards.
The supported image formats include: *.bmp, *.jpg, *.omf, *.opt, *.pal, *.png, *.psd, *.scan, *.sgi, *.tga, *.tif, *.tvg,
and *.yuv.

How to import images as scenes
1. Select File > Import > Images as Scenes.
The Choose Image Files browser opens.
2. Browse to the desired images, select one or more images, and click Open.
The images are imported and a new scene is created for one.
NOTE: By default, when importing images in Storyboard Pro, the images are vectorized in colour andimported in vector layers. You can access more vectorization options by enabling the Display Vectorize
Options Dialog preferences—see Importing Images as Layers on page 185.

Automatic Insertion
When using the Import Images as Scenes function, you can save a little time by using the following naming
convention for your bitmap images when you scan. Having your bitmap images named in the following manner,
will allow acts, scenes, panels and layers to be created upon import into Storyboard Pro.

How to use Automatic Insertion
1. When scanning images, name them according to the following example:<name>-A#-S#-E#-P#-L<layer name>.<extension>lName: This is the name of the project. This string will not be inserted into the Storyboard Pro
project, but it is mandatory.

l

A: Indicates the act the image will be placed in. Replace the # with the number of the act.

l

S: Indicates the first (or only) scene the image will be placed in. Replace the # with the number ofthe first scene this image will be used in.

l

E: (Optional attribute) Use this attribute along with the S attribute if you want the image to be
included in multiple scenes. Replace the # with the number of the last scene this image will be
used in.

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Chapter 4: Storyboard Structurel

P: (Optional attribute) This attribute is to indicate which panel the image will be placed in.
Replace the # with the number of the panel in the scene.

l

L: (Optional string) This string is to indicate the name of the layer where the image will be placed.
Replace the # with the number of the layer in the scene.

2. Select File > Import > Images as Scenes, and browse to the location on your computer where yourimages are saved.

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The following are two examples of how the Automatic Insertion could be used:

How to use the Automatic Insertion
1. The drawings are scanned and named as such:lRocketRodeo-A1-S103-P1-LBackground.jpeglRocketRodeo-A1-S103-P2-LBackground.jpeglRocketRodeo-A1-S103-P3-LBackground.jpeglRocketRodeo-A1-S104-P1-LCity.jpeg

2. Then, imported using the File > Import > Images as Scenes command, they are imported in thefollowing order in the Storyboard Pro project:

How to use the Automatic Insertion using the E parameter
1. A drawing is scanned and named like this: RocketRodeo-A1-S100-E102-P1-LBG.jpeg.
2. Then, imported using the File > Import > Images as Scenes command, the image is placed in act 1, in
scenes 100 through 102, on panel 1 on a layer called BG:

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Deleting Scenes
T-SBFND-005-004
If you have one or more scenes that are no longer needed, you can easily remove them. When you delete ascene or insert a new scene between two existing scenes, the numbering of the scenes will be out of order. By
default, there is no automatic renaming of scenes. You can change this in the Preferences dialog box—see
Renaming Scenes on page 94.
NOTE: The last scene in your project cannot be deleted. There must always be at least one scene in the
project.

How to delete a scene
1. In the Thumbnails view, select a scene to delete. If it is composed of more than one panel, select them all.
You can also click the minus sign (-) in the upper-left corner of the scene to collapse it into one panel.
This will let you select all the panels with one click.

2. Select Edit > Delete Selected Panels/Transitions or press Delete.
The selected scene is deleted from your storyboard.

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Renaming Scenes
T-SBFND-005-005
When you start moving scenes and panels around, the Rename Scene dialog box automatically opens andprompts you to rename them every time. You can also rename selected scenes as needed, using the Rename
Scene command or the Panel view.

How to rename scenes with the Rename Scene command
1. In the Thumbnails view, select a scene to rename.
2. Select Storyboard > Rename Scene.
The Rename Scene dialog box opens.

3. In the New name field, type the new name for the selected scene. You can type either a number or a
name.
4. Use the Renaming Rule for Subsequent Scene menu and determine if the next scenes should be
renamed. The Renumbered Scene Names section displays the current and new names for all the scenesthat will be affected by the renaming process.
lCurrent Scene Only:Renames only the selected scene.

94Chapter 4: Storyboard StructurelRenumber Scenes:Renumbers the current scene, as well as all the scenes that follow.

lRenumber Selected Scenes: Renumbers the first selected scene of a multiselection, as well
as all the following scenes that are part of the selection.

lRenumber Prefix Only: Renumbers the scenes' numerical prefixes beginning at the
selected scene. The new name must be a numerical value.

5. Select the Reset Panel Name option to reset all panel names according to the current panel time
automatic increment rule.
6. Select the Do not show this dialog automatically option to prevent it from automatically opening every
time you move scenes around.

How to rename a scene using the Panel view
1. In the Thumbnails view, select a scene to rename.
2. In the Panel view, type the new name or number for your scene in the Scene field.

3. Press Enter to validate the scene name or number.
If the name is invalid or already used by another scene, a warning message will appear. If this happens,
use the Rename command to rename all subsequent scenes.

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Locking and Unlocking Names
T-SBADV-004-009
It is possible to lock sequence, scene and panel names to prevent any unwanted modification.
NOTE: To type custom panel names, you must enable the Allow Custom Panel Names preferences—see
Locking and Unlocking Names on page 96Locking and Unlocking Names on page 96

How to lock scene and panel nameslSelect Storyboard > Lock Sequence, Scene and Panel Names.
The Scene and Panel fields become deactivated.

The Thumbnail view displays a locked icon in the header.

How to unlock scene and panel nameslSelect Storyboard > Unlock Sequence, Scene and Panel Names.
The names are unlocked and can be edited if necessary.

96Chapter 4: Storyboard Structure

Splitting Scenes
Using Storyboard Pro, you can split the current scene in two or break it into three parts.
When you split a scene, it is divided before the current panel by default.
NOTE: You can change this in your preferences so that when you split a scene, it is broken into threeparts and the selected panel is isolated.

How to split the current scene
1. In the Thumbnails view, select a scene to split. The current scene must contain two or more panels. The
split will occur before the current panel.

2. Select Storyboard > Split Current Scene.
The scene is split into two scenes.

How to break the current scene
1. In the Preferences dialox box, select the General tab, and then select the Break Scene when
performing the “Split Current Scene” command option.

2. In the Thumbnails view, select a scene to break. The current scene must contain two or more panels.

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3. Select Storyboard > Split Current Scene.
The scene is divided in three.

98Chapter 4: Storyboard Structure

Selecting All Panels
T-SBADV-004-010
You can select all the panels in a scene, using the Select All Panels in Scene command.
NOTE: You can also double-click on a panel's header to select all panels in the scene.

How to select all the panels of a scene
1. In the Thumbnails or Timeline view, select one panel inside the scene you want to select all panels from.
2. Select Edit > Select All Panels in Scene.

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Flipping Scenes
T-SBFND-009-024
This functionality enables you to easily flip a selection of scenes without flipping their layers one by one. Thiscan be useful when re-using background elements.
Flipping the scene will flip all panels included in that scene, as well as the camera movements. Everything else
will be kept the same, for example, keyframe timing.
Before:After:

NOTE: Flipping the scene flips all panels included in the scene. It is not possible to flip one or morepanels in a scene without affecting the others.
A 3D scene cannot be flipped.

How to flip a scene
1. In Timeline view, select one scene or more.
2. Do one of the following:lSelect Storyboard > Flip Selected Scenes.

l

In the Thumbnails view, right-click on your selection and select Flip Selected Scenes.

l

In the Timeline view, right-click on your selection and select Flip Selected Scenes.

l

In the Storyboard Pro toolbar, click the Flip Selected Scenes

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Chapter 4: Storyboard Structurel

Use the Flip Selected Scenes shortcut.

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Expanding and Collapsing Scenes
T-SBADV-004-006
As you work on a storyboard, you may accumulate a large number of scenes composed of a tremendous numberof panels. You can collapse lengthy scenes into one panel to have more space in the Thumbnails view.

How to expand or collapse a scene‣

In the Thumbnails view, click the Expand/Collapse Scene button at the top-left of a scene composedof many panels.

One of the following happens:
The scene collapses, leaving only the first panel visible. The Expand/Collapse icon changes to a plus (+)
sign.
The scene expands to show all its panels. The Expand/Collapse icon change to a minus (-) sign.

How to collapse or expand all scenes‣

In the Thumbnails view, click the Expand/Collapse All Scenes button at the top-right.

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Working with a Collapsed Scene
When your scene is collapsed, you can still work in the Timeline view. However when you select a panel, theentire scene is selected, not just one panel. This means that you cannot work only on a single panel in theTimeline view; you must first expand the collapsed scene.
IMPORTANT: If you try to delete a panel in a collapsed scene, the entire scene will be deleted. You
cannot delete a single panel.

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About Panels
T-SBFND-005-006
Your scenes (shots) should comprise as many panels as needed to show the actions taking place. With
Storyboard Pro, you can easily create many panels.
By default, you can find this information on the top of each panel:

You can:lCreate a panellDelete a panell

Rename panelslDuplicate a panellMove panelslCustomize the panel colour

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Creating Panels
T-SBFND-005-007
When you create a new panel, it is added after the current panel.However, you can create a new panel before
the current panel. You can also create a new panel that contains elements (layers) from another panel.

How to create a new panel
1. In the Thumbnails view, select the panel to which you want to add a panel.

2. Do one of the following:l

In the Storyboard toolbar, click the New Panell

Select Storyboard > New > New Panel.

lPress P.

button.

A new panel is added to the storyboard and is part of the same scene as the current panel.

How to create a new panel before a selected panel
1. In the Thumbnails view, select a panel.

2. Select Storyboard > New > New Panel Before.

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A new panel is added before the selected panel and is inside the same scene.

How to use create a new panel that contain elements from another panel
1. In the Thumbnails view, select the panel that contains the elements you want duplicate into the newpanel.
2. Do one of the following:lSelect Storyboard > Smart Add Panel.

l

In the Storyboard toolbar, click the Smart Add Panelbutton.

The Smart Add Panel dialog box opens.

3. Select the layers that contain elements you want to copy into the new panel.
4. Select the Add default layer if missing option to create the default layers in the new panel if they are notpart of the Smart Add Panel selection list.
A new panel is created next to the selected panel. All layers are copied into the new panel, but only thelayers you chose contain artwork.

106Chapter 4: Storyboard Structure

Renaming Panels
T-SBFND-005-009
You can rename panels one at a time using the Panel view or rename multiple panels using the Rename Panelcommand. But before you can rename panels, you must use the Preferences dialog box to enable the renamingof panel names.

How to enable the renaming of panels
1. Do one of the following:lSelect Edit > Preferences (Windows) or Storyboard Pro > Preferences (macOS).

l

Press Ctrl + U (Windows/Linux) or ⌘ + U (macOS).

2. In the Preferences dialog box, select the Naming tab.
3. In the Panel section, select the Allow Custom Panel Names option.

How to rename a single panel
1. In the Thumbnails view, select a panel to rename.

2. In the Panel view, type a new name in the Panel field and press Enter.

The panel is renamed.

How to rename multiple panels
1. In the Thumbnails view, select a panel to rename.

107Storyboard Pro 5.5 User Guide

2. Select Storyboard > Rename Panel.
The Rename Panel dialog box opens.
3. Type a new name in the New name field.
4. You can use the Renaming Rule for Subsequent Panel menu to determine if the next scenes should be
renamed:lCurrent Panel Only: Renames only the selected panel.

lRenumber Panels: Renumbers the current panel, as well as all panels that follow.

lRenumber Selected Panels: Renumbers the first selected panel of a multiselection, as well
as all following panels that are part of the multiselection.

lRenumber Prefix Only: Renumbers the panels’ numerical prefixes beginning at the
selected scene. The new name must be a numerical value.

The Renumbered Panel Names section displays a list of the panels that will be renamed, their old names
and the new names.

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Deleting Panels
T-SBFND-005-008
If there are panels you no longer need, you can simply delete them. Note that it is impossible to have an empty
project as there is a minimum of one panel.

How to delete panels
1. In the Thumbnails view, select one or more panels to delete.

2. Do one of the following:l

In the Storyboard toolbar, click the Delete Selected PanelslSelect Edit > Delete Panel.

lPress Delete.

The selected panels are deleted from your storyboard.

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Storyboard Pro 5.5 User Guide

Duplicating Panels
T-SBFND-005-010
You can duplicate panels when you need an exact copy of an existing one.

How to duplicate panels
1. In the Thumbnails view, select the panel or range of panels to duplicate.

2. Do one of the following:l

In the Storyboard toolbar, click the Duplicate Selected PanelslSelect Storyboard > Duplicate Selected Panels.

button.

A copy of the previous panel is created.

The duplicated panels are added at the end of the current scene. If the selection included panels fromdifferent scenes, new scenes are created for them.

110Chapter 4: Storyboard Structure

Moving Panels
T-SBFND-005-011
You can easily move panels in the Thumbnails and Timeline views to reorder, separate, or join them. Joining
panels will make them part of the same scene.
You can reorder selected panels by dragging and dropping them where you see a straight blue line. You candrop the panels between two scenes or in the middle of a scene. Dropping a panel in the middle of a scene will
include it in the scene; it will not split it.
If you select more than one panel to move, you can drag them by clicking the current panel in the selection.
Clicking any other panel in the selection will deselect the other panels.

You can remove selected panels from a scene. Just drag and drop the panels between two scenes when you see
a straight red line appear.

You can join selected panels with another scene. Just drag the panel onto the edge of the scene you want it toattach to, and drop it when you see a right-facing or left-facing bracket appear.

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To reorder selected panels in the Timeline view, drag and drop them when you see a green bracket or green
shape.

You can drag and drop a selection to remove it from a scene. Just drag the selection out and drop it between
two scenes when you see a rounded green rectangle shape appear.

How to drag and drop panels
1. In the Thumbnails or Timeline view, select one or more panels to move.

2. Click the header of the current panel and drag it to the new location.

lWhen you move your cursor, a thumbnail with a number is displayed. The number

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represents the number of selected panels being moved.
l

In the Thumbnails view, a straight red line or a red bracket represents what the movement
will do.

l

In the Timeline view, a green bracket or a green shape represents what the movement will
do.

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Customizing the Panel Colour
T-SBADV-004-007
You can mark panels with a custom colour to quickly identify and manage them. You can also do this for audio
clips—see Sound on page 497.

How to customize a panel with colour
1. In the Timeline view, select the panel you want to mark with colour. You can also make a multiple
selection.

2. Right-click on your selection and select one of the following option: Set Colour > Red, Orange, Yellow,
Green, Blue, Purple or Custom. Choosing custom, will open a Colour Picker dialog box, in which you canselect the colour of your choice.
The selected panel will change to the colour you have chosen.

How to reset the panel colour
1. In the Timeline view, select the panel you want to reset the colour to default. You can also make amultiple selection.

2. Right-click on your selection and select Set Colour > Default Colour.
The selected panel colour will reset to the default colour.

NOTE: The default colour of panels is grey. However, you can change this value in the Preferences
dialog box.

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Copying and Pasting Panels Between Projects
By opening two projects at the same time, you can copy and paste panels between projects, allowing you toreuse your assets more efficiently. To do this, you can simply launch two instances of Storyboard Pro, open thesource project in one instance, the destination project in the other instance, and copy and paste between bothinstances.
NOTE: On Windows, you can launch two instances of Storyboard Pro by launching it from the desktop
or Start menu twice. On macOS, you must launch Storyboard Pro from the Finder application in order tobe able to launch two instances of it. If you attempt to launch Storyboard Pro from the dock twice, it will
only launch it once.

How to launch two instances of Storyboard Pro
1. Do the following twice:l

On Windows: Open the Start menu, then select All Programs > Toon Boom Storyboard Pro> Storyboard Pro.

l

On macOS: Open Finder, then go to Applications > Toon Boom Storyboard Pro > Storyboard
Pro.

How to copy and paste panels between two projects
1. Launch two instances of Storyboard Pro, and open your first project in the first instance, and yoursecond project in the second instance.

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2. In the project containing the panels you want to copy, in the Thumbnails or Timeline view, select thepanel or panels you want to copy.

3. Do one of the following:l

In the top menu, select Edit > Copy Panels.

l

Press Ctrl + C.

4. In the project in which you want to paste the panels, in the Thumbnails or Timeline view, select the116

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panel after which you want the copied panels to be inserted.

5. Do one of the following:l

In the top menu, select Edit > Paste Panels.

l

Press Ctrl + V (Windows) or ⌘ + V (Mac OS X).

The panels you copied from the first project will be inserted in the second project, right after the selected
panel.

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NOTE: If you pasted the panels between two scenes, it will create a new scene and prompt you
to decide how the new scene and subsequent scenes should be named.

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About Sequences
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A sequence is a particular section of the story composed by one or several scenes that has a unity in either timeor its location. Scenes that are contained in different sequences can have the same name. Like scenes, panels,
and acts, you can manipulate the sequences of your story while you are building your storyboard.

You can:lCreate a sequencelRemove all sequenceslRename a sequencelSplit and join sequencesl

Select all panels in a sequence

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Creating Sequences
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By default, when you start building a storyboard, the scenes you create are not part of a sequence. If you want
to start adding sequences to your project, you must use the New Sequence button for every new scene
beginning a new sequence. This will add a new scene to your project and show the sequence markers in theThumbnails and Timeline views.
You can also start adding sequences to your project at anytime, using the New Sequence from Selectioncommand, and manipulate them using the different commands in the following topics.
By default, new storyboard projects are created without sequences. You can change this, so that new projects
are automatically created with a sequence.
NOTE: When you add a new scene using the New Sequence button or command for the first time inyour project, all scenes before it will be combined as a sequence. For this reason, you should use the New
Sequence button when starting the first scene of your second sequence.

How to create a new sequence
1. Do one of the following:‣ In the Storyboard toolbar, click the New Sequence

button.

‣ Select Storyboard > New > New Sequence.

A new scene is added to your project and is now the starting point of a new sequence. If this is the first
sequence you add to a project, all scenes prior to it will be combined as a sequence as well. The sequencemarkers will also become visible in both the Thumbnails and Timeline views.

How to create a new sequence from a selection
1. In the Thumbnails or Timeline view, select one or many scenes to combine as a sequence.

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2. Select Storyboard > New > New Sequence from Selection.
Your selection becomes a new sequence. If this is the first sequence added to your project, all scenes before or
next to it will be combined as sequences as well, and the sequence markers will be displayed in the Thumbnails
or Timeline views. If your selection was part of an existing sequence, it will be split accordingly.

NOTE: A single scene cannot be split into two or more different sequences, unless you split the scene
first.

How to enable the Automatically Create New Sequence preference
1. Do one of the following:‣

Select Edit > Preferences (Windows) or Storyboard Pro > Preferences (macOS).

‣

Press Ctrl + U (Windows) or ⌘ + , (Mac OS X).

2. In the Preferences dialog box, click the General tab.
3. In the General section, select the Automatically Create New Sequence option.

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Renaming Sequences
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Once you start adding sequences to your project, the Sequence field will become visible in the Panel view,
allowing you to view the selected sequence's name and edit it if needed.
You can rename a selected sequence using the Panel view or Rename Sequence command.

How to rename a sequence using the Panel view
1. In the Thumbnails view, select a sequence to rename.
2. In the Panel view, type the new name or number for the selected sequence in the Sequence field andpress Enter/Return.

How to rename sequences with the Rename Sequence command
1. In the Thumbnails view, select a sequence to rename.
2. Select Storyboard > Rename Sequence.
The Rename Sequence dialog box opens.

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3. In the New name field, type the new name for the selected sequence. You can type either a number or aname. If you type a name or a number that is already used by another sequence, a warning message willappear.
4. You can use the Renaming Rule for Subsequent Sequence menu to determine how the next sequences
should be renamed. The Renumbered Sequence Names section displays the current and new names for
all the sequences that will be affected by the renaming process.
‣Current Sequence Only: Renames only the selected sequence.

‣

Renumber Sequences: Renumbers the current sequence, and the ones that follow.

‣

Renumber Selected Sequences: Renumbers the first selected sequence of a multiselection, as well as
all the following sequences that are part of the multiselection.

‣

Renumber Prefix Only: Renumbers renumbers the sequence numerical prefixes beginning at the
selected sequence. Note that the new name must be a numerical value.

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Removing Sequences
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The sequences in your project can all be removed at the same time.

How to remove all sequences from a projectlSelect Storyboard > Remove All Sequences from Project.
All sequences are removed from your project.

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Joining and Splitting Sequences
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Two sequences can be joined using the Join Selected Sequences command. A sequence can also be split in two.

How to join sequences
1. In the Thumbnails or Timeline view, select two consecutive sequences.

2. Select Storyboard > Join Selected Sequences.
The selected sequences are joined as one.

How to split a sequence
1. In the Thumbnails or Timeline view, select the scene before the sequence to be split.

2. Select Storyboard > Split Current Sequence.
The sequence is split in two and the Rename Sequence dialog box opens, prompting you to rename thesecond portion of the split sequence—see Joining and Splitting Sequences on page 125

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Selecting All Panels in a Sequence
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You can select all the panels of a sequence simultaneously.

How to select all the panels in a sequence
1. In the Thumbnails or Timeline view, select a panel in the sequence you want to select all panels from.
2. Select Edit > Select All Panels in Sequence.

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About Acts
T-SBADV-004-017
An act is a particular section of the story delimited by a particular event or mood.
For example, a story could be constructed in three acts:l

Act 1: The initial situation, character introduction.

l

Act 2: The journey.

l

Act 3: The resolution.

Like scenes, panels and sequences, you can manipulate acts when building your storyboard. To add acts to yourstoryboard, you must first enable the option.
You can:lEnable actslCreate an actlJoin acts

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Enabling Acts
T-SBADV-004-018
By default, the acts are disabled. You must enable them in the Preferences dialog box.

How to enable acts
1. Open the Preferences dialog box:lSelect Edit > Preferences (Windows) or Storyboard Pro> Preferences (macOS).

l

Press Ctrl + U (Windows) or ⌘ + , (Mac OS X).

2. In the Preferences dialog box, select the General tab.
3. In the General section, select the Enable Acts option.

A purple flag appears at the beginning of your project, indicating the act.

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Starting New Acts
T-SBADV-004-019
Once you have enabled acts in your storyboard project, it indicates that your storyboard is composed of a single
long act. You must break it in several smaller acts. Before splitting a project into acts, you must to define thestarting panel for each act in your story.

How to start new acts
1. In the Thumbnails view, click the panel where you want to create a new act.

2. Do one of the following:‣

Select Storyboard > New > Start New Act.

‣

Right-click the selected panel and select Start New Act.

The Rename Scene dialog box is displayed.

3. Enter a name for the new act and click OK.
The act is divided in two at the point you selected.

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Chapter 4: Storyboard Structure

Joining Acts
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Once an act has been split, it is possible to join acts at any time.

How to join acts
1. In the Thumbnails view, select the last panel and first panel of the acts you want to join.
You can also join more than two sections by selecting the last panel of the first section until the firstpanel of the last section you want to join.

2. Do one of the following:lSelect Storyboard > Join Selected Actsl

Right-click the selected panel and select Join Selected Acts.

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Selecting All Panels in an Act
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You can select all the panels of an act simultaneously.

How to select all panels in an act
1. In the Thumbnails or Timeline view, select a panel contained in the act in which you want to select all thepanels.
2. Select Edit > Select All Panels in Act.

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Regenerating Thumbnails
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You can get the most up-to-date thumbnails in the Thumbnails view. As you draw, a series of small images(thumbnails) is generated. These thumbnails are automatically refreshed based on the refresh duration you set
in the Preferences dialog box (Advanced tab, Delay Before Updating Thumbnails parameter).
You can choose update thumbnails immediately. This deletes all cached thumbnails in the Thumbnails andTimeline views, and forces new thumbnails to be regenerated.

How to regenerate all thumbnails
1. Select File > Regenerate All Thumbnails.
2. In the dialog box that opens, click Yes.
IMPORTANT: This cannot be undone. All existing thumbnail images in the Library will be deleted.
All thumbnails are deleted and replaced with the regenerated ones.

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134

Chapter 5: Captions

Chapter 5: Captions
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Captions are text fields you can edit to include special indications and notes specific to a panel in yourstoryboard. These text indications can be dialogue, action notes, sound effects, and more. You can customize
the captions to include any information related to your project.
When you start your storyboard from a script, the caption fields are where you will break down the script tobuild the various scenes, panels, sequences, and acts of your project.
To add information to a particular panel, you will use the Panel view. This view displays the different captions
related to a panel, as well as other useful information.
The Panel view always shows the information and captions of the selected panel—see Panel View in the
Reference Guide.

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Importing Scripts
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A complete storyboard is not only made of drawings, but also dialogue, actions, and valuable indications. In
Storyboard Pro, you can easily import a script into your storyboard project to help edit captions.
If your script is in .txt or .rtf file format, you can import it into the Script caption field.
If a script was created with Final Draft, importing it into Storyboard Pro should be your next step. While
importing your Final Draft script, you will retain the rich text formatting.
NOTE: If you are working with Final Draft 8, Storyboard Pro can directly import the *.fdx project file. If
you are working with Final Draft 7 and earlier, you must export your project from Final Draft as an *.xml
first, so you can import it in Storyboard Pro—see How to export a script as an XML on page 32.

How to import a script using the Import Caption command
1. In the Storyboard view, click the Caption Menu

button and select Import Caption.

The Import Caption browser opens.
2. Select your .txt or .rtf file and click Open.
The script appears in the Script caption field.

How to import a Final Draft script
1. In the Storyboard view, click the Caption Menu

button and select Import Final Draft Script.

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The Select Final Draft browser opens.
2. Select your Final Draft *.fdx or *.xml file and click Open.
The script appears in the Script caption field with all notes and formatting intact.

How to export a Final Draft version 7 script as an *.xml file
1. Start the Final Draft Tagger software.
2. Select File > Import Script, the keyboard shortcut is Ctrl + I (Windows) or ⌘ +I (macOS).
The Import dialog box opens.
3. In the browser, select your script file and click Open.
Your script appears in Final Draft Tagger.

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4. Select File > Export to XML.
5. Close the Final Draft Tagger application.

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Chapter 5: Captions

Adding Captions
In each panel, there are four caption fields: Dialogue, Action Notes, Slugging and Notes. If you need to enter
more information, you can add a new caption for your panels. The new caption will be available for every panel
in your storyboard.
In the Storyboard view, by default, there is only one caption field which is called Script. If you need to, you can
add more captions to this view such as production notes. These captions are only for reference and will not beexported.
Just like in a traditional storyboard, you can add drawn indications to a panel’s caption. For this, you need to
add a Sketch caption to your panel.
NOTE: You cannot add a sketch caption to the Storyboard view.

How to add captions to a panel
1. In the Thumbnails view, select a panel.
2. Do one of the following:‣

In the Panel view, click a Caption Menu button‣

Select Caption > Add Caption to Panels.

and select Add Caption.

The Choose Field Name dialog box opens.
3. Type a name for your new Caption field. In the following example, the caption is named: SFX.
The new caption appears below the existing ones.

How to add captions in the Storyboard view
1. In the Storyboard view, do one of the following:‣

Click a Script Caption Menu buttonand select Add Caption.

‣

Select Caption > Add Caption to Storyboard.

The Choose Field Name dialog box opens.

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2. Type a name for your new Caption field.
The new caption appears below the Script caption. In the following example, the caption is named:
Director Notes.

How to add a sketch to a panel
1. In the Thumbnails view or Timeline view, select the panel to which you want to add a sketch.
2. Do one of the following:‣

In the Panel view, click a Caption Menu button‣

Select Caption > Add Sketch to Current Panel.

and select Add Sketch.

The Choose Field Name dialog box opens.
3. Type a name for the Sketch field.
The Sketch field appears below the existing captions for this panel only.

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4. Once you added a Sketch caption field, you can use any drawing tool to sketch in it—see Drawing on
page 189 and Colour on page 311.

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Renaming Captions
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If it is more convenient for you, you can rename the captions.

How to rename a caption
1. In the Panel or Storyboard view, do one of the following:lSelect Caption > Rename Caption and then select the caption to rename from the list.

l

In the caption to rename, click the Caption Menu button and select Rename Caption.

2. Type a new name for your caption field.
NOTE: After you have changed the names of the captions and you are certain you want to keep thesenames throughout the project, you can set the new names as the default by selecting Caption > Save
Captions Layout as Default.

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Deleting Captions
How to delete captions
1. Display the Panel or Storyboard view, depending on whether it is a panel caption or storyboard caption
you want to delete.
2. In the Panel or Storyboard view, select a caption to delete. Click the Caption Menu

button and selectDelete Caption. You can also select Caption > Delete Caption > select a caption to delete from the list.
A warning message opens.

‣

If you are sure you want to delete the caption, click Yes.

‣

If you want to cancel the process, click No.

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About Default Panel Captions
T-SBFND-006-003
There are several fields which are collectively known as panel captions. Captions are a method by which you
can organize information in your project, and tie that information to a panel. They are fully customizable. These
are the default names:lDialogue: Type or copy/paste dialogue from your script that occurs during this shot in the current panel.

lAction Notes: Type or copy/paste notes related to the action occurring in the panel.

l

Slugging: Add notes referring to the timing of the storyboard. Slugging is the timing of the individual
recorded lines of dialogue against the board.

lNotes: Add anything relevant about the current panel or the shot it represents. For example, the crew
working on the shot, required props, ambient sounds, continuity notes or required equipment tocomplete the shot.

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Saving the Caption Layout as Default
T-SBADV-004-003
When you are satisfied with your current caption combination and layout, you can save it as the default caption
layout for any future Storyboard Pro projects. The next project you create will automatically have this layout by
default.

How to save the caption layout as defaultlSelect Caption > Save Captions Layout as Default.

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Expanding and Collapsing Captions
T-SBADV-004-001
When you have more than one caption field in a panel, you can expand or collapse them. Note that there must
be more than one caption field in a panel in order to do this.

How to expand and collapse captions
1. Display the Panel or Storyboard view.
2. Click theExpand and Collapse

button of the desired caption.

3. On the first click, the selected caption expands and the other ones collapse.

4. On the second click, the selected caption collapses and the other ones expand.

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Chapter 5: Captions

Hiding Captions
T-SBADV-004-002
When there are captions you do not use regularly, you can hide them to streamline your workspace.

How to hide a caption in the Panel view
1. Select Caption > Show/Hide Captions.
The Show/Hide Captions dialog box opens.

2. Deselect the captions you want to hide. If you have added your own custom captions, they also appear in
the list. Any captions that you renamed appears as you renamed them.

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Adding Text to Captions
T-SBFND-006-004
There are several ways to add text to a Caption field, and editing it is very easy. The quickest and easiest way
to add text to the caption fields is to drag and drop it. For example, if you imported a script into the Script
caption field of the Storyboard view, you can select the text you need and drop it in the desired panel’s caption
field.
If you did not import a script or if you want to add more text, you can simply type in the needed instructions andinformation into the caption field.

How to add text to a captionl

In the Panel view, click in a caption field and type the information, dialogue, or notes.

How to drag and drop text from an imported script
1. (Optional) Switch to the Vertical workspace by clicking the Vertical Workspacebutton or selecting

Windows > Workspace > Workspace > Vertical.
2. In the Thumbnails view, select the panel to which you want to add text to a caption.
3. In the Storyboard view, click the Storyboard tab to switch to this view.
If the Storyboard view is not displayed in your workspace, select Windows > Storyboard.
4. In the Script caption field, select the text you want to move. Note that the text will be copied whendragged.
NOTE: You can drag and drop text from any caption field to another; it does notnecessarily have to be from the Script caption.
5. In the Script caption, drag the selected text and drop it in the destination caption of your panel.

6. Repeat this until you have copied all the necessary text into your project’s caption fields.
7. If you were using the Vertical workspace, select Windows > Restore Default Workspace.

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Formatting Caption Text
Once you have imported, dragged and dropped, or typed some text into your storyboard captions, you can use
the Text Formatting toolbar to enhance it.

How to apply Rich Text formatting to caption text
1. In the Panel or Storyboard view, click the Text Formatting

button of a caption.

2. In a caption, select the text to format.
3. Use the Text Formatting toolbar buttons and options to edit the text.
‣

Font Type: Choose the font type of your choice from this menu.

‣

Font Size: Change the size of the text using menu.

‣

Bold: Click the Bold

button to change the text to bold.

‣

Italic: Click the Italic

button to change your text to italic.

‣

Underline: Click the Underline

button to underline your text.

‣

Align Left: Click the Align Left

button to align your text to the left.

‣

Centre: Click the Centre‣

Align Right: Click the Align Right‣

Justify: Click the Justify‣

Colour: Click the Colour Swatch

button to centre your text.
button to align your text to the right.

button to justify your text.
button to open the Select Colour dialog box and choose a newcolour for your text.

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Setting the Default Caption Format
If you want to always use a specific font type and font size for all captions, you can set the default format byusing the Default Caption Format dialog box. This sets the default caption font face and font size for new
captions, but does not affect the formatting of existing captions or of new text typed into existing captions.

How to set the Default Caption Format
1. In the top menu, select Caption > Captions Default Format.
The Default Caption Format dialog box opens.

2. In the Font drop down, select the preferred default font face.
3. In the Font Size drop down, select or type the desired default font size.
4. Click Ok.
NOTE: The Default Captions Format is saved in your local preferences and will affect new
captions in all projects.

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Searching Text in Captions
T-SBADV-004-004
You can search captions to find a specific part of your text. This can become very handy when you have a large
number of captions and text in your project.

How to search for text in captions
1. In the Panel or Storyboard view, select any caption field.
2. Do one of the following:‣

Click the Caption Menu

button and select Find Text in Captions.

‣

Select Caption > Find Text in Captions.

‣

Press Ctrl + Shift + F (Windows) or ⌘ + Shift + F (Mac OS X).

The Find Text in Captions dialog box opens.

3. Edit the search options:‣

In the Find field, type in the word you are looking for.

‣

Select the Case sensitive option to have the search consider the case of the word.

‣

Select Forward or Backward for the search direction.

4. Click Find.
The caption containing the first word fitting your search options is displayed in either the Storyboard or
Panel view, and the word is highlighted in blue. The Find Text in Captions dialog box displays
information about the caption in which the word was found.

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5. Click Find to display the next result.

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Chapter 5: Captions

Updating Captions from CSV
T-SBADV-004-005
In Storyboard Pro, you can efficiently update the caption text in your project. If you generate a *.csv sheet(comma separated values) from your project, you can update the file, then import it into Storyboard Pro. Doingso will update all caption fields automatically. You must first generate the CSV from your current project.

How to generate a CSV from your current project
1. Make sure your caption fields are up to date, and save your project.
2. Select File > Export > CSV.
The Export to CSV dialog opens.

Once you have generated the CSV, you can update your spreadsheet if there are major changes, such as
the dialogue. Working this way allows you to import the updated CSV into Storyboard Pro to update all
caption fields.

How to use the Update Captions from CSV option
1. When you open the *.csv file in your spreadsheet application, select the field separator you used (i.e.: a153

Storyboard Pro 5.5 User Guide

comma).

The heading of each column contains the name of the caption field. Use this to determine where to add
your caption updates.
2. Find the captions you need to modify within the *.csv file. When you are finished, save and close yourfile.
3. Open the Storyboard Pro project you want to update.
4. Select File > Update Captions from CSV.
The Import CSV window opens.
5. Browse to the folder that contains your *.csv file, select it, and click Import.
6. In the Report section, notice which caption fields were updated.

Any captions you modify in the *.csv file are also updated in the caption fields of your Storyboard Pro
project.CSV files exported from Storyboard Pro are UTF-8. CSV files can be modified in Microsoft Excel if
all the characters are part of the Latin character set. If non-Latin characters are used, the CSV files canbe edited using Open Office.CSV files exported from Storyboard Pro can be edited in either Microsoft
Excel or Open Office. Excel does not display non-English characters properly and will not recognize
them when importing to Storyboard Pro.

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Chapter 6: Layers

Chapter 6: Layers
T-SBFND-007-001
Storyboard Pro allows you to work with layers within the individual storyboard panels. Working with layers
helps to keep your artwork organized and permits advanced editing of individual components.
Working on multiple layers increases the reusability of your drawings as you move from shot- to-shot or sceneto-scene. Each layer or part of a layer can be dragged from the selected shot into any other shot, reducing
drawing time.
The scene’s layers are superposed to form the final image.

When you import an image or draw in a panel, you are actually adding artwork to one of its layers. By default,
each panel has two layers; a background layer (BG) and a foreground layer (A). As you add layers, they areautomatically assigned subsequent letters in alphabetical order, but you can rename them. They are also placed
on top of the selected layer or at the very top of other layers if there is no layer selected in the panel.
When you open a project, the Stage view is displayed by default; its tabs are always displayed, allowing you tonavigate between layers. If the Thumbnails view is large enough, layer tabs are displayed for each panel there
as well. By default, an empty layer will have the closed eyes icon to indicate that it is empty. When you startdrawing or paste anything on an empty layer, the eyes icon will open.

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How to draw on a layer
1. Select a layer by clicking it.
The active layer is highlighted in blue.
2. From the Tools toolbar, choose a drawing tool and begin drawing in the Stage view.

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Chapter 6: Layers

About Layer Types
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There are several types of layers available depending on the type of graphics and artwork you are aiming toachieve: bitmap or vector.
Bitmap Layers: Allow you to use bitmap graphics which are made of pixels on a grid that resemble tiny dots,
which altogether make up the drawing you are creating or artwork you are importing. Bitmap graphics imparta more natural and soft look to your work. The colour is defined on a pixel-by-pixel basis—see Changing the
Resolution of Bitmap Layers on page 183 and Layers on page 155.
Vector Layers: Allow you to create 2D graphics that are made of many individual, scalable objects. Each object
is created by a mathematical equation rather than pixels, so they always display at the highest quality. Because
they are scalable, vector objects are resolution independent. You can increase and decrease the size of vector
objects and your lines remain crisp and sharp, which is ideal for cartoons! On vector layers, the colour is definedfor the whole stroke.
Vector objects consist of lines, curves, and shapes you can edit and transform using their control handles.
Vector graphics are not restricted to rectangular shapes like bitmap graphics. You can place vector objects overother objects, and the object below will show through.
3D Layers: Allow you to manipulate imported 3D objects (.fbx). After importing 3D object into the Library, you
can add it the Layers list to automatically create a 3D layer.
Group Layers: Allow to group multiple layers that can consist of vector, bitmap and 3D layers—see Grouping
Layers on page 168.

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Expanding and Collapsing Layers
There are several ways to display layers in Storyboard Pro: in the Stage view or Layers panel. In both,thumbnails are displayed on each layer, so you can easily identify its contents.

How to view layers in the Stage view‣

In the Stage view, click the arrow button to expand the Layers list.

How to view layers in the Layers panel
1. Do one of the following:‣

In the upper-right corner of a view, click the Add View‣

Select Windows > Layers.

The Layers panel displays all the layers in the selected panel.

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Adding Layers
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You can add an unlimited number of layers to a panel.

How to add a layer to a panel
1. In the Thumbnails view, select the panel to which you want to add a new layer.
2. Do one of the following:lSelect Layer > New > Vector Layer or New Bitmap Layer.

lClick the Add Vector Layer

or Add Bitmap Layer

toolbar, Layers list in the Stage view, or Layers panel.

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Selecting Layers
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You can select any layer from the Stage view, Layers panel, or Thumbnails view. Selected layers turn blue.

How to select a layer
1. Do one of the following:lStage view and Layers panel: Click the layer you want to select.

l

Thumbnails view: Click the layer tab of the layer you want to select. Arrows above andbelow the layer tabs indicate additional layers.

l

To select multiple layers, press Ctrl (Windows) or ⌘ (macOS) and click each layer you want
to select. Also, press Shift and click one layer and then another to select a sequence oflayers.

How to select the next and previous layers
1. Select a layer.
2. From the top menu, select one of the following:l

Layer > Select Next Layer to select the next layer up the layer stack, stopping at the top of
the stack.

l

Layer > Select Previous Layer to select the next layer down the layer stack, stopping at
the bottom of the stack.

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Renaming Layers
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When layers are named appropriately, you can work faster and keep track of all the layers.

How to rename a layer
1. Select the panel with the layer you want to rename.
2. Do one of the following:lSelect Layer > Rename Layers.

lRight-click the layer’s tab and select Rename Layer.

lDouble-click the layer tab.

3. In the Change Layer Name dialog box, type in a new name for the layer.

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Deleting Layers
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You can delete layers you no longer need. This keeps your project clean and tidy.

How to delete a layer from a panel
1. In the Thumbnails view, select a layer.
2. Do one of the following:lSelect Layer > Delete Layers.

lRight-click the layer and select Delete Layers.

l

In the Stage view, Layers view or Layers toolbar, click the Delete Selected Layers
button.

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Copying Layers
You can reuse drawings from other panels throughout your storyboard. You can also modify drawing objects
and transformations after they have been copied to a new layer, instead of redrawing similar objects.
When you copy a layer, it is placed on the Clipboard, so you can paste it in many different locations if needed.

How to copy a layer to another panel by dragging
1. Click the tab of the layer you want to copy. Hold down Ctrl (Windows/Linux) or ⌘ (macOS) and selectadditional layers if needed.
2. Drag the selected layer to the layer section of the destination panel. Drop the layers at a specific position
to place it in the desired layer order.

When you copy a layer, it retains its original layer name in the new panel. If a layer with the same namealready exists, then you will be prompted to give it a new name or overwrite the existing layer.
For example, if layer A is copied to a panel, where a layer A already exists, the copied layer will be named
A_1 by default. If it is copied into the panel a second time, the new layer will be named A_2.

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How to copy a layer to another panel by using copy and paste
1. Select the layer you want to copy. Hold down Ctrl (Windows/Linux) or ⌘ (macOS) and select additional
layers if needed.
2. Do one of the following:‣

Select Layer > Copy Layers. Select the destination panel, and from the top menu, select Layer >Paste Layers.

‣

Right-click the layer tab and select Copy Selected Layers. Select the destination panel, right-click
the layer tab and select Paste Layer.

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Duplicating Layers
Duplicating layers is a quick way to perform a quick copy and paste in one operation. Unlike copying a layer, you
cannot paste multiple copies of a layer on other panels. Duplicating layers is only available within one panel.
Duplicated layers retain their names and are appended with a number.

How to duplicate a layer
1. Select a layer and do one of the following:‣

Right-click the layer and select Duplicate Selected Layers.

‣

In the Stage view, Layers panel or Layers toolbar, click the Duplicate Selected Layer‣

Select Layer > Duplicate Layers.

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Reordering Layers
Layers can be rearranged to bring them closer to the front or back in relation to the other layers in a panel. For
example, if you want to have a character move to the front of a shot, you can move the character layer above
the others. In Storyboard Pro, the layers at the top of the list are displayed above the other layers in the Stage
view. The layer order will be reflected in the final export.
There are several different ways to change the order of layers in a panel. You can reorder layers by selecting alayer and dragging it to a new location, or reorder layers through the Layers menu.

How to arrange a layer by dragging
1. Select a layer to move.
2. Drag the layer above or below other layers to change their display priority in the Stage view.

How to arrange a layer using the Layers menu
1. Select a layer to modify.
2. Select one of the following:‣

Layer > Arrange > Bring Layer to Front to move the selected layer in front of all other layers in thecurrent panel.

‣

Layer > Arrange > Bring Layer to Forward to move the selected layer up one spot in the current
panel.

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Layer > Arrange > Send Layer to Back to move the selected behind all other layers in the current
panel.

‣

Layer > Arrange > Bring Layer Backward to move the selected layer down one spot in the current
panel.

NOTE: If you changed the Z-depth, it supecedes the layer order.

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Grouping Layers
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Grouping layers helps organize your work and keeps your list of layers uncluttered. You can group selected
layers or create an empty group layer and add layers to it.
When you group selected layers, they become the sub-layers of the group layer. The first newly-created grouplayer is named Group. Subsequent group layers are appended with a number. For example, Group_1. The
number increments with each new group layer you create. The selected group layer is highlighted in blue andits sub-layers are displayed below.
Within a group layer, you can create sub-groups to further streamline your work, and rename them to suit yourproject—see Renaming Layers on page 161. Grouped layers can also be animated.

How to group layers
1. Select two or more layers to group.
2. Do one of the following:lClick the Group Selected Layers

button in one of these areas: Layers toolbar, Layers listin the Stage view, or Layers view.
lRight-click and select Group Selected Layers.

lSelect Layer > Group Selected Layers.

How to ungroup a group layer
1. Select a group layer.
2. Do one of the following:l

Right-click and select Ungroup Selected Layer.

lSelect Layer > Ungroup Selected Layer.

The selected group layer is ungrouped. The group layer disappears and its child layers are no longer
grouped.

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How to expand or collapse a group layer
1. Click the Expand/Collapse button on a group layer.

How to create an empty group layer
1. Select Layer > New > Group Layer.
A new, empty group layer is created in the list of layers and is highlighted in blue. The new layer ispositioned above the layer that was selected before you created the group layer.

How to add layers to an empty group layer
1. Select a layer.
2. Drag and drop it on a group layer.

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Showing and Hiding Layers
Working with many layers, it may be useful to hide certain layers.

You can also show or hide group layers. When you do so, all of its sub-layers are shown or hidden, and the stateof the Show/Hide icon on each sub-layer is respected. For example, if you hide a group layer that contains one
hidden layer and two visible layers, all of the layers in the group are hidden. When you show the group layer, it
will once again show one hidden and two visible layers because the visibility state of each layer is retained.

NOTE: When merging layers, hidden layers will be excluded and left unmerged.

How to view layers in the Stage view‣

In the Stage view, click the arrow button to expand the Layers list.

How to show or hide a layer
1. Do one of the following:‣

In the Stage or Layers view, select a layer.

‣

In the Thumbnails view, click the tab of a layer.

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2. Do one of the following:‣

Click the Show/Hide Layer

icon.

‣

Select Layer > Show/Hide Layers.

‣

Right-click and select Show/Hide Layers.

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Locking and Unlocking Layers
You can lock a selected layer to protect any objects on it from being changed. Once locked, you can unlock thelayer to make changes to any objects on it.

How to lock or unlock a layer
1. Select a layer.
2. Do one of the following:‣

Click the Lock icon of a layer.

‣

Select Layer > Lock/Unlock Layers.

‣

In the Layer toolbar, click the Lock/Unlock Layers‣

Press Alt + L.

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Changing Layer Opacity
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If necessary, you can modify the opacity of layers.
NOTE: Layer transparency is not supported when exporting to the Toon Boom and/or FBX formats.

How to change the layer opacity
1. Select the layer whose opacity you want to modify.
2. In the Stage or Layers view, do one of the following in the Opacity field:lType in a new opacity between 0 and 100.

l

Click in the Opacity field and use the up/down arrows on your keyboard to set the opacity.

The changes you make are reflected in the Stage view.

How to modify the layer opacity in other wayslRight-click a layer and select Change Layer Opacity.

lSelect Layer > Change Layer Opacity.
In the Change Layer Opacity window that opens, enter a new opacity.

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Blurring Layers
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If the layer on which you want to apply an effect is a vector layer, you must first convert it to a bitmap layer.

How to apply an effect on a bitmap layer
1. Select the layer(s) on which you want to apply an effect.
2. Do one of the following:l

Right-click the layer and select Apply Effect on Bitmap Layer .

lFrom the top menu, select Layer > Apply Effect on Bitmap Layer.

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3. Choose an option:
l

Blur

l

Radial Zoom Blurl

Directional Blur

4. In the dialog box, enter your parameters.
5. Click OK.

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Merging Layers
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There are two ways to merge layers. You can quickly merge a selection of layers or you can merge specific layerswith specific parameters using the Merge Layers dialog box. The resulting layer will be a single drawing layer,
which you can edit and animate like any other drawing layer.
Using the Merge Layers dialog box gives you more control over the result of the merge. You can pick a name forthe resulting layer, specify whether it is a vector or bitmap layer, select source layers, and more.
NOTE:lWhen merging layers, the animation on all layers being merged is discarded.

l

If you quickly merge a bitmap layer with a vector layer, the resulting layer will be a bitmap layer.

l

Layers containing a 3D object cannot be merged.

l

The artwork in hidden layers is not added to the merged artwork.

How to quickly merge layers
1. Select the layers to merge.
2. Do one of the following:l

Right-click and select Merge Selected Layers.

lSelect Layer > Merge Selected Layers.

How to merge layers using the Merge Layers dialog box
1. Select the layers to merge.
2. Do one of the following:l

Right-click and select Merge Layers.

lSelect Layer > Merge Layers.

The Merge Layers dialog box opens.

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3. In the Name field, enter a name for the merged layer.
4. Select one of the following:l

Vector Layer: Makes the merged layer a vector layer. If there are bitmap layers in your selection,
they will be converted to vector rectangles with a bitmap texture inside them.

lBitmap Layer: Makes the merged layer a bitmap layer. If there were vector layers in yourselection, they will be converted to bitmap.

5. If your merged layer is bitmap, set the Bitmap Canvas Size and Bitmap Pixel Density parameters.
lWidth Factor/Width: The width of the bitmap layer's canvas relative to the width of the stage.

l

Height Factor/Height: The height of the bitmap layer's canvas, relative to the height of the stage.

l

Resolution Factor: The proportions of bitmap pixels to store in the drawing for each pixel that isvisible when the drawing is not zoomed in or scaled up. You should increase this parameter if you
intend to scale up or zoom in on the drawing.

6. If you want to discard the layers being merged together to only have the merged layer, check the Delete
Source Layers option. If you want to preserve the layers being merged along with the merged layer,
uncheck this option.
7. If you want invisible layers that are part of the selected layers to also be discarded, check the Remove
Invisible Layers option. Since invisible layers do not get added to the merged artwork, this option isunchecked by default.
8. Click OK.

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Converting Layers between Bitmap and Vector Layers
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You can convert a vector layer to a bitmap layer, and you can convert a bitmap layer to a vector layer.
If you convert a vector layer to a bitmap layer, the vector artwork will be rasterized into a bitmap image. Hence,
the artwork will no longer be scalable and you will only be able to draw, paint or erase over it.
Since bitmap layers have a canvas size and a pixel density, you will be prompted to choose the canvas size andpixel density of the layer when converting vector artwork to bitmap artwork.
If you convert a bitmap layer to a vector layer, the bitmap artwork will be stored in a vector rectangle with abitmap texture. This artwork will still technically be bitmap artwork, but any artwork you draw on that layerfrom that point on will be vector artwork.

How to convert a bitmap layer to a vector layer
1. Select one or several bitmap layers.
2. Do one of the following:l

Right-click the selected layer and select Convert to Vector Layer.

l

In the top menu, select Layer > Convert to Vector Layer.

The layer is converted to a vector layer, as indicated by its colour in the layer list.

How to convert a vector layer to a bitmap layer
1. Select one or more layers to convert.
2. Do one of the following:l

Right-click the selected layer and select Convert to Bitmap Layer.

l

In the top menu, select Layer > Convert to Bitmap Layer.

If your layer was a vector layer, you will need to enter some parameters for the bitmap layer it will be
converted to. The Choose Bitmap Layer resolution dialog appears.

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3. Select a canvas size and pixel density for the new bitmap layer and click OK.
The following message appears.

4. Click OK.
The layer is converted to a bitmap layer, as indicated by its colour in the layer list.

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Converting a Template or Group to a Drawing Layer
If you have imported an animated template or a template containing multiple elements, for example, a template
created in Harmony, or a template made from importing a Flash Movie (.swf) file, you might not be able to edit itwith the drawing tools. This is because the template is not a simple drawing layer.
To remedy this, you can convert layers that contain templates into simple drawing layers. Likewise, you canconvert a group of drawing layers to a single drawing layer using the same method.
NOTESlIn Storyboard Pro, a drawing layer can only contain one drawing for the whole panel, whereas atemplate may be animated and contain several frames with different drawings in each frame. If you
convert an animated template to a drawing, the appearance of the template at current frame will
be used to generate a static drawing layer.
lConverting a template or a group to a drawing will discard any 3D object they contain.

How to convert a template layer or a group layer to a drawing layer
1. If your template is an animated template, move the timeline playhead to the frame which you want to
use to make the drawing layer.
2. Select the layer in which the template was imported or the group layer you wish to convert.
3. Do one of the following:l

Right-click the selected layer and select Convert to Drawing.

l

In the top menu, select Layer > Convert to Drawing.

The selection is converted to a simple drawing layer, which you can now edit freely with the Storyboard
Pro drawing tools.

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Generating Auto-Matte Layers
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The Generate Auto-Matte dialog box enables you to quickly fill in sketch objects, hiding anything that is behindthe object. You can create new layers by applying Generating Auto-Matte to selected vector layers.
When sketching characters with a background in Storyboard Pro, the characters need to be filled in to hide
the drawing that is behind them. With sketches, using the Paint Unpainted tool is not convenient because ofholes and lines in the drawing. Using the Brush tool with the Draw Behind option can be time consuming.
Having the ability to automate this process speeds up storyboarding.
When an auto-matte layer is generated, all Source Layer parameters (Alignment, Export option, andAnimation ) are copied to the matte layer except for opacity, which is set to 100%.
The name of the matte layer corresponds to the name of the source layer with added suffix "_Matte".

How to Generate Auto-Matte layers
1. Select one or multiple layers on which the matte should be generated. The menu is grayed-out if there
are no selected layers or none of the selected layers are non-empty vector layers. You may selectmultiple layers in one panel, or select multiple layers in multiple panels.
2. Select Layer > Generate Auto-Matte.

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3. Select the required settings.
4. Click OK.
The new layer with generated matte is created and placed below the selected layer.
NOTE:
If a matte layer already exists, a dialog box will give you the following options:lReplace the existing matte layer.

lKeep Both matte layers.

If this happens for multiple layers, selecting the Apply to All check box enables you
to apply your decision to all layers without being prompted again during matte
generation.

How to create a shortcut key for Generate Auto-Matte
1. Select Edit > Preferences (Windows) or Stage > Preferences (Mac OS X).
2. Selectthe Shortcuts tab.
3. In the Name list, select Layer > Generate Auto-Matte.
4. Define the shortcut.
5. Click OK.

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Changing the Resolution of Bitmap Layers
You can change the resolution of bitmap layers to better suit the needs of your project.

How to change the resolution of a bitmap layer
1. From the Layers view, select a bitmap layer whose resolution you want to change.
2. Do one of the following:‣

Right-click the layer and select Change Bitmap Layer.

‣

Select Layer > Change Bitmap Layer Resolution.

The Change Bitmap Layer Resolution dialog box opens. The current project resolution is displayed.

3. Adjust the Width, Height, or Resolution Factor. These three parameters are linked; changing one,changes the others.
4. Select the Resample Bitmap option to change the resolution of the bitmap layer without changing thearea it covers.
NOTE: Resampling an image will degrade it to some extent. Resampling to a lower resolution makes theimage blocky and jagged. Resampling to a higher resolution may blur the image.

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Setting a Layer Layout as Default
Once you set up a layer layout in a panel, you can select that panel and save this layout as the default layout touse whenever a new panel is added.

How to set a layer layout as the default‣

Select the layer to use as the template and select Layer > Set Layer Layout as Default.

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Importing Images as Layers
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As you build your scene, you may want to use bitmap images for backgrounds and overlays. You may also want
to import an image as a reference for a vector drawing you want to create. With Storyboard Pro, you canimport a variety of bitmap formats (TVG, OPT, PAL, SCAN, SGI, TGA, YUV, OMF, PSD, PNG, JPG, JPE or JPEG)
which you can combine with your vector-animated content to create rich and unique graphic styles. You canimport a single image (or multiple images located in the same folder) into a new layer.
You can vectorize images upon import. To display the Vectorization Parameter dialog box, see Setting
Vectorization Options on page 186.
IMPORTANT: Storyboard Pro does not support import of 8-bit CMYK or 16-bit RGB or CMYK format
PSD files. You can currently import only 8-bit RGBA format PSD files.

How to import images into the current panel
1. Select the panel to which you want to import the image(s).
2. Select File > Import > Images as Layers.
The Choose Image Files dialog box opens.
3. Select the image to import and click Open.
NOTE: To select multiple images, hold down Ctrl (Windows) or ⌘ (macOS) as you click.
A layer is created in your panel, containing the imported image. If you selected more than one image,each image will be imported in alphanumerical order on its own layer.
If you selected a *.psd image with multiple layers, a message will appear giving you the option to importeach layer separately.
lClick Yes to import each layer on its own layer in the panel.

l

Click No to create a layer behind the existing layers, containing the selected *.psd image.

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Setting Vectorization Options
T-SBADV-009-004
By default, when you import an image into your project using either the Import Image as Layers or Import
Images as Scenes commands, the imported images will be vectorized in colour and fit the camera frame. The
image resulting from a colour vectorization will appear exactly as the original picture.
With the Storyboard Pro, more options are available which give you better control over the vectorization ofimported images. To access these options, you must first select the Display Vectorize Options Dialog option in
the Preferences dialog box.

How to set the vectorization options
1. Do one of the following:lSelect Edit > Preferences (Windows) or Storyboard Pro > Preferences (macOS).

l

Press .

2. In the User Preferences dialog box, select the Import/Export tab.
3. Select the Display Vectorize Options Dialog option.

4. Select File > Import > Images as Layers.
5. In the browser that opens, select an image to import.
The Import Images dialog box opens.

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The preview area displays the original image on the left and the resulting image on the right. The
preview of the resulting image automatically updates each time you modify a parameter.

6. In the Import Options section, set the following parameters:l

As Bitmap Layer: Preserves the exact look of the imported images and imports it in abitmap layer.

lColour to Vector Layer: Preserves the exact look of the imported images and imports it ina vector layer.

lGray Scale to Vector Layer: Imports the selected images as a gray scale in a vector layer.

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Storyboard Pro 5.5 User GuidelBlack and White to Vector Layer: Imports the images as black line art. When you enable
this option, more options become available:lThreshold (%): Filters out noise in your images. Noise can be dirt or faint smudges on yourscanned images. For example, if your value is set to 70%, all colour values below 70% areconverted to white and ignored in the final image. If your value is set to 100%, only
completely black lines will be kept.

lExpand: Enter a value between 1 and 100 to thicken lines or the outer edges of thebitmap. Use this option if your line art is too fine or pale so that their visibility is increased in
the software.

lSmooth: Enter a value between 1 and 5 to set the smoothness level. Greater smoothness
equals less jaggedness and imperfections, but at a greater loss to detail.

7. In the Resampling Options section, set the following parameters:lMaximum Size: Enter a specific maximum size for your imported image to be scaled down
to. The original ratio of the image will be preserved during the operation. You can see thefinal values resulting from the scaling process in the Scale Size fields. Note that you can not
use these fields to scale up an image.

l

Scaled Size: Displays the final size the image will be scaled after it is imported in yourproject.

8. Once you have set the vectorization options:l

Saves as default: Saves the current settings. Every time you open this dialog box, the newdefault parameters will automatically be set. The import images commands will still use thisnew default even if you deselect the Display Vectorize Options Dialog preferences.

l

Do not show this dialog again: Deselects the Display Vectorize Options dialog option in
the Preferences dialog box directly from here.

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Chapter 7: Drawing
Storyboard Pro has many powerful tools, views, and features for sketching, drawing and animating with ease.
This chapter describes the main assets needed when drawing , as well as tips on how to start and use thesetools efficiently.

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About Drawing Tools
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Drawing Tools
Here are the drawing tools available in Storyboard Pro, followed by the types of layer on which they aresupported. If you are editing a vector layer, then all of the tools are available to you. If you are drawing on abitmap layer, some tools are not available. When tools are not available, they are grayed out in the Tools
toolbar.

Icon

Tool Name

SelectVectorBitmap

Layer

Layer

•

•

Select by Colour•

Cutter•Contour Editor•

Centerline Editor•

Perspective•

Edit Gradient/Texture

•

Brush

•

Pencil

•

Text

•

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Eraser

•

•

Paint

•

•

Paint Unpainted••

Unpaint••

Close Gap

•

Line

•

•

Rectangle••

Ellipse••Polyline•

Dropper••

Each drawing tool has a series of options to customize its behaviour and drawing style. When you select a tool,
the Tool Properties view displays the properties of the currently selected tool, where you can configure yourdrawing tool's behavior and style, if applicable.

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About the Brush Tool

The Brush tool is used to draw and sketch on vector and bitmap layers.
The Brush tool is pressure sensitive and lets you create a contour shape with a thick and thin line effect, as if
the drawing was made with a brush.
If you want sketch a drawing using a semi-transparent colour to get a paper-like feel, then use the Brush tool
as it produces a more realistic and natural feel.

Vector Brushes and Pencils

Vector strokes produce files that are very light, and are ideal for long projects because you do not have tocompromise on efficiency during playback. Also, you can modify the shape of the lines after you draw themusing the Contour Editor or Perspective tool. The strokes are stored as separate lines until the drawing is
flattened.
• Advantage: File sizes are light.
• Disadvantage: Cannot get natural media-style textured drawings.
• Recommended Use: For clean drawings, sketchy vector drawings, drawings you want to reuse fromdifferent distances (close, mid, far).

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Textured Brushes

Textured brushes allow you to create lines that feel more like natural media, like working with a pencil on paperfor example. With this kind of stroke, you can still move the strokes around after you draw them. You cannot,
use the Contour Editor or Perspective tool on this kind of line.
• Advantage: You can get a natural media feel, and still have the ability to modify the position of lines after
you draw them.
• Disadvantage: File sizes can get heavy. Although some strokes can be flattened, they cannot be
flattened when you use different colours. Also, you can only have one colour/shade applied for the entire
length of the line.
• Recommended Use: For textured drawings in which you can adjust the position of the lines later.

Brushes on Bitmap Layers

Bitmap layers allow you to create 2D graphics. The bitmap lines you create are composed of pixels on a gridthat resemble tiny dots, which altogether make up the drawing you are creating or artwork you are importing.
Bitmap graphics impart a more natural and soft look to your work. The colour is defined on a pixel-by-pixel
basis.
Drawing on a bitmap layer is similar to drawing with a bitmap tool in Photoshop or Painter. You can select andmove bitmap strokes. However, layering strokes on top of each other will merge (flatten) them. Instead ofdrawing lines, you are laying down the individual pixels. This gives you finer control over the brush itself, as wellas the shading and colour of the drawing. However, the strokes cannot be edited with the Contour Editor or

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Perspective tool. It is more efficient for storing texture information than a textured brush on a vector layer, so if
you are creating drawings with a lot of texture, this may be a better option.
• Advantage: File sizes are not as heavy as when you use textured brushes on a vector layer, since eachstroke does not have to be remembered individually. Also, you have full artistic control over the style ofthe drawing.
• Disadvantage: You cannot modify the lines after you draw them. Simply draw and erase, like you would
on paper. Also, it can be difficult to reuse the drawing at multiple distances.
• Recommended Use: When creating drawings with a lot of texture, for a natural media feel. Particularly
when you want a wide variety in colour and shading, this is where you will see the real advantage.
Vector-to-bitmap conversion includes flattening individual drawings into a single image. Flattening means that
it will not be possible to select non-overlapping or overlapping elements as individual objects with the Selecttool. Instead, the selection of one drawing will initiate the selection of all elements, with a single vector frame
surrounding them.
Resampling is also triggered on bitmap layers with the use of a bitmap drawing tool. For example, if you draw
the outline of a circle, scale it down and then zoom into it, you will see tiny square pixels along the edge of theline. If you then draw a line right next to it, you will notice two things: first that the square pixels of the new line
are gigantic by comparison and that the pixels in the line of your circle suddenly become the same size. This isbecause the circle was resampled. It was not resampled when you scaled it down. It was resampled when you
used a bitmap drawing tool. It is resampled so that all the drawn objects are scaled to the same bitmap grid, inother words that their basic unit, the pixel, is the same size. The grid is defined by the bitmap layer's resolution.

Before you start drawing in bitmap, it is important to understand that your artwork will now be resolution
dependent. If you zoom in your scene, you artwork will be enlarged. It is important to plan ahead and decide
how high of a resolution you need your artwork to be. If you plan to zoom in your scene, the smallest section of
the image that the camera will frame must be 100% the size of your scene resolution. For example, if your scene
resolution is set to 1920 x 1080 and you zoom- in 300% with your camera, then the resolution of the bitmap
layer also has to be set to 300%, otherwise its elements will look pixelated in the final render. It is important tochange the bitmap layer resolution before you start drawing.

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The bitmap resolution can be set at the scene level or drawing level. The setting at the scene level affects
newly created bitmap art layers.
Note that even if your drawing resolution is set to be very large, it doesn't mean that your file will be very
heavy. It depends on the amount of artwork you draw in it.

There is a function to Lets you change the resolution of bitmap art for individual drawings. You can reduce theresolution of your bitmap file as well as increase it. Be careful because enlarging the bitmap resolution on an
existing drawing will result in a loss of quality.Storyboard Pro will perform a pixel smoothing pass (resampling)
and create additional pixels to avoid losing too much quality, but only to a certain extent. This feature is very
useful when you need to have a full resolution of a bitmap image (such as imported bitmaps as .psd or .tga forthe background) for tracing to create a matte directly in Storyboard Pro.By default, Storyboard Pro createssmall thumbnail images when imported as bitmap in order to increase performance by using a small thumbnail
image instead of using the original large size bitmap for animation work in Storyboard Pro. This will makedifficult to view details or trace due to the low resolution (blurry). This option temporary increases the resolutionof bitmaps up to their original bitmap resolution to make tracing easier.
For example, what if you used the default scene’s resolution for some bitmap art, but then discover you arezooming-in quite close? If you do not want to see the pixels appear too much when you are zoomed in, you can
set the bitmap resolution to 200% and the bitmap art will have a higher resolution with smaller pixels, but will
NOT retain 100% of its quality. You can use this function on multiple drawings using the Apply to All Drawings
option. Changing this option will affect existing and selected bitmap art layers.
You should avoid scaling up your bitmap strokes using the Select tool. If you do, keep in mind that when you
continue drawing, your image will be resampled and your new strokes will be scaled to the scene resolution.

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About Brush Modes
The Brush tool creates contour lines as you draw on vector layers, adding each brush line on top of the previous
ones. On bitmap layers, the Brush tool creates 2D graphics, laying down individual pixels.
When you select the Brush tool, the Tool Properties view displays the different Brush modes that control how
the brush line is drawn: Draw Behind and Auto Flatten. Click on the Brush Mode buttons to enable or disable
the different states.

Auto Flatten Mode
When drawing on vector layers, lines do not usually become one object. The Auto-Flatten mode automaticallymerges lines created with the existing ones into one single object as you draw.

When drawing on a bitmap layer, you are laying down the bare pixels, so they are always flattened. You can nolonger access the individual stroke after you draw it.
NOTE:
Using the Select tool, you can use select and remove a segment of flattened pencil lines. Overlapping
pencil lines drawn with the Auto-Flatten mode are essentially cut into segments by the overlap and canbe treated as individual lines.

Draw Behind Mode

When enabled, your brush strokes will appear behind the existing artwork. Note that they will appear overyour artwork while drawing your stroke, until you release the brush. If you want a live preview of your stroke,activate the Realistic Preview option by selecting View > Realistic Preview from the top menu.

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Drawing with the Brush Tool
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Once you start Storyboard Pro, you can start to draw in the currently selected panel and layer. But first, youmust decide on the style of drawing you are trying to achieve, and therefore, the type of layer you will be using:
vector or bitmap. Whichever you decide upon, the associated tools become available for that type of layer—see
Layers on page 155.
NOTE: To add a flat colour matte behind your sketches to white out your drawings, see Generating
Auto-Matte Layers on page 181.
These are the general steps to start drawing in Storyboard Pro.

How to draw
1. In the Timeline or Thumbnails view, click a panel.

2. Select a vector or bitmap layer on which to draw—see Layers on page 155.
3. In the Tools toolbar, select the Brush

tool or press Alt + B—see About the Brush Tool on page 192.

4. In the Stage view, start drawing.
5. You can change the current colour by adjusting the sliders in the Colour view, or click a colour swatch touse that colour. To add colour swatches, see Adding Colour Swatches on page 316.

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Using Vector Brush Presets
A variety of brush styles are provided allowing you to create and save your own.This way you can create
brushes with precise sizes and parameters and save them so you can draw and design—see Drawing with
Textured Brushes on page 206.
There are several ways to display the available brushes: small or large thumbnails, or strokes.
You can delete the brushes you no longer use.
The Preview area lets you see a preview of the stroke your drawing tool will make.

You can set the minimum and maximum sizes of your tool, which will produce the thick and thin effect on yourline. This works with the pressure sensitivity of a pen tablet.
Also, you can optimize the smoothness of the contour of lines. You can modify the central line smoothness of
your line using this option. This parameter smooths the initial movement of your line. Increasing the value will
result in a smoother line with fewer less control points.

How to select a brush stylel

In the Tool Properties, select a brush style from the Presets section.
The Brush properties are displayed. What you see depends on whether you are drawing on a vector or
bitmap layer.

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How to change the Presets displayl

In the Tool Properties view, click the Brushmenu, and select Small Thumbnail, Large Thumbnail, or

Stroke View.

How to rename a brush preset
1. In the Tools toolbar, select the Brush

tool or press Alt + B.

2. In the Tool Properties view, select a brush preset to rename.
3. Open the Brush Preset menu

and select Rename Brush.

4. Type in a new name for the brush and click OK.

How to delete a brush presets
1. In the Tool Properties view, select a brush to delete.
2. Do one of the following:‣

Click the Delete Brush‣

From the Brushbutton.

menu, select Delete Brush.

How to adjust the size, smoothness and contour of lines
1. In the Tool Properties view, click the arrow button.
The Properties window of the current tool opens.

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2. Do the following:‣

Maximum Size: Defines the maximum width of the line.

‣

Minimum Size: Defines the minimum width of the line as a percentage of the maximum size.

‣

Smoothing: Defines the number of control points added to the centre line.

‣

Contour Smoothing: Defines the number of control points added to the contour boundaries (aroundthe line).

Lower values mean that the line will appear as you draw it (with more control points along the centreline). Higher values mean that the line will be smoothed out (removing control points from the centreline).

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Using Bitmap Brush Presets
Creating bitmap brush presets is similar to vector brush presets—see Using Vector Brush Presets on page 200.
Using textured brushes, you can create an infinite range of fuzzy, textured and watercolour lines. You can use
bitmap brush tips, adjust your line's hardness and opacity, combine two tips and apply a paper texture to yourbrush strokes so as to adapt the Brush tool to a variety of art styles and create natural-looking brush strokes.
When drawing on a vector layer, brushes are solid vector brushes by default. You can however create atextured vector brush which combines both Harmony's vector and bitmap drawing capabilities. You can tweak
textured vector brush strokes using various vector editing tools such as the Contour Editor, the Smooth Editor,
the Perspective and the Envelope tools, and Storyboard Pro will resample the textures inside your brushstrokes with each modification.
If you are drawing on a bitmap layer, your brush is always textured. You can configure a textured brush to lookcrisp and solid if desired, but brush strokes on a bitmap layer cannot be tweaked or smoothed.

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Using the Dynamic Brush
When creating drawings for a panel, there may be a specific object that is repeated many times to create abigger picture, such as a landscape. The object can be a blade of grass, tree, or rock. Instead of creating thisdrawing and then copy/pasting it over and over again, you can create a pattern and assign it as its own brush.
You can create your pattern, select it, and add it to your brush styles using the Dynamic brush.

How to use the Dynamic brush
1. Use the Brush drawing tool to create a small drawing.
NOTE: If you are drawing on a vector layer, you may want to select Auto Flatten mode to help create asingle object.

2. Use the Select tool to choose the parts of the drawing you want to use as the pattern.
3. In the Tool Properties view, click the New Dynamic Brushbutton to use the current layer as a newbrush pattern.
If you do not want to use the entire layer as the brush pattern, select the parts of the drawing you want
to use as the pattern. If you do this, you must reselect the Brush tool before you click the New Dynamic
Brushbutton.

When you add the Dynamic Brush to your brush styles list, it is given a default name and a preview
appears in the Tool Properties view. You can use the Rename Brush button to give the Dynamic Brush a
more meaningful name.
4. Use the new Dynamic Brush to quickly repeat a pattern.

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How to create a Dynamic Brush with multiple drawings
1. Create drawings on the same layer of multiple panels or multiple layers of the same panel.

2. In the Thumbnails, Timeline, or Stage view, Shift + click to multiselect all the layers you want to use to
create the Dynamic brush. If you are creating your brush with panels, Ctrl + Shift + click (Windows) or ⌘+ Shift + click (Mac OS X)) the panels to use to create the Dynamic brush.
3. Select the Brush tool and click the Add Dynamic Brushbutton.

4. In the Tool Properties view, adjust the slider to see the properties of the Dynamic brush.
Your new Dynamic brush will contain all the selected drawings. When you use this brush, you will cycle
through the drawings.

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Drawing with Textured Brushes
T-SBFND-008-004B
In Storyboard Pro, you can draw with a textured line. When drawing on vector layers, textured lines are amixed bitmap image contained in a vector frame. This allows you to sketch as if you are drawing on paper.
When drawing on bitmap layers, there is no vector frame. There is only one big rectangular canvas that you are
drawing on.

To create your own texture brush, you must prepare your tiled texture file in a third-party software, such as
Adobe Photoshop. If your image has transparency in it, it will be supported. The texture file must be either a.PSD or .TGA file.
NOTE: It is recommended that you maintain your texture resolution between 100 x 100 pixels and 400
x 400 pixels.

How to draw with a textured brush
1. In the Tools toolbar, select the Brush

tool or press Alt + B.

2. In the Tool Properties view, select a brush and click the Arrow button to open the Brush Properties view.

3. In the Texture section, do one of the following:‣

On a bitmap layer, select the Tip tab and then select a texture.

‣

On a vector layer, select the Paper Texture option.

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4. Set the following parameters:‣

Hardness: The hardness value corresponds to the smoothness of the line edge. The lower the value,
the more blurry and smooth the line edge will be. The higher the value, the sharper the line edge willbe.

‣

(Vector layers) Maximum Opacity: This value corresponds to the transparency of the brush when
the pressure is heavy. Values closer to 1 produce a more opaque line.

‣(Vector layers) Minimum Opacity: This value corresponds to the transparency of the brush when
the pressure is very light. Values closer to 0 produce a more transparent line.

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‣

Select Texture: Lets you use and select a texture for your brush. The thumbnail displays the texture
currently in use. You can also browse for a texture file to import. Browsing for a texture file in a brushalready using texture will replace the file currently in use, although it will not replace the texture in
the lines already drawn.

‣

Texture Scale: Changes the size of the texture in the lines you draw. If you are using a plaid texture,
the squares will be larger if you increase the value and smaller if you decrease it.

5. Select the panel and layer on which you want to draw.
6. In the Stage view, start drawing.

How to create a texture brush
1. In the Tools toolbar, select the Brush

tool or press Alt + B.

2. In the Texture section, do one of the following:‣

On a bitmap layer, select the Tip tab and then select a texture.

‣

On a vector layer, select the Paper Texture option.

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3. In the Texture section, select the Select Texture option.
4. Click the Add

button and browse for a bitmap texture file.

5. In the Tool Properties view, click the New Brushbutton to add a new brush to your list.

The colour of your texture will not be used. Instead, the dark and light areas will be used to determine
the alpha in your texture. The current colour swatch will be used in conjunction with the pattern andalpha in your texture.
6. In the Stage view, draw some lines and adjust the parameters to fit the style you are looking for.

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Drawing with Bitmap Brushes
T-SBFND-008-004
Drawing on a bitmap layer is similar to drawing with a bitmap tool in Photoshop or Painter. You can select andmove bitmap strokes. However, layering strokes on top of each other will merge (flatten) them. Instead ofdrawing lines, you are laying down the individual pixels. This gives you finer control over the brush itself, as wellas the shading and colour of the drawing.

How to draw with bitmap brushes
1. In the Stage view, add a bitmap layer—see Adding Layers on page 159.
2. In the Tools toolbar, select the Brush

tool or press Alt + B.

The Tool Properties view, if it is open, displays the properties relevant to the bitmap Brush tool.

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3. In the Colour view at the bottom of the Tool Properties view, select a colour.
4. To switch the colour picker from HSV to RGB, in the Colour view menu, select RGB Sliders or HSV
Sliders.

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5. In the Stage view, start drawing.

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About the Pencil Tool
The Pencil tool is used to draw and sketch on vector layers.

Vector strokes produce files that are very light, and are ideal for long projects because you do not have tocompromise on efficiency during playback. Also, you can modify the shape of the lines after you draw themusing the Contour Editor or Perspective tool. The strokes are stored as separate lines until the drawing is
flattened.
• Advantage: File sizes are light.
• Disadvantage: Cannot get natural media-style textured drawings.
• Recommended Use: For clean drawings, sketchy vector drawings, drawings you want to reuse fromdifferent distances (close, mid, far).
The Pencil tools support pressure sensitivity, allowing you to create lines with variable thickness, producing
central vector lines of constant or variable width, making a clean line. This means that a pencil line’s control
points (used to deform its shape) are located along the length of the central spine. The Pencil tool is very usefulfor tracing, clean or final drawings.
You can customize pencils, controlling the line’s colour, size, smoothness, and the minimum and maximum
width.

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About Pencil Modes
The Pencil tool creates central lines as you draw on vector layers, adding each stroke on top of the previous
ones.
When you select the Pencil tool, the Tool Properties view displays the different Pencil modes that control how
the pencil line is drawn.

Draw Behind Mode

When enabled, your brush strokes will appear behind the existing artwork. Note that they will appear overyour artwork while drawing your stroke, until you release the brush. If you want a live preview of your stroke,activate the Realistic Preview option by selecting View > Realistic Preview from the top menu.

Auto Flatten Mode
When drawing on vector layers, lines do not usually become one object. The Auto-Flatten mode automaticallymerges lines created with the existing ones into one single object as you draw.

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When drawing on a bitmap layer, you are laying down the bare pixels, so they are always flattened. You can nolonger access the individual stroke after you draw it.
NOTE:
Using the Select tool, you can use select and remove a segment of flattened pencil lines. Overlapping
pencil lines drawn with the Auto-Flatten mode are essentially cut into segments by the overlap and canbe treated as individual lines.

Auto Close Gap Mode
When using the pencil tool, you can automatically close strokes with an invisible stroke.

It is recommended to keep this option enabled when drawing with the Pencil tool.

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Drawing with the Pencil Tool
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You can draw with the Pencil tool to create central vector lines.

How to draw with the Pencil tool
1. In the Thumbnails or Timeline view, select the panel on which you want to draw.

2. In the Camera, Stage, or Thumbnails view, select a vector layer to draw on.

3. In the Tools toolbar, select the Pencil

tool or press Alt + 9.

4. You can change the current colour by adjusting the sliders in the Colour view, or click a swatch to usethat colour. To add colour swatches—see Adding Colour Swatches on page 316.

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5. In the Stage view, start drawing.
l

Hold Alt to draw a straight line.

l

Hold Ctrl (Windows) or z (macOS) to force a line to join the end and start and end of thestroke your shape while drawing.

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Using Pencil Presets
When you select the Pencil tool, its properties and options appear in the Tool Properties view. You can use
these properties to change the size of the pencil line, define how the line size responds to pressure on thestylus, how the line acts in relation to other lines in the scene, and how to modify the line’s direction and size
after it has been drawn.
The Preview area lets you see a preview of the stroke your drawing tool will make.

You can set the minimum and maximum sizes of your tool, which will produce the thick and thin effect on yourline. This works with the pressure sensitivity of a pen tablet.
Also, you can optimize the smoothness of the contour of lines. You can modify the central line smoothness of
your line using this option. This parameter smooths the initial movement of your line. Increasing the value will
result in a smoother line with fewer less control points.
There are several line shapes to choose from. You can select how the start, end, and joints in the pencil line aredrawn.
Using the Pencil tool, you can draw invisible lines. This can be useful to draw tones and highlights directly on
the character.

How to change the Presets displayl

In the Tool Properties view, click the Brushmenu, and select Small Thumbnail, Large Thumbnail, or

Stroke View.

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How to select a pencil stylel

In the Tool Properties, select a pencil style from the Presets section.

How to add a pencil preset
1. Click the Add Brushbutton. The new pencil style appears in the list of presets.

How to rename a pencil preset
1. In the Tool Properties view, select a pencil to rename.
2. From the Brush menu, select Rename Brush.
3. Type in a new name for the pencil.

How to delete a pencil preset
1. In the Tool Properties view, select a pen to delete.
2. Do one of the following:‣

Click the Delete Brushbutton.

‣From the Brush menu, select Delete Brush.

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How to adjust the size, smoothness and contour of lines
1. In the Tool Properties view, click the arrow button.
The Properties window of the current tool opens.

2. Do the following:‣

Maximum Size: Defines the maximum width of the line.

‣

Minimum Size: Defines the minimum width of the line as a percentage of the maximum size.

‣

Smoothing: Defines the number of control points added to the centre line.

‣

Contour Smoothing: Defines the number of control points added to the contour boundaries (aroundthe line).

Lower values mean that the line will appear as you draw it (with more control points along the centreline). Higher values mean that the line will be smoothed out (removing control points from the centreline).

How to change the line shape
1. In the Pencil Properties window, click a line shape in the Shape section.

‣

Start: Make the beginning of the line round or flat.

‣

End: Make the end of the line round or flat.

‣

Join: Make joints round, mitred, or bevelled.

How to draw invisible lines
1. Select the panel and layer on which you want to draw.
2. In the Tools toolbar, select the Pencil

tool or press Alt + 9.

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3. Select View > Extras > Show Strokes or press K to see your strokes.
4. In the Tool Properties view, set the size to 0. You can also adjust the smoothness.
5. In the Stage view, start drawing.
6. You can modify the stroke shape with the Contour Editor
page 247.

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Storyboard Pro 5.5 User Guide

About the Rectangle, Ellipse and Line Tools
The Shape tools are used to draw rectangles, ellipses and lines. You can use them on both vector and bitmap
layers. You can also easily reshape a square or circle into a much more complex drawing like these butterfly
wings.

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About the Rectangle, Ellipse and Line Modes
When you select the Rectangle, Ellipse, Polyline or Line tool, the Tool Properties view displays the different
modes that control how the shape is drawn. Different modes are available depending on the selected tool andwhether the layer is vector or bitmap.

Draw Behind Mode

When enabled, your brush strokes will appear behind the existing artwork. Note that they will appear overyour artwork while drawing your stroke, until you release the brush. If you want a live preview of your stroke,activate the Realistic Preview option by selecting View > Realistic Preview from the top menu.

Snap Modes
When drawing a shape, you can snap it to any line at which you begin drawing. This helps you set objects inyour drawing with greater precision. You can also create objects that snap to an anchor point of an existing223

Storyboard Pro 5.5 User Guide

object in your drawing.
NOTE: When snapping and aligning objects, it is helpful to display the grid—see About Drawing Space
Efficiency on page 292.

How to snap to contours
1. In the Tool Properties view, click the Snap to Contour

button.

2. Position the pointer near the object to which you want to snap your new shape and begin drawing.

How to snap and align objects
1. In the Tool Properties view, click the Snap and Alignbutton.

2. Position the pointer near the anchor point of the object to which you want to snap your new shape andbegin drawing.

Auto Fill Mode
You can automatically fill a shape with a selected colour as you draw. By default the Shape tool creates thecontour of an empty shape that you can later fill using the Paint tool.

How to automatically fill objects‣

In the Tool Properties view, click the Auto Fillbutton and begin drawing.

Auto Flatten Mode
When drawing on vector layers, lines do not usually become one object. The Auto-Flatten mode automaticallymerges lines created with the existing ones into one single object as you draw.

When drawing on a bitmap layer, you are laying down the bare pixels, so they are always flattened. You can nolonger access the individual stroke after you draw it.

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NOTE:
Using the Select tool, you can use select and remove a segment of flattened pencil lines. Overlapping
pencil lines drawn with the Auto-Flatten mode are essentially cut into segments by the overlap and canbe treated as individual lines.

Auto Close Gap Mode
When using the pencil tool, you can automatically close strokes with an invisible stroke.

It is recommended to keep this option enabled when drawing with the Pencil tool.

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Drawing with the Rectangle, Ellipse and Line Tools

To create shape presets or modify your tool style, see Using Pencil Presets on page 218.

How to draw with a shape tool
1. In the Timeline or Thumbnails view, select the panel and layer on which you want to draw.
2. In the Tools toolbar, select the Rectangle, Ellipse, or Linetool.

3. To automatically fill the shape, in the Tool Properties view, select the Auto Fill
4. In the Stage view, click and drag to draw the shape.

lHold down Shift to lock the rectangle or the ellipse ratio to 1:1.

l

Hold down Alt to draw the rectangle or ellipse from its centre.

lHold down Shift to snap the line every 15 degrees.

lHold down Alt to snap the start or end of the line to a nearby stroke.

5. Use the Contour Editor

tool to deform the shape and create your drawing.

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Chapter 7: Drawing

About the Eraser Tool
The Eraser tool is pressure sensitive, like the Brush tool, giving you more precision when erasing parts of adrawing. You can also use the Select tool to select drawing objects and delete them instead of erasing.

It is a good idea to create and save erasers with precise sizes and parameters to save time when drawing anddesigning. There are two icons located at the top-right corner of the Eraser properties window: New Brush
Preset is for creating a new preset and Update Preset is for updating the currently selected preset. Use themafter you have set all the parameters for the new eraser preset.

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ErasingWith the Eraser tool, you can erase parts of drawings.

How to erase with the Eraser tool
1. In the Thumbnails or Timeline view, select the panel where you want to erase.
2. In the Thumbnails or Stage view, select a layer.
3. In the Tools toolbar, select the Eraser

tool or press Alt + E.

4. In the Stage view, start erasing.
NOTE: When working in vector, you can also use the Select tool to select drawing objects and deletethem instead of erasing.

NOTE: You can also use Cutter tool to select part of a drawing and then press Delete to erase.

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Using Eraser Presets
When you select the Eraser tool, its properties and style options appear in the Tool Properties view. The
properties available are different depending on whether you are drawing on a vector or bitmap layer.
The Preview area lets you see a preview of the stroke your drawing tool will make.

The Eraser tool uses the same Brush presets as the Brush tool. Storyboard Pro provides a variety of eraser
presets, which you can create and save.It is a good idea to create and save eraser brushes with precise sizes
and parameters for drawing and design—see .
NOTE: If you are working on a vector layer, you can only have a solid eraser. When working on a bitmap
layer, you also have texture erasers available.

How to select an eraser style
1. In the Eraser Tool Properties, select an eraser preset from the Presets section.

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About the Select Tool
The Select tool lets you select strokes in the Stage view, and apply basic transformations such as repositioning,rotating, scaling or skewing, using the different handles of the bounding box.
When you use the Select tool and select an object such as a stroke or text, it properties are displays in the Tool
Properties view in the Panel view. For example, if you have pencil selected, the pencil section displays, or if you
have text selected, the text section displays.
NOTE: The Select tool, when used to scale, offset or rotate objects, retains your selection whenswitching layers or panels.

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About Select Modes
When you use the Select tool, its properties and options appear in the Tool Properties view.

Lasso and Marquee Modes
When selecting a section of a drawing, you can use the Lasso to make a freehand selection or the Marquee tomake a rectangular selection.
In the tool properties, select Lassoor Marqueemode to change the selection style of the tool. Hold down

the Alt key to temporarily switch from the selected mode to the other.

Snap Modes
When drawing a shape, you can snap it to any line at which you begin drawing. This helps you set objects inyour drawing with greater precision. You can also create objects that snap to an anchor point of an existing
object in your drawing.
NOTE: When snapping and aligning objects, it is helpful to display the grid—see About Drawing Space
Efficiency on page 292.

How to snap to contours
1. In the Tool Properties view, click the Snap to Contour

button.

2. Position the pointer near the object to which you want to snap your new shape and begin drawing.

How to snap and align objects
1. In the Tool Properties view, click the Snap and Alignbutton.

2. Position the pointer near the anchor point of the object to which you want to snap your new shape andbegin drawing.

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Select by Colour Mode
You can rapidly select all drawing parts painted or drawn with the colour you click on in the Stage view.

Select All Drawings in Scene
You can select all the drawings in a scene on all layers.

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Selecting
Before you can perform transformations such as a rotation, scale, skew or flip, you must select the objects using
the Select tool. Once selected, you can transform all the objects within the bounding box simultaneously. There
are various controls around the bounding box for you to manipulate a selection.
Some transformations are relative to the position of the pivot point, which you can temporarily reposition.

How to select objects
1. In the Timeline or Thumbnails view, select the panel and layer on which you want to select objects.
2. In the Tools toolbar, click the Selecttool or press Alt + S.

3. In the Stage view, select an object. To select all objects, press Ctrl + A (Windows) or ⌘ + A (Mac OS X ).

How to move objects
1. In the Stage view, select some objects. Position the cursor over a stroke and when you see the move
cursor appear, drag to move the selection to a new location.
NOTE: To make it easier to move selected objects without having to position the cursor
over a stroke, you can set the Select Tool Bounding Box is Movable option in the
Preferences dialog box (Tools tab). This lets you place the cursor anywhere inside thebounding box and move its contents. This option applies to these tools: Select , Select by
Colour, and Cutter.
2. To nudge selected objects, use Arrow keys on your keyboard. To move objects in larger increments,press Shift + Arrow keys.

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How to rotate, scale and skew objects
1. To rotate selected objects, position the cursor at any corner of the bounding box. When you see therotate cursor, drag to rotate. Press Shift as you drag to rotate in 15 degree increments.

2. To scale selected objects, position the cursor at any corner of the bounding box. When you see the scalecursor appear, drag to resize. Press Shift as you drag to maintain the aspect ratio.

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3. To skew selected objects, position the cursor on any side of the bounding box and drag to skew.

How to temporarily reposition the pivot point
1. In the Stage view, select one or more objects.
The pivot point appears in the middle of the bounding box.

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2. Drag the pivot point to a new position.
This becomes the new position of the pivot point for the current transformation and will remain there
until you make a new selection.

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Rotating a Selection 90 Degrees
Once you have selected drawing strokes from a drawing, you can rotate them by 90 degrees clockwise orcounterclockwise.

How to rotate an area
1. In the Tools toolbar, select the Selecttool.

2. In the Stage view, select the strokes to rotate.
3. In the Tool Properties view, select the Rotate 90° CWor Rotate 90° CCW

rotating areas at 90 degree increments by clicking the button again.

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button. You can keep

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Flipping a Selection
Once you have selected strokes from a drawing, you can flip them horizontally or vertically. If no strokes are
selected, the layer will be flipped. If you select more than one layer, they will all be flipped individually.

How to flip a selection
1. In the Tools toolbar, select the Selecttool.

2. In the Stage view, select the strokes to flip.
3. Do one of the following:l

In the tool properties, click the Flip HorizontallPress Alt + H to flip horizontally. Press Alt + V to flip vertically.

l

Select Tools > Transform > Flip Horizontal or Flip Vertical.

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Flattening a Selection

The Flatten operation is used to merge drawing objects and brush strokes into a single layer. If you draw newlines to fix a drawing or a line with many brush strokes, it can be useful to flatten them all into a single shape.
By default, lines are drawn one on top of each other, if you intend repainting the lines or modifying their shape,
it will be easier if they are flattened—see About Project Optimization on page 44.
If you have selected strokes while using the flatten command, only these strokes will be flattened. If no strokes
are selected, the entire current layer will be flattened. If you have selected multiple layers, they will all be
flattened individually.

How to flatten a selection
1. In the Tools toolbar, select the Selecttool.

2. In the Stage view, select the strokes to flatten.
3. Do one of the following:‣

In the tool properties, click the Flatten‣

Press Alt + Shift + F.

‣

Select Tools > Flatten.

button.

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Grouping Objects
By grouping objects together, you can reposition, scale and apply other transformations to multiple objects of adrawing. You can also ungroup a group of objects to fine-tune individual objects.
NOTE: You can only group objects on one vector layer, you cannot group objects from several layers.
Also, you cannot group objects on bitmap layers.

How to group or ungroup objects‣

Select object(s) in the Stage view, then select Edit > Group Drawing Selection or Ungroup
Drawings.

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Converting Strokes
When drawing on vector layers, you may want to change brush strokes to pencil lines to convert contour
strokes into centre line pencil strokes.

NOTE: Any line thickness information is lost upon conversion from brush to pencil
At times, you may want to change pencil lines to brush strokes. This converts a centre line stroke to a contour
line stroke. Or you can convert strokes to pencil lines.

How to convert pencil lines to brush1. Select the strokes you want to convert.
2. Right-click and Convert > Pencil Lines to Brush Strokes.

How to convert brush to pencil lines
1. Select the strokes you want to convert.
2. Right-click and select Convert > Brush Strokes to Pencil Lines.

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Using the Select by Colour Tool
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The Select by Colour tool lets you quickly select all artwork painted or drawn with the selected colour. This
makes it easy to select artwork from a single layer that contains different colours and shades.

How to select by colour
1. In the Tools toolbar, click the Select by Colour

button.

2. In the Stage view, select a layer.
3. Click on a colour.
All artwork painted or drawn with the selected colour is selected.

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About the Cutter Tool
You can cut a drawing area on a bitmap or vector layer to move, copy, cut or delete it.

NOTE: When you use the Cutter tool on a bitmap layer, the drawing will be flattened automatically on
the next drawing operation after the cut.

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About Cutter Modes
When you use the Cutter tool, its properties and options appear in the Tool Properties view. The four Cutter
modes include: Lasso or Marquee, tip style, mouse gesture, and antialiasing.

Lasso and Marquee Modes
When selecting a section of a drawing, you can use the Lasso to make a freehand selection or the Marquee tomake a rectangular selection.
In the tool properties, select Lassoor Marqueemode to change the selection style of the tool. Hold down

the Alt key to temporarily switch from the selected mode to the other.

Tip Style Mode
You can customize the tip of the line you cut pencil lines on a vector layer.

How to set the tip stylel

In the Cutter tool properties, click the Tip Stylebutton and select a style: Round, Flat or Bevel.

Use Mouse Gesture Mode
When using the Lasso

selection type, the Use Mouse Gesture

option lets you automatically delete any

extra sections of line in your artwork by simply dragging your mouse over it.
NOTE: For this operation to work, lines CANNOT be flattened.

Antialiasing Mode
When working with the Cutter tool on bitmap layers, you can turn antialiasing on or off. With antialiasing on,
the jagged appearance of diagonal lines in bitmap images are smoothed.

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NOTE: This option is not available on vector layers.

How to turn on antialiasing
1. Select a bitmap layer.
2. In Cutter tool properties, click the Antialiasing

button and select Antialiasing On.

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Cutting
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The Cutter tool lets you cut a drawing to move, copy, or delete it.

How to cut drawings
1. In the Tools toolbar, select the Cutter

tool or press Alt + T.

2. In the Stage view, select an area to cut away.

l

To delete the selected area, press Del.

l

To move the selection, drag it to a new area.

l

Use the bounding box controls to scale, skew, or rotate the cut piece.

To flip and rotate your selection, see Flipping a Selection on page 238 and Rotating a Selection 90 Degrees on
page 237.

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About the Contour Editor Tool
The Contour Editor lets you reshape vector shapes, brush strokes and lines in your drawings.
Artwork in Storyboard Pro is made of vector shapes. Vector shapes are defined by points, the lines joining thepoints together (contours) and the curve vectors, represented by Bezier handles, which make the curve of saidlines.

The Contour Editor tool allows you to select a contour or point, and change the position of points, add andremove points from the shape, rotate, lengthen and shorten curve handles to influence the curve of contours
between those points, or drag contours between points to change their curve directly.
Since pencil lines are defined by a single line with a line width, you can use the Contour Editor to easily modify
the shape of pencil lines. In contrast, brush strokes are full vector shapes, so the Contour Editor can be used tomodify their shape.

The Contour Editor can be used to tweak vector artwork in all sorts of ways. It can be used to perfect a pencil
line, correct shapes, or create complex shapes out of a basic ellipse or rectangle.
NOTE: If you use the Contour Editor, Perspective or Envelope tool on a textured brush stroke, it will
deform its texture to fit the new shape of the brush stroke. Note that this will resample the texture,
which is liable to make it lose quality.

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About Contour Editor Modes
When you select the Contour Editor tool, its properties and options appear in the Tool Properties view.

Lasso and Marquee Modes
When selecting a section of a drawing, you can use the Lasso to make a freehand selection or the Marquee tomake a rectangular selection.
In the tool properties, select Lassoor Marqueemode to change the selection style of the tool. Hold down

the Alt key to temporarily switch from the selected mode to the other.

Snap to Contour Mode
The Snap to Contour option will snap the selected anchor point to any line you position it on.

The Snap to Contour option will snap the selected anchor point to any line you position it on.

How to snap two shapes together
1. In the Tools toolbar, select the Contour Editor

tool.

2. In the Contour Editor Tool Properties view, click the Snap to Contour

button.

3. In the Stage view, click an anchor point you want to snap to the other shape, drag it on top of thecontour line area and release it.

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Reshaping with the Contour Editor Tool
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The Contour Editor lets you reshape vector shapes, brush strokes and lines in your drawings.

How to reshape with the Contour Editor tool
1. In the Timeline or Thumbnails view, select the cell and layer into which you want to draw.
2. In the Tools toolbar, select a shape tool:
3. In the Tool Properties view, click the Ellipse.
button, click the Auto Fillsize to 0.
4. In the Stage view, draw a circle.

5. In the Tools toolbar, select the Contour Editor

tool.

6. In the Stage view, click the line to reshape it.

7. Select one or several points by clicking on them or circling around.

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button and set the pencil

Chapter 7: Drawing

8. Press Del to delete a selected point.
Press Ctrl (Windows/Linux) or ⌘ (macOS)and click on the contour to add a new point to adjust thecontour.
9. To modify the shape, you can:lPull on the Bezier handle. Both point’s handles will move as one.

l

Hold down Alt and pull on one of the Bezier handles. The point’s handle will move independently fromthe other one.

lMove the selected points to a new area.

l

Pull directly on the line between two points. No selection is necessary. Holding down Shift will limit thecontour modification to the curve between the two first points.

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If an anchor point has no visible Bezier handles, hold down the Alt key to display them.

lTo add control points, press Ctrl (Windows/Linux) or ⌘ (macOS) and click the line.

l

To remove control points, select the control point and press Del.

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Smoothing a Selection

The Smooth Selection operation is used to smooth out selected drawing strokes and remove extra points.
Smoothing is applied to the entire stroke.
Depending on how you draw your pencil line (changing the Smoothness or Contour Optimization), there may
be few or many control points on the centre line. Just as you can modify a brush line, you can modify the
direction of a pencil line using the Contour Editor to move its control points.

To learn how to create a pencil line with more or fewer control points, see Reshaping with the Contour Editor
Tool on page 250.

How to modify a pencil line using control points
1. Using thePencil tool, create a line that has control points along its centre line (adjust the

Smoothness or Contour Optimization to set the right number of control points).
2. From the Tools toolbar, select theContour Editor tool and select the pencil line.

The selected pencil line will display its centre line along and control points.
To add control points, press Ctrl and click to create control points.
3. Drag any of the control points along the centre line to change the shape.

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About the Perspective Tool
When drawing on vector layers, the Perspective tool is used to deform a drawing selection and alter its
perspective.

NOTE: This tool cannot be used on bitmap layers.

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Deforming a Drawing Using the Perspective Tool
When drawing on vector layers, the Perspective tool enables you to deform a drawing selection and alter its
perspective.
To flip and rotate your selection, see Flipping a Selection on page 238 and Rotating a Selection 90 Degrees on
page 237.

How to deform a drawing
1. In the Tools toolbar, select the Perspective

tool.

2. In the Stage view, select the drawing you want to deform.
3. Click and drag the different anchor points to deform the shape.

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About the Text Tool
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With the Text tool, you can type text in your project, using various fonts and text attributes. Text objects arepart of a drawing, so you can manipulate them the same way. You can use the Text tools on both vector andbitmap layers.

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Adding Text
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Whenever needed, you can add text to panels.

How to add text to drawings
1. In the Tools toolbar, select the Text

tool, press Ctrl + Shift + T (Windows) or ⌘ + Shift + T (Mac OS X)

or select Tools > Text.
2. In the Timeline or Thumbnails view, select the panel and layer that contains the drawing on which you
want to add text.
3. In the Stage view, click the location at which you want to add text.

4. You can use the Text properties in the Tool Properties view to select the font, font size and format of thetext you will type—see Adding Text on page 257.
5. Type in the desired text.

6. Click outside the text box to exit the typing mode.
‣If you want to create another text object, click outside the currently active text box. You can always
return to edit the text by selecting the Text

tool and clicking in the text.

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Formatting Text
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Use the Text Tool Properties view to select the font type and other formatting options you want to apply to the
text.

NOTE:
If the text is already written, use the Text tool to select the text you want to format.

Font TypeUse this drop-down menu to select the desired font, from the list of fonts available in your system.

Font Style
Use the Bold

and Italic

buttons to set the style for your text.

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Alignment
Use these buttons to align the paragraph.
Left

Right

CentredJustified

Font Size
Type the desired size for the text in this field. You can also use the up and down arrow buttons to set thedesired value.

Kerning
Use the kerning field to modify the spacing between letters and characters. You can select the Auto Kern
option to set the kerning automatically, based on the font’s predefined standard. A negative value decreases
spacing between each character creating a letter overlap and a positive value increases it.

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IndentEnter a value in the Indent field to increase or decrease the indentation on the first line of your text. A positive
value sets the first line of your paragraph farther to the right and a negative value sets it farther to the left.

Line Spacing
Enter a value in the Line Spacing field to decrease or increase the space between each line of text.

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Resizing the Text Box
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You can resize the text box by selecting your text box with the Text

tool and moving the anchor point rightor left.

Using the Select tool will distort and scale your text itself rather than changing the width and height of yourtext box.

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Breaking Text
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Text contained in a text field is treated as a single drawing object. You can easily separate the text so that eachcharacter becomes an individual drawing object that you can select and modify independently.

How to break a text object
1. In the Tools toolbar, click the Selecttool or press Alt + S.

2. In the Stage View, select the text object you want to break.

3. Right-click the text and select Convert > Break ApartText Layers.

Each character is now surrounded by its own bounding box that you can modify, they remain text
objects that you can edit.
4. If you want to convert your independent letter to a complete vector object that you can deform, using
the Select tool, select the letters to convert.
5. Right-click the text and select Convert > Break ApartText Layers to break the selection into a regulardrawing object, with no more text attributes.

NOTE: After your text has been broken apart twice, into a regular drawing object, you can use all thedrawing tools such as the Eraser tool, on the drawing. Be aware that if you want to use the Perspective
tool on the text, you should create the text on a vector layer before breaking it apart twice; then you can
use the Perspective tool on it.

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About Tool Presets
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Tool presets let you save a variety of settings and are very efficient for accessing the tools you use most often.
That way, the tool is already set with the desired properties, such as colour, line thickness, whether to enable
Draw Behind or Auto Flatten mode, and so on. You can create presets for these tools and many more: Brush,
Pencil, Eraser, Rectangle, Ellipse, and Line.
The difference between a tool preset and a brush preset is that when you save a tool preset, you have theoption of saving the colour and assigning a shortcut, which you cannot do with brush presets.
You can assign a keyboard shortcut to tool presets to quickly access them—see Shortcut Preferences in the
Preferences Guide.

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Creating Tool Presets
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To create a tool preset, you will need to select a tool, adjust the properties, and then create a tool preset for it.
Once you have created a tool preset, you can make adjustments to fine-tune it, as well as create a keyboard
shortcut for it. All tool presets are displayed in the Tool Presets toolbar.

How to create a tool preset
1. In the Tools toolbar, select a tool, for example the Brush tool.
2. In the Panel view, use the Tool Properties view and/or the Brush Properties window to customize thetool.
3. To set a specific colour for your preset, in the Colour view, select the colour swatch to link to the tool.
NOTE: When using a tool preset in a scene that is not using the assigned colour swatch, acolour recovery dialog box appears prompting you to add the colour to the scene.
4. In the Tool Presets toolbar, click the New Tool Preset

button.

5. In the New Preset dialog box, in the Name field, type a name for your new preset.

6. From the icon list, select an icon to quickly identify your preset or upload your own by clicking the Filebutton.

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7. (Optional) From the Shortcut menu, set a keyboard shortcut to quickly access your preset. By default, theshortcuts are unassigned. To assign a keyboard shortcut, select Edit > Preferences > Shortcuts > Tool
Presets (Windows) or Storyboard Pro > Preferences > Shortcuts > Tool Presets (macOS).
8. When you select an option, it will take effect when you use the tool preset. If an option is deselected,
then using a tool preset will not override your current settings.
lColour: Saves the current colour into the tool preset.

lLayer: Lets you select a drawing layer to be used on the current panel when the tool presetis clicked. When selecting the preset, if the assigned layer exists, it will be selected, if not, it
will be created. When changing panels, depending on your global navigation setting, it
will look for the layer. If it does not exist, the first layer will be selected. Select the Layer
option, assign a layer to the tool preset, and decide whether the layer is vector or bitmap.

lDraw Behind: When this option is selected, saves the specified Draw Behind option to thetool preset. When deselected, the current Draw Behind status is unchanged when the tool
preset is clicked—see About Brush Modes on page 197.

lAuto Flatten: When this option is selected, saves the specified Auto-Flatten state to thetool preset. When deselected, the current Auto-Flatten state is unchanged when the tool
preset is clicked—see About Brush Modes on page 197.

9. Click OK.

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Updating Tool Presets
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As you work with a tool preset, you may need to fine-tune and update its parameters until it is exactly what you
want.

How to update a tool preset
1. In the Tool Properties view, update the tool settings.
2. In the Tool Presets toolbar, click the Manage Tool Presets

button.

3. In the Manage Tool Presets dialog box, select the tool preset from the list.
4. Update the additional parameters such as the icon, Colour, Layer and Draw Behind options.
5. Click Update.
6. Click OK.

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Deleting Tool Presets
T-SBADV-005-009
If you no longer need a tool preset, you can delete it.

How to delete a tool preset
1. In the Tool Presets toolbar, click the Manage Tool Presets

button.

2. From the list of tool presets on the left, select a preset to delete and click the Trash icon.

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Importing and Exporting Tool Presets
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If there are tool presets created by other Storyboard Pro artists you want to use, you can import them to use inyour projects. You can also export your tool presets for other artists to use.

How to import a tool preset
1. In the Tool Presets toolbar, click the Manage Tool Presets

button.

The Manage Tool Presets dialog box opens.
2. Click Import.
3. In the Import Brush Presets window that opens, locate and select the preset(s) to import and click Open.

How to export a tool preset
1. In the Tool Presets toolbar, click the Manage Tool Presets

button.

The Manage Tool Presets dialog box opens.
2. Click Export.
3. In the Export Brush Presets window that opens, select the preset(s) to export and click Export.
4. Give the exported preset(s) a name and click Save.

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Locking the Tool Preset Layer Selection
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It is possible to assign a tool preset to a specific layer. When the preset is selected, it will verify if the layer
exists. If so, the layer will be selected and if not, it will be created.
When switching panels, by default Storyboard Prolooks for a layer with the same name as the one currently
selected. If it does not exist, the first layer will be selected. To prevent Storyboard Pro from selecting a random
layer, you can activate the Enable Brush Preset Layer Selection Lock option. This way, Storyboard Pro prevents
you from drawing in the next panel unless you create the missing layer. Click on the preset again to create themissing layer.

How to enable the Enable Brush Preset Layer Selection Lock option
1. Open the Preferences dialog box:lWindows: Select Edit > Preferences or press Ctrl + U.

lmacOS: Select Storyboard Pro > Preferences or press⌘ + ,.

2. Select the General tab.
3. In the Layers section, select the Enable Brush Preset Layer Selection Lock option.

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About Drawing Guides
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Drawing guides can assist you in drawing background and objects that require straight lines, square angles
and, more importantly, perspective. In traditional art. This is usually done using rulers, set squares, andvanishing points to draw lines from. Guides are meant to reproduce the usage of such tools in combination with
Storyboard Pro's drawing tools.
When a guide is in use, it adds a horizon line and vanishing points to your drawing space, which can be moved
to fit your scene's needs, and it locks your drawing tools so that they draw straight lines, either going from oneof your vanishing points, or parallel to your guide's horizontal or vertical axis. This makes the process of drawing
structures with volume and perspective streamlined. Also, guides display dotted lines going through yourmouse cursor going from your vanishing points or parallel to your guide's horizontal and vertical axes to help
you visualize the axes your drawing strokes will follow.
Storyboard Pro supports the following types of drawing guides:l

The Square Grid guide simply helps you draw on the horizontal and vertical axes, which are relative tothe horizon line.

l

The 1-Point Perspective guide helps you draw lines coming from a single vanishing point, which is in
the middle of the horizon by default. It also helps you draw along the horizontal and vertical axes. Thiscan help create realistic-looking backgrounds with buildings, walls and objects that are facing yourcamera.

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Chapter 7: Drawingl

The 2-Point Perspective guide helps you draw lines going from one of two vanishing points, which are
positioned left and right of your drawing space. This can help create realistic-looking backgrounds withbuildings, walls and objects that are at an angle from your camera.

l

The 3-Point Perspective guide helps you draw lines going from one of 3 vanishing points: Twohorizontal vanishing points positioned left and right of your drawing space, and one vertical vanishingpoint positioned below or above your drawing space. This can help you draw realistic looking
backgrounds from a low or high angle. The 3-Point Perspective guide has two presets: Bird's Eye View
preset and the Worm's-Eye View, which can be used for high angle and low angle perspectives,
respectively.

Guides are made to work with the following tools. They are only visible in your drawing space when one ofthese tools is selected:
l

Brush

l

Pencill

Line

Before you can use a guide, you must use the Guide view to add the guide you wish to use to your panel's guides
list. A new guide will have its horizon line and vanishing points in preset positions, which can be adjusted to fit
your scene's needs. Using the Guides view, you can add, select, rename, delete, cut, copy, paste and reorder
guides as needed. Your guides list can also be exported to a file and re-imported into a different panel. When aguide is selected, you can use it, but you can also adjust its horizon line and vanishing points.

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NOTE: When creating a new panel, the guides list from the current panel is copied into the new panel.
When creating a new scene, its guide list is empty. Guide lists for each of your panels are saved to yourproject. Changes done to a guides list or to a guide can be undone with the Undo command.

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Adding Drawing Guides
T-SBADV-006-002
The first step in using drawing guides is to create a guide in the Guides view.

How to Add a Drawing Guide to your Panel
1. From the top menu, select Windows > Guides to add the Guides view to the current workspace.
2. In the Guides view, select the New Guide

button and choose one of the following types of guides:lSquare Gridl

1-Point Perspectivel2-Point Perspectivel3-Point Perspective (Bird’s-eye View)l3-Point Perspective (Worm’s-eye View)

The new guide appears in the Guides view list.

3. To add another guide, repeat the previous step.
NOTE: Each Storyboard Pro panel has its own list of guides that can be independently managed—see
About Drawing Guides on page 270.

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Renaming Drawing Guides
Since guides can be customized, you may want to give them specific name to help you identify them

How to rename a guide using the Guide Menu
1. In the Guides view, select a guide from the list.
2. In the Guide Menu, select Rename Guide.
The Rename Guide dialog box opens.
3. In the Rename Guide dialog box, enter the new guide name.
4. Press OK.

How to rename a guide using the Guide List
1. In the Guides view, double-click on a guide displayed in the list.
The guide's name becomes editable.
2. In the editable name field, enter a new name for the guide.
3. Press Enter/Return.
NOTE: It is not required to give a unique name to each guide in a guides list.

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Deleting Drawing Guides
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You can delete a drawing guide from your list.

How to delete a Drawing Guide
1. In the Guides view, select one or multiple guides from the list.
2. In the Guides view, select the Delete Guide

button or press Del (Windows) or Backspace (Mac OS X).

The selected guided are deleted from the list.

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Selecting Active Drawing Guides
A Storyboard Pro panel can have as many guides as needed, but you can only use one guide at a time. You candecide which guide you're using by selecting it from the guides list. The selected guide will display in yourdrawing space.
Although you can select the active guide at any time, a guide will only behave as active if one of the following
drawing tools is selected:
l

Brush

l

Pencill

Line

Once a guide is active, it will display its horizon line and vanishing points in your drawing space. There will also
be two or three dotted lines following your mouse cursor in the drawing area: One line for each horizontal orvertical axis in your guide, and one line going from each vanishing point in your guide through your mouse
cursor.

How to select the active guide from the guides list
1. In the Guide view, click on the desired guide in the guides list
The selected guide will become active.
NOTE: If Guides are disabled, clicking on a guide in the guides list will enable them.

How to quickly switch between guides
1. Set the focus on your Stage or Camera view, for example, by clicking on the view's tab.
2. Press the Up Arrowor Down Arrow key to select the previous or next guide in the list.
NOTE: Using the Up Arrow or Down Arrow to select a guide will only work if guides are alreadyenabled.

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Cutting Drawing Guides
You can cut a drawing guide from your guides list. This will remove the guide from the list allow you to paste it
into anotherpanel or project.

How to cut a Drawing Guide
1. In the Guides view, select one or multiple guides from the list.
2. In the Guides view menu, select Cut or press Ctrl + X (Windows) or ⌘ + X (Mac OS X).
The selected guides are deleted from the list and stored in the clipboard.
3. In the Timeline or Thumbnail view, select the destination panel in the same project or in another project.
4. In the Guides view, click on the guides list to set the focus on it. If the guides list already contains guide,
select a guide that will act as an insertion point.
5. In the Guides View menu, select Paste or press Ctrl + V (Windows) or ⌘ + V (Mac OS X).
Drawing Guides that were copied from the previous guides list are pasted in the current guides list,
under the selected guide, if any.
NOTE: If you want to use the Cut, Copy and Paste keyboard shortcuts on guides, make sure the focus ison the Guides view.

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Copying Drawing Guides
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You can copy drawing guides and paste them into other panels or projects.

How to copy a Drawing Guide
1. In the Guides view, select one or multiple guides from the list.
2. In the Guides View menu, select Copy or press Ctrl + C (Windows) or ⌘ + C (Mac OS X).
3. In the Timeline or Thumbnail view, select the destination panel in the same project or in another project.
4. In the Guides view, click on the guides list to set the focus on it. If the guides list already contains guide,
select a guide that will act as an insertion point.
5. In the Guides View menu, select Paste or press Ctrl + V (Windows) or ⌘ + V (Mac OS X).
Drawing Guides that were copied from the previous guides list are pasted in the current guides list,
under the selected guide, if any.
NOTE: If you want to use the Cut, Copy and Paste keyboard shortcuts on guides, make sure the focus ison the Guides view.

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Reordering Drawing Guide Lists
The drawing guides in your guides list can be reordered.

How to reorder a Drawing Guide list
1. In the Guides view, select one or multiple guides from the list.
2. Drag and drop the selected guides to their desired position in the list.

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Editing Drawing Guides
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When a new guide is created, it comes with a preset horizon line and, if applicable, preset vanishing points.
The position and angle of the horizon line as well as the position of any vanishing point in the selected guidecan be adjusted visually from within your drawing space.
Guides can only be edited with the Brush, Pencil or Line tool. The selected guide will only be visible when oneof these tools is selected.

How to edit a drawing guide
1. In the Tools toolbar, select the Brush, Pencilor Linetool.

2. In the Guides view, select a guide to make it the active guide.
Once a guide is active, its horizon line and vanishing point(s) appear in the drawing area.

3. In the Guides view, make sure the Lock Guide

option is disabled. This ensures you're able to edit theactive guide.
4. In the drawing area, zoom out until all vanishing points are visible (if necessary).
5. In the drawing area, grab either the horizon or a vanishing point and move it to its desired location.

When using the square grid or 1-point perspective guides, the angle of the horizon can be modified bymanipulating the horizon line itself.

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When using the 2-point or 3-point perspective guides, the angle of the horizon can be modified bymanipulating one of the two vanishing points on the horizon.

When adjusting the horizon line, you can hold down Shift to snap the horizon line at every 15 degrees.
This makes it easy to maintain a perfectly horizontal horizon.
NOTE: Each modification to a guide can be undone with the Undo command.

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Drawing with Drawing Guides
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Once a guide is active and properly set up, you can use it to assist you in creating a drawing with perspective.
The guide will display its axes going through your mouse cursor as you move it inside your drawing space.
When you start drawing a stroke, your drawing tool will become locked to the axis that most closely matches
the angle of your stroke, forcing you to draw a straight line along that axis, as if you were using a ruler or a set
square.
Guides can only be used with the Brush, Pencil or Line tool. The selected guide will only be visible when one ofthese tools is selected.

How to draw using guides
1. In the Tools toolbar, select the Brush, Pencilor Linetool.

2. In the Guides view, select the guide you wish to use.

3. In the drawing area, draw a stroke with the current drawing tool. From the initial gesture, the tool locks
on one of the guide's axes, forcing it to draw a straight line that follows the axis.

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NOTE: Some guides do not lock onto a horizontal or vertical axis line by design. At any time, whendrawing with the Brush or Pencil tool, you can hold down Shift + Alt before starting the stroke; this will
force the tool to draw a straight line that locks at every 15 degrees. You can also achieve the same effectwith the Line tool by holding down Shift before drawing a stroke.

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Locking Drawing Strokes to a Specific Axis
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When using a drawing guide, your drawing tool with lock onto one of its axes based on the initial direction ofyour drawing stroke. In some situations, it may be hard for the tool to lock onto the expected guide axis. To
remedy this, it is possible to manually select which axis you want to lock your drawing strokes to.

How to lock your drawing tool to a specific axis
1. Set the focus to the Stage or Camera view, for example, by clicking on the view's tab.
2. Press the Left Arrow or Right Arrow key repeatedly to cycle through your guide's axes. The selectedaxis will be displayed in bold across your mouse cursor.
All your drawing strokes will lock onto the selected axis.

How to re-enable using all axes
1. Press the Left Arrow or Right Arrow key repeatedly to cycle through your guide's axes, until none ofthem are displayed in bold across your mouse cursor.

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Drawing Freehand Perspective with Drawing Guides
By default, all strokes drawn with an active drawing guide are straight lines that follow one of the guide's axes.
To achieve a different style, you might want to draw with freehand perspective instead, where you use theguides as references, but without forcing your strokes to be straight and aligned with their axes. This can bedone by disabling the Align with Guide option, which is enabled by default.
When the Align with Guide option is disabled:l

The Brush, Pencil, Line and Eraser tools will no longer lock to your guide's axes, allowing you to draw
strokes in any direction.

l

The guide will still be visible, but will only serve as a visual aid.

l

The initial angle of your stroke will still determine which axis you're using, but instead of locking yourstroke on the axis, it will simply make the reference line for that axis bolder, to help you draw along it.

How to draw freehand perspective
1. In the Guides view, activate the Align with Guide

button, or press Shift + A.

You can now draw freely and use the guide as a visual aid.

2. Start drawing.

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Erasing Using Drawing Guides
By default, drawing guides have no effect when using the Eraser tool. However, if needed, you can make theEraser tool use your selected guide.

How to erase using a Drawing Guide
1. In the Guides view, activate the Enable Guide with Eraser
The EraserLinebutton.

tool will now work with the currently selected guide, just like the Brush, Penciltools.

2. Start erasing.
NOTE: With the Enable Guide with Eraser option, you can also edit your guide's horizon line andvanishing points using the Eraser tool.

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Viewing Drawing Guide Reference Lines
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By default, a guide will only display its horizon line, its vanishing point, and its axes relative to your mouse
cursor's position. To help you lay out the objects in your drawing, you can also enable reference lines. Referencelines are multiple semi-transparent lines that are drawn in parallel to your axes and from your vanishing points,
at an equal distance or angle from each other, to cover your entire drawing space with visual guides.
When using reference lines, you can decide the amount of lines that display in your drawing space. If you havetoo many reference lines, they will be very close to each other and your drawing space might feel cluttered, but
if you have too few, you might not always have a reference line close enough to the stroke you wish to draw to
help serve as a reference.

How to view Drawing Guide Reference lines
1. In the Guides view, activate the Show Reference Lines

button, or press Shift + G.

The reference lines appear as a semi-transparent overlay.

2. In the Guides view, use the Number of Lines slider to adjust the line density.

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Minimizing Guide Cursor Axes Display
By default, the guide axes that are drawn across your mouse cursor extend throughout your entire drawing
space. You may want those axes to only extend to a short distance around your cursor, so that they can stillserve as guides without obstructing your drawing space or drawing your eye away from your mouse cursor. You
can do this by disabling the Full Cursor Display option, which is enabled by default.
When the Full Cursor Display option is disabled:l

The guide axes displaying across your mouse cursor only span on a short distance from your mouse
cursor.

l

When drawing a stroke, all guide axes disappear until you finish drawing the stroke. By default, only theaxis you are drawing on disappears.

l

The actual axes used to lock your drawing tool still extend across the entire drawing space. Only theaxes displayed in your drawing space are shortened.

How to minimize the Drawing Guide's cursor axes display
1. In the Guides view, toggle the Full Cursor Display

button off.

The guide axes now only span over a short distance from your mouse cursor.

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Preventing the Editing of Drawing Guides
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When using a drawing tool with a guide, you are also able to edit the guide's horizon line and vanishing points.
This may be a problem if you need to draw close to the horizon line or to your vanishing points, as you may
accidentally displace them instead. Once you're sure that your guide is properly set up, it is recommended tolock your guides before you start drawing, so you don't have to worry about editing them by accident.

How to prevent editing of Drawing Guides while drawing
1. In the Guides view, activate the Lock Guide

button, or press Shift + L.

NOTE: The Lock Guide option locks the editing of all guides, not just the selected one. When creating a
new guide, the Lock Guide option is automatically disabled to allow the new guide to be edited
immediately.

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Enabling and Disabling Drawing Guides
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When you want to stop working with guides, you must disable them. When drawing guides are disabled:l

The Brush, Pencil, Line and Eraser tools have their normal, non-constrained behavior.

l

The horizon, vanishing points, guide axes and reference lines are not displayed.

How to enable and disable a Drawing Guide
1. To enable or disable Drawing Guides, do one of the following:l

In the Guides view, enable or disable the Enable Guidel

Press G.

button.

NOTE: The guide that was selected for your panel when you disable guides will be restored when you
enable them again.

NOTE: Drawing guides only work with the Brush, Pencil and Line tools. They will behave as if they weredisabled when any other tool is selected.

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Importing and Exporting Drawing Guide Lists
How to export Drawing Guides to a file
1. In the Guides view, select one or multiple guides from the list.
2. In the Guides View menu, select Export Selected Guides.
3. In the Export Guides dialog box that displays, choose a destination filename and folder and click Save.
The selected guides are written into the destination file. A message displays to confirm the amount ofguides that were exported.

How to import Drawing Guides from a file
1. In the Timeline or Thumbnail view, select the destination panel.
2. In the Guides View menu, select Import Guides.
3. In the Import Guides dialog box that displays, choose a file from a previous export and click Open.
The Drawing Guides from the imported file are inserted at the bottom of the Drawing Guide list in thedestination panel. A message displays to confirm the amount of guides that were added.
NOTE: When importing a list of guides, duplicate guides are filtered out to avoid cluttering the list. The
import confirmation will indicate if duplicates were detected and filtered out.

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About Drawing Space Efficiency
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Drawing can be time consuming and complicated if you don't take advantage of some of the time-savingfeatures in Storyboard Pro. It starts with turning on the grid to help you determine the size and placement ofobjects as you draw. For your drawing tool, you can choose from a lasso or marquee type cursor.
With onion skinning, you can see the previous and next drawings, which is handy for referring to for the size,
angle and position of the drawing in the current panel.
The light table lets you preview the previous and subsequent active layers in light colours. This is really usefulfor seeing other layers when designing or cleaning up your storyboard.
You can also quickly swap between two drawing tools by using keyboard shortcuts.
Everything you draw in Storyboard Pro is vector-based. When you draw in the Drawing or Camera view,notice that your lines may appear jagged. This is caused by the fast real-time display called OpenGL. If you
prefer to see smooth lines as you draw, you can enable the antialiasing preference.

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Displaying the Grid
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Using a grid is useful when positioning or drawing objects and characters in a scene. You can use the Show
Grid option to display several different kinds of grids in the Stage or Camera views.

How to display the grid
1. Do one of the following:lClick the Gridbutton at the bottom of the Stage or Camera view.

lSelect View > Grid > Show Grid.

lPress Ctrl + G (Windows) or ⌘ + G (Mac OS X).

2. To choose a grid option, select View > Grid and one of the following options:Parameter

Description

Grid Outline Only

Displays only the contour of the grid.

Underlay

Displays the grid behind the drawing elements.

Overlay

Displays the grid over the drawing elements.

SquareDisplays a standard square grid.

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12 Field Grid

Displays a 12 field size grid.

16 Field Grid

Displays a 16 field size grid.
Displays a reference grid that remains the same size when you scale

World Gridobjects. This is useful when creating elements in your drawing and you
need a reference point.

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Using the Light Table
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The light table is used to preview the previous and subsequent active layers. It is useful to see the other layers
when designing or cleaning up your storyboard.
When the light table is activated, all layers apart from the currently selected one are shown in washed-out
colours in the Stage and Camera views and when using the layer tools.

How to turn on the light table
1. Select View > Light Table.
The drawings for the other layers are displayed as washed-out colours in the Stage view.

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About Onion Skin
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Using Onion Skin, you can display the outlines of the previous or next panels as semi-transparent overlays in
the current panel, to use them as references for your artwork.

You can display the artwork from one or several panels before and after the current panel as Onion Skin,allowing you to decide how much of the artwork surrounding the current panel to use as reference.
TIP: By default, previous drawings appear in a shade of red and next drawings are displayed in green.
You can change the display colours of onion skinned drawings in the Colours tab of the Preferences
dialog box.

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Enabling the Onion Skin
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After enabling the Onion Skin, you can set the number of previous and next panels to view. You can set theonion skin to display up to three panels.

How to enable Onion Skin
1. Do one of the following:l

In the Onion Skin toolbar, click the Onion Skinl

Press Alt+O (Windows) or ⌘ +Alt+O (Mac OS X).

l

Select View > Onion Skin > Show Onion Skin.

button.

The Onion Skin for the previous panel will display in the Stage and Camera view in red, and theOnion Skin for the next panel will display in green.

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Setting the Amount of Neighbouring Panels to Include in Onion Skin
When you enable Onion Skin, by default, only the previous and next panels will be included in the Onion Skin.
You can however include up to three previous panels and up to three next panels in the Onion Skin.
The amount of previous panels and next panels to include in the Onion Skin work independently. For example,
you can display 1 previous panel and 3 next panels in the Onion Skin simultaneously.
NOTE: You can change the maximum amount of panels to include in the Onion Skin in the Camera Tabof the Preferences dialog—see Camera Preferences.

How to set the number of previous panels to include in the Onion Skin
1. In the Onion Skin toolbar, click the Show Previous button and select one of the following:l

No Previous PanelslPrevious PanellPrevious Two PanelslPrevious Three Panels

The previous panel(s) appear in the Stage and Camera views, in a washed out red.
NOTE: You can also select View > Onion Skin to access these options.

How to set the number of next panels to include in the Onion Skin
1. In the Onion Skin toolbar, click the Show Next button and select one of the following:l

No Next Panelsl

Next Panell

Next Two Panelsl

Next Three Panels

The previous panel(s) appear in the Stage and Camera views, in a washed out green.
NOTE: You can also select View > Onion Skin to access these options.

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Excluding Layers from the Onion Skin
Sometimes, you may not want to see certain layers of certain panels in the Onion Skin. In order to exclude
layers from the Onion Skin, you can set those layers as Background layers.
When you create a panel, it contains two layers: A BG layer and an A layer. The BG layer is already set to be abackground layer by default, which means it will not be included in the Onion Skin. At any time, you can choose
which layers in a panel are actually considered background layers or not. All layers that are set to be
background layers will be excluded from the Onion Skin.
NOTE: To set layers as background layers only affects whether or not they appear in the Onion
Skin. Hence, setting layers that are not really background drawings as background layers will have noadverse effect on your storyboard.

How to change whether a layer is considered a background layer
1. In the Onion Skin toolbar, click on Toggle Onion Skin
The Toggle Background Layerto enable Onion Skin.

button appears in the top-left corner of each layer in the layer list. The

BG layer that was automatically created with the panel will already be a background layer.

2. Do one of the following to change whether or not a layer is considered a background layer.
lClick on the Toggle Background Layerbutton of a layer to change whether or not it isconsidered a background layer.
lSelect one or several layers. Then, in the top menu, select Layer > Toggle Background Layers.

Layers that are set to be backgrounds will not be included in the Onion Skin, and layers that are not set
to be background will be included in the Onion Skin.

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Flipping Through Onion Skin-Enabled Panels
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Using the Onion Skin toolbar, you can quickly flip through the drawings that are currently included in theOnion Skin, allowing you to get an idea of how they will look during playback.

How to flip through onion-skinned drawings
1. In the Onion Skin toolbar, do one of the following:lDrag the Flip Slider towards the left to see the previous panels included in the Onion Skinor towards the right to see the next panels included in the Onion Skin.

l

Click and hold the Flip Forward

button to flip through all the panels included in theOnion Skin at an even pace.

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Selecting Specific Panels to Include in Onion Skin
Using the Expand Onion Skin dialog, you can manually select which panels in the range of previous panels andwhich panels in the range of next panels to include in the Onion Skin. This method is a bit more complicated,but much more flexible, as only the panels you specifically choose to include in the Onion Skin will be included,
and not every panel in-between.

How to add more panels or only include specific panels in the Onion Skin
1. In the Onion Skin toolbar, click the Expand Onion Skinbutton.

The Expand Onion Skin dialog appears.

2. In the Expand Onion Skin dialog, click on the corresponding button for each panel that you want toinclude in the Onion Skin. For example, if you want to include the first and third previous panels and thesecond next panels, click on 1 and 3 in the left section and on 2 in the right section.
3. If you want to exclude a panel you already inclued, click on the button again to remove it from the Onion
Skin.
4. Without closing the Expand Onion Skin dialog, move it out of the way of your drawing space and resume
drawing.
5. Once you are done using the expanded Onion Skin, close the Expand Onion Skin dialog. The Onion Skin
will return to its normal settings.

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About Quick Swap Shortcut
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Overriding one tool with another lets you increase productivity by rapidly switching between tools used forshort tasks and your previous tool. Most drawing tool shortcuts are accessed using the Alt key followed byanother key, such as the Eraser tool which is accessed by pressing Alt + E.
For example, if you are drawing with the Brush tool and need to briefly switch to the Eraser before continuing,hold down the E key while you are erasing. When you are done, release the E key to return to the previous tool;in this case, the Brush tool. You can do the same for most drawing tools that have a shortcut composed of Alt
followed by another key.

For a list of keyboard shortcuts, refer to one of the following:• Right-click on the Stage or Camera view to access the contextual menu.
• From the top menu, select Tools.
• Preferences dialog box, Shortcuts tab: Ctrl + U (Windows) or ⌘ + , (Mac OS X)• Drawing Tools Shortcuts

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Chapter 7: Drawing

Antialiasing OpenGL Lines
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Everything you draw in Storyboard Pro is vector-based. When you draw in the Drawing or Camera view,notice that your lines may appear jagged. This is caused by the fast real-time display called OpenGL. If you
prefer to see smooth lines as you draw, you can enable the antialiasing preference.

Full scene antialiasing is generated by your computer’s graphics card. This antialiasing will not only antialias
your drawings, but all your different views in the interface. Full scene antialiasing is an option you can turn on or
off; by default, it is disabled.
There is no need to modify your graphic card settings.
NOTE: Full Scene Antialiasing parameters are only valid while you work in your scene. The scene will berendered to 100% of its resolution regardless of your preference settings or graphic card panel.

How to customize the full scene antialiasing parameters

NOTE: You must restart Storyboard Pro after you change the parameters.
1. Do one of the following:lSelect Edit > Preferences (Windows) or Storyboard Pro > Preferences (macOS).

l

Press Ctrl + U (Windows/Linux) or ⌘ + U (macOS).

The Preferences dialog box opens.
2. In the Advanced tab, select the Enable option in the Full Scene Antialiasing section.

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3. Number or samples: Enter the number of samples you want to be used for the antialiasing process. The
number of samples is basically equivalent to the amount of times a pixel will be enlarged to calculate theantialiasing. This technique is called supersampling. The higher the number of samples, the better theantialiasing quality will be, but the longer it will take to calculate.
4. Restart Storyboard Pro.

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Changing the Drawing Tool Cursor
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By default, the Brush tool cursor is displayed as a crosshair. You can change it to display the shape of thecurrent brush size.

How to change the Brush tool cursor
1. Open the Preferences dialog box:‣

Select Edit > Preferences (Windows) or Storyboard Pro> Preferences (macOS).

‣

Press Ctrl + U (Windows) or ⌘ + , (Mac OS X).

2. Select the Tools tab.
3. In the Drawing section, select the Brush Size Cursor option.

4. Click OK.
The cursor displays the current brush size.

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About Drawing Space Navigation
When you are drawing in the Stage view, you can zoom, pan and rotate the view to make it easier todetermine where to place objects, determine the scale of objects, and when zooming out, get an overall view ofthe panel and its contents.

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Zooming the Stage View
Zooming in and out of the Stage view lets you see elements close up and far away.

How to zoom the Stage viewl

From the Tools toolbar, select the Zoom

tool. Click the Stage view to zoom in. Press [Alt] to zoom out.

lZoom In: Select View > Zoom In or press 2. When the Zoom In mode is selected, hold [Alt] as you click tozoom out.

lZoom Out: Select View > Zoom Out or press 1.

How to reset zoomlSelect View > Reset Zoom or press Shift + Z.

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Panning the Stage View
Using the Hand tool, you can pan the Stage view.

How to pan the Stage view
1. Do one of the following:‣

In the Tools toolbar, click the Hand‣

Hold down the Spacebar.

‣

Select Tools > Hand.

tool.

2. In the Stage view, drag the cursor.

How to reset panlSelect View > Reset Pan or press Shift + N.

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Rotating the Stage View
You can rotate the Stage view in the same way as you would with an actual animation disc. You can also use themenu options to rotate the Stage view in 30 degree increments.

How to rotate the drawing space
1. Do one of the following:l

From the Tools toolbar, select the Rotate View tool.

l

Hold down Ctrl + Alt (Windows) or ⌘ + Alt (Mac OS X).

2. Drag the cursor in the Stage view to rotate the view.

How to rotate the drawing view in 30 degree incrementslSelect View > Rotate View CW (clockwise) or press V.

lSelect View > Rotate View CCW (counterclockwise) or press C.

How to reset rotationl

Select View > Reset Rotation or press Shift + X.

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Sharing Drawings
When there is a drawing that occurs across multiple panels, you can share (link) the drawing. This way, anychanges you make to one of the drawing affects all other instances, making it faster and more efficient whenmanaging and producing your storyboard.
Duplicating a panel that contains a shared drawing preserves the link.
When sharing is not needed, you can easily unlink an instance of a shared drawing from the other instances.

How to share a drawing
1. In the Drawing list, right-click the layer that contains the drawing to share.
2. Right-click and select Share Drawing.
The drawing is now available in the Shared Drawings folder of the Library view. In the Layers list, a starappears beside the name of the drawing to indicate that it is a shared drawing.
3. To use the shared drawing in another panel, drag it from the Share Drawings folder to the Layer list orStage view.

How to unlink a shared drawing
1. Right-click the layer to unlink and select Unlink from Shared Drawing.
The layer is unlinked from the shared drawing and its instances.

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Chapter 8: Colour

With Storyboard Pro, you can add colour to your projects.

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About Colour Swatches
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You can use two different types of colour swatches. You can paint drawings with vector swatches, which are
the solid and gradient colours.
You can paint your vector drawings with bitmap texture swatches. You can import textures and add them toyour palette. Textures must be *.psd or *.tga files. Transparency is supported. Once you have painted with
textures, you can edit the gradient's position—see Using the Edit Gradient - Texture Tool on page 328.

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Changing the Current Colour
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There are several ways to modify the current colour. It can be modified directly in the Colour view using thesliders (HSV or RGB), or using the Colour Picker window.

How to change the current colour in the Colour view
1. In the Colour view, make sure the Colour area is expanded by clicking the Collapse/Expand arrow.
2. In the Colour view, drag the H,S,V sliders left or right to adjust the colour.
3. In the Opacity field, adjust the colour's alpha.
4. In the HSV/RGB menu, you can switch between HSV and RGB sliders.

How to change the current colour in the Colour Picker window
1. In the Colour view, make sure the Colour area is expanded by clicking the Collapse/Expand arrow.
2. Double-click on the current colour swatch.
The Colour Picker window opens.

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3. In the Colour Picker window, do one of the following to modify the current colour:l

In the colour picking area, click to select a colour.

lType in the HSV or RGB values in the corresponding fields. Select the R,G,B or H,S,V
options to change the look of the colour picking area.

lDrag the Dropper

to select any colour in the Storyboard Pro interface.

NOTE: When using the Dropper tool, the selected colour becomes the current colour, but
is not added to the colour swatches.
You can also click the Multi Wheel Mode button to open the Multiwheel Colour dialog box. This displays
all the picking area styles and a picking undo list. Click the Single Wheel Mode button return to theregular Colour Picker window.

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4. Click the Shade Scale swatches to modify the shade of the selected colour.

5. Adjust the level of transparency with the Alpha slider, or type the value directly in the Alpha field.
6. Click the Add button to add the current selected colour to the Colour Storage Library, so you can quickly
access it later.

7. You can rename the colour swatch in the Colour Picker window or directly in the colour list by doubleclicking its name.

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Adding Colour Swatches
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You can create your own vector colour swatches and import bitmap textures to use as swatches in your palette.
NOTE: Once added, a colour swatch can no longer be modified. You must delete the swatch and add a
new one.

How to add a vector colour swatch
1. In the Colour view, make sure the Colour area is expanded by clicking the Collapse/Expand arrow.
2. Using the Colour view sliders or the Colour Picker window, adjust the colour for the new swatch.
3. Click the Add Colour

button or select New Colour Swatch from the Colour Swatch menu.

How to create a bitmap texture swatch
1. In the Colour Swatch menu, select New Texture.

A browser window opens.
2. Browse for a PSD or TGA bitmap file created in a third party software and click Open.

A textured colour swatch is added to the swatch palette.

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Renaming Colour Swatches
If you plan on adding a lot of colour swatches to your palette, it is a good idea to organize them by naming andreordering them.

How to name a colour swatch
1. In the Colour Swatch menu, deselect the Swatch Mode option.
2. In the Colour list, double-click on a swatch name to rename it.

3. Once you are done renaming the swatch, press Enter/Return to validate the entry.

How to order swatches‣ In the Colour list, in Swatch mode or List mode, drag and drop the swatches to change the order.

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Deleting Colour Swatches
At any time, you can delete colour swatches that you are not using or not part of the colour palette you have inmind for a character or scene.

How to delete a colour swatch
1. In the Colour view, select a colour swatch to delete by clicking a swatch. To select multiple swatches,press Ctrl (Windows) or ⌘ (macOS), and click the swatches to delete. To select multiple swatches in arange, press Shift, click the first swatch to delete and then click the last swatch.
2. Do one of the following:‣

Press Delete.

‣

From the Colour Swatch menu, select Delete Swatch.

‣

Click the Remove Colour

button.

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Creating Gradients
Vector drawings can be painted using linear and radial gradients. Once painted, you can modify the position of
the gradient—see Using the Edit Gradient - Texture Tool on page 328.

How to create a gradient colour
1. In the Colour view, double-click the current colour swatch.
The Colour Picker window opens.
2. Select the Gradient option.

3. Select the Linear or Radial option.
4. In the color picking area, use the gradient arrows to modify the colours.

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Sharing Colour Palettes
Once you have established the colours to be used throughout your storyboard, you can save it as your default
colour palette for the project. You can also import and export colour palettes so that everyone on your team isusing the same colours.
NOTE: Toon Boom colour palettes are appended with a .plt extension.

How to save a default colour palette‣

In the Colour view, click the Colour Swatch menu and select Save as Default Palette.

How to export a colour palette
1. From the Colour Swatch menu, select Export Colours.
2. In the Export Colours window, give your palette a name and click Save.

How to import a colour palette
1. From the Colour Swatch menu, choose Import Colours.
2. In the Import Colours window, select a colour palette and click Open.

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About Colour Tools
The colour tools are available in the Tools toolbar. The Tool Properties view displays the properties of thecurrently selected tool on the current layer you are working. If you are editing a vector layer, then all of the tools
are available to you. If you are drawing on a bitmap layer, some tools are not available.
NOTE: You can display the Tools toolbar horizontally (flat toolbar) if you find it more efficient for yourworkflow—see Tools Toolbar in the Reference Guide.
Depending on the type of layer you select, here are the colour tools available:

Tool

Vector Layer

Bitmap Layer

•

•

Paint

•

•

Paint Unpainted••

Unpaint••

Close Gap•

Dropper•

Edit
Gradient/Texture

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About the Paint Tool
The main tool you will use to paint your drawings is the Paint tool. The Paint tool can be used in several
different modes, and can be customized in the Tool Properties view.

The Paint tool only paints closed zones. If you have gaps in your lines, you must close them using either theBrush, Pencil, or Close Gap tools.

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About Painting Modes
The Paint tool has three different modes: Paint, Paint Unpainted, and Unpaint.
You can also find these tools in the Tools toobar and in the Tools menu.

You can also enable the Auto Close Gap mode to automatically close open areas while painting.

Icon

Tool Name

Description

Lasso

A mode for making a rectangular selection.

MarqueeA mode for making a freehand selection.

Paint Tool Options

A mode for painting everything the tool touches,

Paint

including empty and filled zones.
A mode for painting only empty zones. Any line

Paint Unpainted

or filled zone will remain unchanged.
A mode for unpainting everything the tool

Unpaint

touches, including empty and filled zones.

Apply to Visible

Applies paint to several drawings on separate

Drawings

layers on the current frame.

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The Automatic Close Gap option is used while
painting drawings with small gaps. Instead of
having to close them manually either with theBrush tool or Close Gap tool, Storyboard Pro will
analyse the drawing and close the gaps while

Auto Close Gap

you paint according to the selected mode.
There are four modes available: No Close Gap,
Close Small Gap, Close Medium Gap, and Close
Large Gap

Bitmap Options
--

Alpha

--

Colour Tolerance--

Maximum Overlap
Smooths lines as you cut drawings on bitmap
Antialiasing

layers. When this option is deselected, the cut
lines are jagged.

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Painting
T-SBFND-008-011

How to paint a drawing
1. Do one of the following:l

In the Tools toolbar, select the Paintl

Select Tools > Paint.

lPress Alt+I.

tool.

2. In the Tool Properties & Colour view, select a colour by clicking a colour swatch.

3. In the Stage view, start painting on your drawing by clicking the area to be painted. Note that the area
to be painted must be closed. You can either click to paint a zone or trace a lasso or marquee selection topaint several zones at the same time.

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Using the Dropper Tool

While working in the Stage view, you can use the Dropper tool to pick a colour from your drawing without
going to the Colour view. When picking a colour with the dropper, the colour is not added to the swatch list. It
becomes the current colour.

How to select a single colour in a drawing
1. Do one of the following:In the Tools toolbar, select the Dropper

tool.Select Tools > Dropper.Press Alt+ D.
2. In the Stage view, click the desired colour.

How to select a composite colour
1. Do one of the following:In the Tools toolbar, select the Dropper

tool.Select Tools > Dropper.Press Alt+ D.
When enabled, the dropper picks the RGBA values of all the layers combined. When disabled, thedropper picks the RGBA value from just one layer at a time.
2. In the Tool Properties view, click the Sample All Layers

button.

3. In the Stage view, position the dropper tip over overlapping strokes and click to select the colour.
The new colour is displayed in the Colour view and becomes the current colour.

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How to select colours with or without transparency
1. Do one of the following:In the Tools toolbar, select the Dropper

tool.Select Tools > Dropper.Press Alt+ D.
2. In the Tool Properties view, do one of the following:‣

Click the Do Not Pick Transparency

button to select colours at 100% opacity, ignoring the alphavalue.
‣Do not click the Do Not Pick Transparency

button to select colours and retain the alpha value ofthe stroke.
3. In the Stage view, position the dropper tip over a stroke and click to select the colour.
The new colour is displayed in the Colour view and becomes the current colour.

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Using the Edit Gradient - Texture Tool

If you paint a zone with a gradient or texture colour, you can use the Edit Gradient/Texture tool to modify its
position in the zone. You can move, scale, rotate and skew. If you want to match the colour to the animation, set
the first texture position and copy the Edit Gradient/Texture position. When moving to the next drawing, you
can select the next texture and paste the previous position to continue the modifications.
If you are painting a hand-drawn animation or if you want the Brush and Paint tool to use your gradient’s
position, angle and scale settings instead of the default ones, you can store your own settings and reuse themafterward.
This way of editing a texture using the Edit Gradient/Texture tool also works with pencil lines drawn with
textured “brushes”. If you then paint your textured pencil line with a gradient, you can do so and then edit bothelements independently at the same time.

How to use Edit Gradient/Texture tool
1. In the Tools toolbar, select the Edit Gradient/Texture

tool or select Tools > Edit Gradient/Texture.

1. Click the Gradient or Texture zone to be modified. To modify several areas at once, hold down the Shift
key and click in the zones to be modified.

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2. Move the edit texture’s anchor points to the desired result.

‣

If the same modification needs to be applied to another gradient in another drawing or texture zone,
you can select the modified zone and select Edit > Copy. Select the zone to be modified in the otherdrawing and select Edit > Paste.

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Using the Close Gap Tool

When painting, you will notice that some of your drawing areas are not closed. To close the zone you can either
draw the missing line with the Brush or Pencil tool, but you can also close the gap with an invisible line. To doso, you will use the Close Gap tool.
The Close Gap tool is used to close small gaps in a drawing. The Paint tool only paints closed areas. The Close
Gap tool will create a small, invisible stroke between the two closest points to close the colour zone. You do notneed to trace directly over the gap. You can draw it a few millimetres away and the Close Gap will automaticallychoose the two closest points and close the gap.

How to use the Close Gap tool
1. In the Tools toolbar, select the Close Gap‣

Click the Auto Flatten

tool or select Tools > Close Gap.

button in the Tool Properties view if you want the stroke you will draw to

be flattened in your drawing instead of being on top.
‣

You can display the invisible lines with the Show Strokes option underView > Extras > Show
Strokes or press K.

‣

If you do not display the strokes, a warning message dialog box will appear. Enabling the Don’t
Show This Message Again option prevents this Message from appearing.

2. In the Stage view, trace an invisible line near to the gap to be closed.
The gap automatically closes.

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Chapter 9: Libraries
T-SBADV-010-001
Using libraries, you can share and reuse any elements you create in Storyboard Pro. With the library view, you
can store several different elements such as characters, sets, props, layers, panels, audio files, 3D models,animations and camera movements.
Libraries are stored on your hard drive and the same library can be used in several projects. Hence, you can use
libraries to share assets between your projects.
You can create templates simply by selecting assets in your project, such as layers, panels and sound clips, thendragging them into a library in the Library view. Likewise, you can import a template's content by dragging itfrom a library into its intended destination in your project.

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About Library Folders
T-SBADV-010-002
By default, there are four libraries available in the Library view:l

3D Models: The library in which all 3D models used by your projects are stored. This library is exclusive
to the current project—see 3D Objects on page 401.

l

Shared: The library in which all shared drawings in your project are stored. This library is exclusive to thecurrent project—see Sharing Drawings on page 310.

l

Global: The default library to use for sharing assets between projects. This library is stored in the Toon
Boom Storyboard Pro Library sub-folder of your Documents folder.

lTemplates: A library of sample drawings bundled with Storyboard Pro.

Hence, the go-to library for creating templates is the Global library. However, as you will probably create alarge number of templates, you might eventually need to organize the assets into different libraries. For
example, you may want to create libraries for characters, props, backgrounds, panels, sound clips, and anyother type of asset your project needs to re-use. You can add as many libraries as you wish to the Library view,each of which can store different types of templates.
Each library in the Library view corresponds to a folder in your workstation's file system. Since those folders cancontain sub-folders, and the Library view allows you to browse sub-folders in a library, you can also organize
the templates inside your libraries by storing them in different sub-folders.

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Creating Libraries
T-SBADV-010-003
There are two ways to create Library folders.
lUsing Storyboard Pro’s interfacelDirectly through your operating system

To create a library using your operating system, create a new folder with a relevant name in the location where
you want the library to be stored. This can be opened in Storyboard Pro when you require it—see Adding
Libraries on page 337.
Template libraries need to be organized. You can create different subfolders on your hard drive or directly in
the Library view so that you can gain easy access to your assets.

How to create a library from Storyboard Pro
1. In the Library view, right-click in the Library List section and select Open Library.
The Browser window opens.
2. Browse for the location where you want to store your new library in your computer.
3. Click New Folder.
4. Name the new library with a relevant name and click Select Folder.
The new library appears in the Library List section.

How to create a folder
1. In the Library view’s left side, select the library folder in which you want to create subfolders.
2. Right-click on the selected library and select New Folder.
The new subfolder is added to the Library (although not immediately visible as it is collapsed in its
parent folder). Click the root library folder containing the new folder and then click the plus (+) sign toexpand it. The new subfolder appears.

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Adding Libraries
T-SBADV-010-004
You can open any folder on your hard drive or network as a library. Opening a library means linking the folder
to your Library view. You only need to open the library once. The library folder is available every time you open
the application until you decide to close the library and unlink it.
NOTE: Adding a folder that contains images or sound files to your libraries will allow you to quickly
import those images into Storyboard Pro by dragging and dropping them into the Stage view.

How to open a library
1. In the Library view, right-click in the Library List section and select Open Library.
The Browser window opens.
2. Browse to the location of the library folder.
3. Select the folder and click OK.
The new library appears in the Library List section.

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Renaming Folders
T-SBADV-010-005
Once you add a folder, you can rename it. This also renames the folder on your hard drive.

How to rename a folder
1. In the Library view’s left side, select the folder to rename.

2. Right-click on the selected library and select Rename Folder.
3. Rename the selected folder.
4. Press Enter/Return to validate the operation.

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Closing Libraries and Deleting Folders
T-SBADV-010-006
If you want to remove a folder from your libraries, you must first understand the difference between a library
and a sub-folder in a library. A library is a folder added at the root of your libraries list, and it is indicated by aicon. A sub-folder is inside one of the libraries in the libraries list, and it is indicated by aicon.
You can close a library, which will remove it from the Library view, but not from your hard drive. However,you cannot close a sub-folder. All the sub-folders in a library are always available in the Library view.

However, you can delete sub-folder. This however will delete it from your hard drive permanently.

Hence, in summary:l

You can close a library, which will remove it from the Library view but not from your hard drive, but

you cannot outright delete a library from Storyboard Pro.
l

You can delete a library sub-folder, which will permanently remove it from your hard drive, but you

cannot simply close a library sub-folder.
Hence, if you find that some sub-folders are incumbering your library, but you don't want to lose their content,
it would be best to open this library in a file browser, and move those folders somewhere else where you canretrieve them later.
NOTE: You cannot close the following default libraries: 3D Models, Shared and Global.

IMPORTANT: You can undo deleting a library sub-folder up until you close the project or exit theapplication. After that, the deleted files will be gone permanently and you will not be able to retrievethem.

How to close a library
1. In the left pane of the Library view, select the library folderthat you want to remove.

2. Right-click on the library and select Close.

How to delete a library sub-folder
1. In the left pane of the Library view, browse to and select the library sub-folder
delete.
2. Do one of the following:l

Right-click the selected library and select Delete Folder.

lPress Del.

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A confirmation prompt will appear.
If you are sure you want to permanently delete all the content of the selected folder from your hard drive,
click Yes. Otherwise, click No.

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Refreshing Libraries
T-SBADV-010-007
If you update the content of your libraries through your operating system, you must refresh the library folders in
the Library view.

How to refresh a libraryl

In the Library view’s left side, right-click and select Refresh or press F5.

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About Templates
T-SBADV-010-009
If you want to reuse artwork, layers, panels or camera motions from your project in the same or other projects,
you can create a template out of it. A template is a package containing a copy of the assets you stored in it, andwhich can easily be copied into any project as many times as needed.
Storyboard Pro templates can be made with the following type of assets:
Template
Type
Layer

Panel

Sound clip
Cameramovement
Layer
animation

Content

One drawing or 3D model, its layer animation and its opacity
The length of the panel, its camera movements, all of its layers and 3D models, theirlayer animation and their opacity
The sound file, its In and Out points and its volume envelope

Camera animation keyframes

The layer's artwork and its animation keyframes

NOTE: When you create a template, it is not linked to the original project. A copy of the assets are
created for the template, and you can modify the original project without affecting your template.
Likewise, when you import a template into your project, it is copied into your project. Making changes tothe template will not affect its imported copies, and you can make changes to the imported assets
without affecting the template.

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Creating Templates
T-SBADV-010-010
You can create a template out of many assets in your project. You can create a template out of a panel, a layer, asound clip and even animation keyframes.
Creating a template is as simple as selecting the asset you want to store in the template, then dragging anddropping it into a library in the Library view.

How to create a template from one or several layers using the Stage or Camera view
1. In the Library view, select a folder in which you want to store your template.
2. In the Layer panel of the Stage or Camera view, drag and drop the layer you want to create a templatefrom into the right panel of the Library view.

3. In the Rename dialog box, enter the name for your new template.
NOTE: You can also rename a template after it is created by right-clicking on it and selecting Rename.

How to create a template from the Thumbnails view
1. In the Library view, select a folder in which you want to store your template.
2. In the Thumbnails view, click and drag on the drag and drop handle of the selected panel, then drop it
into the right pane of the Library view.

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3. In the Rename dialog box, type a name for your new template.
NOTE: You can also rename a template after it is created by right-clicking on it and selecting Rename.

How to create a template from the Timeline view
1. In the Library view, select a folder in which you want to store your template.
2. In the Timeline view, select a panel and drag it into the right pane of the Library view.

3. In the Rename dialog box, type a name for your new template.
NOTE: You can also rename a template after it is created by right-clicking on it and selecting Rename.

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How to create a template from a sound clip
1. In the Library view, select a folder in which you want to store your template.
2. In the Timeline view, select a sound clip.
3. Drag and drop the selected clip into the right pane of the Library view.

4. In the Rename dialog box, enter the name for your new template.
NOTE: You can also rename a template after it is created by right-clicking on it and selecting Rename.

How to create a camera movement template
1. In the Timeline view, select the scene containing the camera movement.
The camera's animation keyframes will appear in the Camera track of the Timeline view.

2. In the Camera track of the Timeline view, select the animation keyframes you want to store in yourtemplate:l

To select all the keyframes in the animation, double-click on one of the keyframes or on the space
between one of the keyframes.

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To select a series of keyframe, click on the first keyframe in the series then, while holding Shift,click on the last keyframe in the series.

l

To select each keyframe individually, click on the first keyframe you want to select then, while
holding Ctrl, click on each keyframe you wish to select.

3. Do one of the following to copy the keyframes to the clipboard.
l

In the top menu, select Edit > Copy Camera Keyframes.

lPress Ctrl + C (Windows) or ⌘ + C (Mac OS X).

4. In the Library view, select the folder in which you want to store your template.
5. Do one of the following to paste the keyframes into a new template:l

In the top menu, select Edit > Paste.

lPress Ctrl + V (Windows) or ⌘ + V (Mac OS X).

6. In the Rename dialog box, enter the name for your new template.
NOTE: You can also rename a template after it is created by right-clicking on it and selecting Rename.

How to create a layer animation template
1. In the Timeline view, select the panel containing the animation.
2. In the Layer list of the Stage or Camera view, select the layer containing the animation.
The layer's animation keyframes will appear in the Layer track of the Timeline view.

3. In the Layer track of the Timeline view, select the animation keyframes you want to store in yourtemplate:l

To select all the keyframes in the animation, double-click on one of the keyframes or on the space
between one of the keyframes.

l

To select a series of keyframe, click on the first keyframe in the series then, while holding Shift,click on the last keyframe in the series.

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Chapter 9: Librariesl

To select each keyframe individually, click on the first keyframe you want to select then, while
holding Ctrl, click on each keyframe you wish to select.

4. Do one of the following to copy the keyframes to the clipboard.
l

In the top menu, select Edit > Copy Layer Keyframes.

lPress Ctrl + C (Windows) or ⌘ + C (Mac OS X).

5. In the Library view, select the folder in which you want to store your template.
6. Do one of the following to paste the keyframes into a new template:l

In the top menu, select Edit > Paste.

lPress Ctrl + V (Windows) or ⌘ + V (Mac OS X).

7. In the Rename dialog box, enter the name for your new template.
NOTE: You can also rename a template after it is created by right-clicking on it and selecting Rename.

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Importing Templates
T-SBADV-010-012
There are several ways you can import templates in your project. You can insert a panel template between two
existing panels in the Thumbnails view. You can import a template's layers into a panel by dragging it into theStage, Camera, Thumbnails or Timeline view.

How to import a template in the Stage or Camera view
1. In the Thumbnails view, select the panel in which you want to insert the template.
2. In the Library view, select the template you want to insert.
3. Drag the selected template to the Stage or Camera view.
l

To insert it between two specific layers, drop it between those layers in the Layer panel of theStage or Camera view.

l

If you want to insert it over all the other layers, you can drop it directly into the Stage or Camera
view.

NOTE: You can also import a panel template into the Stage or Camera view. When you do this, all of thetemplate's layers are added to the current panel.

How to import a template in the Timeline view
1. In the Library view, select the template you want to import.
2. Drag the selected template into the Timeline view, over the panel in which you want it to be inserted.

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The template's layers are added to that panel's layers.

How to insert a panel template between two panels in the Thumbnails view
1. In the Library view, select the template you want to import.
2. Drag and drop the selected template into the Thumbnails view, between the two panels where youwant it to be inserted.

The panel in the template is added to the storyboard, inserted between the two other panels.

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NOTESl
If you are inserting the template between two scenes, you are able to choose whether the panel
will beattached to the previous scene or the next scene, or whether it will be inserted into its own
scene. This will depend on how close to either scene or to the gap between them you drop the
template. As you move the panel around in the gap, a red line will indicate where the panel will endup.

lYou can also drop a template over a panel's thumbnail to add its layers to that panel.

How to import a sound clip template
1. In the Library view, select a sound clip template.
2. Drag the selected template into the Timeline view, onto the audio track and at the exact frame where
you want the sound clip to be cued.

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How to import a camera movement template
1. In the Library view, select a camera movement template.
2. Do one of the following:l

Right-click on the template and select Copy.

l

In the top menu, select Edit > Copy.

l

Press Ctrl + C (Windows) or ⌘ + C (Mac OS X).

3. In the Timeline view, select the scene where you want to import the camera movement.
4. Click on the Camera track.

5. Move the timeline playhead where you want the camera movement to begin.
6. Do one of the following:l

In the top menu, select Edit > Paste Camera Keyframes.

lPress Ctrl + V (Windows) or ⌘ + V (Mac OS X).

The camera keyframes are pasted at the position of the timeline playhead onto the Camera track.

How to import a camera movement template
1. In the Library view, select a layer animation template.
2. Do one of the following:l

Right-click on the template and select Copy.

l

In the top menu, select Edit > Copy.

l

Press Ctrl + C (Windows) or ⌘ + C (Mac OS X).

3. In the Timeline view, select the panel containing the layer on which you want to import animation.
4. In the Layer panel of the Stage or Camera view, select the layer on which you want to import animation.

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5. In the Timeline view, click on the Layer track.

6. Move the timeline playhead where you want the camera movement to begin.
7. Do one of the following:l

In the top menu, select Edit > Paste Camera Keyframes.

lPress Ctrl + V (Windows) or ⌘ + V (Mac OS X).

The animation keyframes are pasted at the position of the timeline playhead, onto the layer's animation
track.

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Deleting Templates
T-SBADV-010-011
You can delete a template directly from the Library view.
NOTE: It is possible to undo deleting a template up until the point where you close your project or exit
the application.

IMPORTANT: If you delete a template via your operating system's file browser, you might not be able toundo it unless the template is moved to your workstation's recycle bin / trash bin and you do not emptyit.

How to delete a template
1. In the Library view, select the template to delete.
2. Do one of the following:l

Right-click and select DeletelPress Del.

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Browsing a Template's Content
A template created in Storyboard Pro is a folder with a file structure, in which you can find its assets. If you
want to import a specific asset from a template, such as a drawing or a 3D model, you can browse thetemplate's file structure in the library view by opening it as a folder instead of as a template.

How to open a template as a folder
1. In the Library view, select the template to open.

2. Right-click the selection and select Open As Folder.
The template will appear as a subfolder in the current library, with the subfolder

3. Click on the Expand

icon.

button of the subfolder to explore it. If you are familiar with Harmony, you will findthat the template has a file structure similar to a Harmony scene, which contains the following folders:laudio: The audio clips that were included with the template, if any.

lelements: Contains the folders in which the drawings and 3D models used by the template arestored.

lenvironment: If the template was created in Harmony Server, this directory will contain theassets used by this template that were sourced from its environment. Otherwise, it will be empty.

lframes: A directory typically used for the rendered frames of a Harmony scene. Usually empty for
templates.

ljobs: If the template was created in Harmony Server, this directory will contain the assets usedby this template that were sourced from its job. Otherwise, it will be empty.

lpalette-library: The palettes used by the template.

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As you browse the template's folders, if you select a folder that contains assets that can be imported
in Storyboard Pro, they will appear in the assets list to the right.
NOTE: Even if the template is opened as a folder, it is still also available as a template in your library. You
can undo opening the template as a folder by right-clicking on the template and selecting Open As
Folder again.

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Generating Thumbnails
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When you display thumbnails in the Library view, Storyboard Pro generates a series of small images(thumbnails) for you. However, it is possible to generate template thumbnails manually.
By default the automatic option is enabled, which means the thumbnails in the Library view will be
automatically generated. You can disable this option to prevent the thumbnails from being automaticallygenerated.
You can delete the thumbnails files from the Library view.

How to generate thumbnails
1. In the Library view’s right side, select a template.

2. Right-click and select Generate Thumbnails.

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How to disable the automatically Generate Thumbnails preference
1. Do one of the following:lSelect Edit > Preferences (Windows) or Storyboard Pro > Preferences (macOS).

l

Press .

2. Select the General tab.
3. In the General section, select the Automatically Generate Thumbnails in Library option.
NOTE: When you deselect the Automatically Generate Thumbnails in Library option, you can manually
generate them.

How to delete thumbnailsl

In the Library view, right-click in the left section and select Delete Thumbnails.

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Searching Libraries
You can use the Quick Search field to rapidly locate a particular template using a keyword contained in thetemplate’s name.

How to search for a template
1. In the Quick Search

field, type a word or part of a word contained in the template’s name. You canselect a folder in the Library’s List to limit the search to this specific library.

2. Press Enter/Return to validate.
The first template found is selected and displayed along with the other templates contained in the same
folder.

3. Click the Right Arrowbutton to find the next template containing the keyword, or on the Left Arrowbutton to see the previous result.

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About Importing Files
Using the Library view, you can import several types of files and store them in a library folder as a template.
Once you have these new templates, you can use them throughout your storyboard projects just like the regularones.
You can import all sorts of files using the Library view. You can import bitmaps as well as vector-based images,
audio files, Adobe Flash movie file (.swf), and templates (.tpl) files made in Harmony 9.2 or highe. This can be
useful for importing backgrounds created in Harmony directly into your storyboard.
You can alsoimport four types of 3D files. When you import a 3D model, it is automatically added to the Libraryin the 3D Models folder according to its format.

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Importing Images
T-SBFND-008-012
You can import all sorts of image files and reuse them throughout your project as templates. You can import
bitmap as well as vector-based images, which can be really handy. The supported image formats include: .ai,
.pdf, .tvg, .pal, .scan, .sgi, . tga, .yuv, .omf, .psd, .png, .jpg, .jpeg, .bmp and .tif.

How to import an image file
1. In the Library view, right-click a library folder and select Import Files.

The browser window opens.
2. Find and select an image file and click Open.
The selected file appears in the Library view as a .tpl file inside the selected library folder.

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Importing Audio Files
You can import three types of audio files, which you can drag in the Timeline view when creating your animatic
project. The supported audio file formats are: .wav, .aif and .mp3.

How to import an audio file
1. In the Library view, right-click a library folder and select Import Files.
The browser window opens.
2. Find and select your audio file and click Open.
The selected audio appears in the Library view as a .tpl file inside the selected library folder.

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Importing Flash Movies (SWF)
You can import an Adobe Flash movie file (.swf) into the Library view. The movie file will become a single layer
template that contains the animation. Only the first 20 first frames of the animation will be imported in thetemplate.

How to import an Adobe Flash movie file
1. In the Library view, right-click a library folder and select Import Files.
The browser window opens.
2. Find and select your Adobe Flash Move file (.swf) and click Open.
The selected .swf files appears in the Library view as a .tpl file inside the selected library folder.
NOTE: You can preview the animation contained in the new template by using the preview section of
the Library view—see Library View in the Reference Guide.

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Importing Harmony Templates
You can import template (.tpl) files made in Harmony 9.2 or higher into the Library. This can be useful for
importing backgrounds created in Harmony directly into your storyboard.
NOTE: Because Harmony is an animation software and Storyboard Pro is not, animated templates andtemplates of rigged puppets created in Harmony may not import properly. Templates with multiple
layers will retain their layer structure, but cut-out puppets may be rendered as flat objects withstationary parts.

How to import a template created in Harmony
1. In the Library view, right-click on the left side of the Library view, under all the existing folders andselect Open Library.
A browser window opens.
2. Search for the folder with the .tpl file to import. That folder is considered the “Library” that you choose to
open. Note that the .tpl file itself is also a folder. Select the Library folder and not the Template folder.
For example, the library may be the Toon Boom Stage Library (found in the My Documents folder on
Windows) and the name of the template inside Enchanted_Forest.tpl.
An orange book icon appears on the left side of the Library view with the name of the folder that you
selected.
3. Click the folder to display the templates on the right side of the Library view. The template thumbnails
may take a moment to generate.
If there were any subfolders in the root library folder, they will appear as grey books within the root
library. You may need to expand the root library to see them. Click on one of these grey book subfolders
to display its templates on the right side of the Library view.

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Importing 3D Objects
You can import four types of 3D files, which you can drag in the Timeline view when creating your animatic
project. The supported 3D file formats include: .fbx, .abc, .osb, .3ds and .obj. When you import a 3D model, it isautomatically added to the 3D Models library in the Library view. You can then drag and drop that 3D model toeach panel in which you want to use it, without having to import it over and over again.
In addition to importing 3D objects into the 3D Models folder in the Library view, you can also open a folder
containing 3D models as a library in the Library view. The models can then be dragged and dropped into thescene directly from the Library and will be copied into the project’s local 3D Models folder so that the model canbe referenced in that project file.

How to import a 3D object into your project
1. In the Library view, right-click on the 3D Models library folder, then select Import Files.
2. In the file browser, locate and select your 3D model, then click on Open.
The following prompt appears.

If you want, you can choose to import your model in its original format. Converting it to FBX will however
make sure its textures are consolidated with the model in your project.
3. Click on OK.
The selected model appears in the 3D Models folder of the Library view.
NOTE: If you delete a 3D model from the 3D Models folder of the Library, every instance of the model
used in the project will be deleted at once. A warning message will prompt you to confirm or cancel theaction.

How to add a folder containing 3D models as a Library
1. In the Library view, right-click in the list of libraries and select Open Library.
A file browser window opens.
2. In the file browser, browse for the folder that contains the 3D models that you want to use in yourproject. Those files should be .fbx, .abc, .osb, .3ds, or .obj files.
3. Click on Select Folder.
The selected folder will appear in the list of libraries.

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4. Select the folder you just added to the list of libraries.
Any files that can be imported into Storyboard Pro, including 3D models, templates and drawings thatare located within this folder are listed in the list of items to the right.

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Chapter 10: Timing
The Timeline view is where you assemble the timing of a scene’s visuals and sounds. You can add sound tracklayers, as well as edit audio files imported into the sound tracks. You can also add transitions and control the
playback of a selected panel or the entire storyboard from this view.
By default, timecode format is used to display the timing in the most accurate manner. The starting timecode ofyour project is set to 00:00:00.00. However, sometimes it may be best to use the number of frames as a timing
value and a later timecode value as the start of your project. You can modify the format and default starting timecode value via the Preference dialog box.

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About the Panel Duration
T-SBFND-009-001
When panels are initially created, their default length is 1 second, displayed in timecode format. When it comesto your animatic, you will want to be more accurate. Modifying the duration of a particular panel is key whenworking out timing. There are a few different ways to accomplish this.
In the Timeline view, it is easy to change the duration of a panel just by dragging to resize it. This way, you caneasily see the length of panels in relation to one another.

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Changing the Panel Duration
T-SBFND-009-002
There are two ways to resize a panel, depending on how you want the change to affect subsequent panels.
You can resize a panel in the Timeline view and shift all other panels down. This is handy when you are notconcerned about modifying the position of all subsequent panels. Or you can resize a panel while only affecting
the next panel. This is useful if you need to keep subsequent panels exactly where they are.
An accurate way of setting the duration of a panel is to use the Panel view, which will display, among otherthings, the exact timecode information for the selected panel. You can also use the Add Frame to Panel andRemove Frame from Panel commands, in the Storyboard Pro menu, to adjust the length of the selected panel
frame by frame.

How to set the panel duration in the Panel view
1. In the Timeline or Thumbnails view, select a panel.
2. In the Duration field of the Panel view, lengthen or shorten the selected panel by using the up and downarrows or type in a value.

How to resize a panel in the Timeline view and shift all other panels down
1. Place the cursor over the end (right side) of a panel.
The resize icon displays.

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2. Drag the edge of the panel left or right to set the desired length. Using this method, all subsequent
panels will be shifted along with the selected one.

While you drag, the new duration of the panel as well as the difference between the former duration aredisplayed in a black box for accuracy. This value can be displayed in either frames or timecode.

How to resize a panel while only affecting the next panel
1. Place the cursor over the end (right side) of a panel.
The resize icon displays.

2. Hold the Alt key, then drag the edge of the panel left or right to set the desired length. Only the panel
directly after the selected panel will be changed.

How to adjust the panel duration frame by frame
1. In the Timeline or Thumbnails view, select a panel.
2. Do one of the following:l

From the top menu, select Storyboard > Add Frame to Panel or Storyboard > Remove
Frame from Panel.

lPress the + key to add a frame to the panel or the - key to remove a frame from the panel.

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NOTE: By default, when changing the duration of a panel, the position of existing Camera and Layer
keyframes are adjusted to the new duration of a panel. However, since the position of keyframes isalways in whole frames, they might not get adjusted as expected when adjusting the duration of apanel one frame at a time. This behavior cannot be changed for Layer keyframes. For more information
on how to change this behavior for Camera keyframes, see About Keyframe Sync Mode on page 480.

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Setting the Panel's In and Out PointYou can adjust the duration and position of a panel by moving its in and out points to a specific frame
determined by the current position of the playhead.
NOTE: Note that the frame you specify must be contained within the current position of the panel you
want to change the in or out point of.

How to set a panel's in point to the current frame
1. In the Timeline view, position the red playhead where you want the panel to start.

2. Do one of the following:‣

Select Storyboard > Move Panel In to Current Frame.

‣

Right-click on the selected panel and select Move Panel In to Current Frame.
The selected panel's in point is pushed to the new position, resulting in the previous panel being
extended to this point.

How to set the panel's out point to the current frame
1. In the Timeline view, position the red playhead to where you want the panel to end.

2. Do one of the following:‣

Select Storyboard > Move Panel Out to Current Frame.

‣

Right-click on the selected panel and select Move Panel Out to Current Frame.
The selected panel's out point is pushed to the new position, shortening its duration.

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Splitting a Panel at the Current Frame
You can split your current panel into two pieces. Following this operation, you will have two identical panels
generated from the original. All elements, including layers, will be in both panels. Each panel’s length will be
determined by where you have the red playhead when you perform the operation.

How to split panel at current frame
1. In the Timeline view, position the red playhead to where you want the panel to be split.

2. Do one of the following to split the panel:‣

Select Storyboard > Split Panel At Current Frame.

‣

In the Timeline view, right-click in your selected panel and select Split Panel At Current Frame.

Your panel is split into two pieces, precisely where the red playhead is positioned.
NOTE: You may have to adjust any layer transformations you created before splitting the panels.

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Locking the Scene Duration
You can lock the duration of all scenes in your project with the Lock Scene Duration command. This ensures thatthe length of every scene is preserved when adding, duplicating, or deleting panels.

How to lock the scene duration
1. Select Storyboard > Lock Scene Duration.
NOTE: You can add a custom keyboard shortcut to this option through the Preferences dialog box or
use the Lock Scene Duration

button in the Storyboard toolbar. You may need to add the button to

the toolbar. Right-click the toolbar area and select Customize.
2. Once your scene duration is locked:‣

Adding a panel using the New Panel or Smart Add Panel command reduces the size of the selected
panel to make room for the new one. If the selected panel's length is one frame, the panel length
cannot be reduced and therefore the new panel cannot be inserted in the scene.

‣

Deleting or cutting one or more panels causes the preceding panel's length to extend to fill the gap
and preserve the scene's duration. Cutting or deleting a scene or all the panels on a scene will not let
you preserve the scene's duration.

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Duplicating a single panel using the Duplicate Panel command reduce the length of the selected
panel to make room for the duplicated one. Duplicating multiple panels will not keep the scene's
duration.

‣

Copying and pasting panels, adding a scene or a sequence, or deleting an entire scene will notpreserve scene duration.

‣

Manually changing the duration of a panel is still permitted and will modify the scene duration.

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Selecting All Panels Forward
By using a series of keyboard shortcuts, it is possible to select a panel and all the panels following. You can also
do this on the audio tracks—see Sound on page 497.

How to select all panels forward
1. In the Timeline view, select a panel.
2. Hold Ctrl + Alt + Shift (Windows) or ⌘ + Alt (Mac OS X) and click the panel again.
The selected panel and all the panels following it, up until the end of the storyboard project, are selected.

‣

If you drag the selection forward, the panel preceding the selection will be extended.

‣

If you drag the selection backward, the panel preceding the selection will be reduced until it reaches
the minimum length allowed (one frame). Then the second panel preceding it will be reduced.

How to select all panels and all sound clips forward
1. In the Timeline view, press Ctrl + Alt + Shift (Windows) or ⌘ + Alt (Mac OS X) and click the panel fromwhich you want the selection to start.
The panel and all the panels following it, up until the end of the storyboard project, as well as all thesound clips in all audio tracks starting from the position of the play head are selected and can be moved
together.

‣If you drag the selection forwards, the panel preceding the selection will be extended.

‣

If you drag the selection backwards, the panel preceding the selection will be reduced until it reaches
the minimum length allowed (one frame), then the second panel preceding it will be reduced.
Overlapping sound clips will be overwritten by the ones that are selected.

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Playing Back the Animatic
You can preview your project as an animatic in Storyboard Pro at any time during its development process.
Using the Playback toolbar, you can preview the visual content, including transformations and transitions, andhave it synchronized with sounds.

How to preview an animatic
1. In the Playback toolbar, click the Soundbutton.

If you want to see how the shots will look with dynamic camera movement, click the Camera Preview
button. You will need this option on to preview Camera moves and transitions. When you drag the red
playhead while Camera Preview is enabled, it will adjust the Stage view to match the point of view of
the camera.
2. In the Timeline or Thumbnails view, select the panel where you want the playback to begin.
3. In the Playback toolbar, click the Play Selectionor Play

4. To play your project in a continuous loop, click the Loopbuttons or press Shift + Enter.
button.

5. You may also scroll through the Timeline view by dragging the red playhead.
6. Select Play > Previous Frame or Next Frame to skip and play back one frame at a time. Or press comma(,) and period (.).

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About Markers
T-SBFND-009-017
Markers are visual indicators displayed at the top of the Timeline view, in the frame counter area. Use markers
to denote anything relevant to your work. You can indicate the frames you want to clean up, a change in action,
an impact, or where you intend to apply an effect. In addition, you can add a note to a scene marker, which will
be displayed with the starting time value when you hover over the marker.

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Creating Markers on a Current Frame
T-SBFND-009-018
Using Markers, you can identify important moments in your storyboard. You can later easily find these moments
by simply scanning the Timeline.

How to mark the current frame
1. In Timeline view, drag the red playhead to the frame on which you want to add a marker.
2. Do one of the following:lSelect Storyboard > Markers > Add Marker.

lRight-click in the frame counter area and select Add Marker.

A marker is added in the Timeline view at the exact position of the red playhead.

NOTE: It is also possible to add a marker during a playback of the storyboard or to a soundby right-clicking in the the frame counter area. The marker will appear at the exact
position of the red playhead at the moment of the right-click.

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Deleting Markers
T-SBFND-009-022
You can delete any marker no longer needed in the project.

How to delete a marker
1. In the Timeline view, select the marker you want to delete.

2. Do one of the following:lSelect Storyboard > Markers > Delete Marker.

lRight-click in the frame counter area and select Delete Marker.

How to delete all markers
1. Do one of the following:lSelect Storyboard > Markers > Delete All Markers.

lRight-click in the frame counter area and select Delete All Markers.

NOTE: When deleting all markers, it is not mandatory to select a marker first.

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Editing Markers
T-SBFND-009-019
Once a scene marker is created, you can modify the duration of the marker, modify its colour, apply a note to
identify it, or move it.
The following image is an example of an edited marker:

How to edit a marker
1. In the Timeline view, select a marker.

2. Do one of the following:lSelect Storyboard > Markers > Edit Marker.

lDouble-click on the marker.

lRight-click in the frame counter area and select Edit Marker.

The Marker dialog box opens.

3. Make your changes.
4. Click OK.

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Displaying Marker Tooltips
T-SBFND-009-020
You can display marker tooltips by hovering the pointer over a marker.

How to display a marker’s tooltip
1. In Timeline view, hover over a marker.
NOTE: The marker's tooltip can display time, duration and note.

2. Move the pointer over the next marker to see the next tooltip.

NOTE: As default value, the marker tooltip only shows the information about the time.
Depending on the changes made in the Marker dialog box, the tooltip may show
additional information, such as duration and note. If a duration other than 00:00:00.00 has
been set, duration information will appear in the tooltip. The same logic applies to note
information. For details, see Editing Markers on page 382.
You can display the tooltip by hovering over the marker between its starting and ending
points. The range varies depending on the duration of the marker.

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Moving Markers
T-SBFND-009-021
You can move a marker to another location when needed.

How to move a marker
1. In Timeline view, select a marker.

2. Drag and drop the marker to the new location.
NOTE: Only one marker can be selected at a time; therefore, it is not possible to drag anddrop multiple markers at the same time.
In the Timeline view, if more than one marker appears at the same time/frame, the lastmarker created or moved appears on top of the other(s).

How to snap a marker to the beginning of a panel
1. In Timeline view, right-click in the frame counter area and select Snapping.
2. Select the marker.

3. Drag the marker near the beginning of the new panel.
When the marker snaps at the beginning of a new panel, a blue line with arrows will replace the red lineof the red playhead.

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Exporting Markers to Toon Boom Harmony
When exporting scenes from Storyboard Pro to Toon Boom Harmony, the markers are exported automatically.
All information about the markers (time, duration and note) will be brought over.
For more information, see Exporting Harmony Scenes on page 599
From Storyboard Pro:To Toon Boom Harmony:

NOTE: For more information about Scene Markers in Toon Boom Harmony, see About Scene Markers.

NOTE: In Storyboard Pro, any marker having a range that exceeds another scene, will not be exported
in the second scene in Harmony.

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Chapter 11: Staging
Staging is all about placing elements in your scene.

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Adjusting the Pivot Point Layers
T-SBFND-009-009
If you plan to animate a layer, it is wise to first set its pivot point. If you do not intend to animate a layer, there isno need to set the pivot.

How to set the pivot point of a layer
1. In the Timeline view, select the panel on which you want to animate a layer.
2. Do one of the following:l

From the Tools toolbar, click the Layer Transforml

Select Tools > Layer Transform.

tool.

3. In the Stage view, select a layer to animate.
The selected layer’s transformation controls and pivot point become visible. The pivot point isrepresented by a blue circle at the centre of the camera frame.

4. In the Stage view, drag the pivot point to new location.

The new location of the pivot point will now be used as the reference when transforming layers.

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How to set the pivot point at the centre of a selection
1. In the Timeline view, select the panel containing the layer on which you want to set the pivot.
2. From the Tools toolbar or the Tools menu, select the First Frame Transformtool.

3. In the Stage view, select the layer with the pivot you want to set at the centre.
4. Do one of the following:l

In the First Frame Transform Tool Properties view, click the Center Pivot on Selection
button.

l

Select Layer > Pivot > Center Pivot on Selection.

The pivot position is reset to the centre of the selection.

How to reset the pivot position
1. In the Timeline view, select the panel containing the layer on which you want to reset the pivot.
2. From the Tools toolbar or the Tools menu, select the First Frame Transformtool.

3. In the Stage view, select the layer with the pivot to reset.
4. Do one of the following:l

In the First Frame Transform Tool Properties view, click the Reset Pivotl

Select Layer > Pivot > Reset Pivot.

The pivot position is reset to the centre of the camera frame.

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Resetting Transformations
When you no longer need a layer's transformation, you can easily reset layers to their original position.

How to reset layer animation back to its default state
1. In the Timeline view, select a layer.
2. Do one of the following:‣

Select Layer > Reset Transform.

‣

Press Ctrl + R (Windows) or ⌘ + R (Mac OS X).

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About Staging in 3D Space
Storyboard Pro adds a new dimension to the layout process by allowing you to plan your 2D scenes in a 3D
space. The 3D space is described in terms of three planes:• EW: Maps the horizontal plane in terms of East and West, this is the X coordinate.
• NS: Maps the vertical plane in terms of North and South, this is the Y coordinate.
• FB: Maps the depth of the plane in terms of Front and Back, this is the Z coordinate.
When you add elements to a scene, they appear in layers in the initial position of zero fields NS, zero fields EW,
and zero fields FB within the 3D scene space. Before the 3D space feature, you could only change the layer
position—see .
But in 3D space, you can use the EW (X), NS (Y), and FB (Z) coordinates to place your elements at different
distances in depth from the camera and from each other, adding a three-dimensional effect to your twodimensional animation.

Once you place the elements in your scene, you can move, rotate, or scale your elements in 3D space.
Storyboard Pro automatically applies the changes to all of the contents in the element.
Where previously 2D objects could only be moved, rotated and animated on a 2D plane, now they too can be
manipulated in 3D space. This means that flat, 2D objects can move forward or backward along the Z-axis,
growing realistically bigger or smaller as they move towards or away from the camera. Features, such as
Always Face Camera, mask the paper thin edges of 2D objects for camera rotations around these objects.

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Converting Scenes to 3D
By default, newly created scenes are set to the 2D mode, so your project is not encumbered with unnecessary
features if you plan to work in 2D for more than a few scenes. You can convert a scene to 3D, so you can moveand rotate 2D and 3D layers in 3D space. This means that even if you do not have any 3D objects in your scene,
you can still move 2D objects along the Z-axis to create a multiplane effect. A 3D scene will also allow a camera
to be moved in 3D space using the Camera tool.
NOTE: Converting a scene to 3D applies only to the selected scene, not the entire project.

How to enable the 3D option
1. In the Thumbnails view, select the scene you want to convert to 3D.
2. Do one of the following:‣

In the Storyboard toolbar, click the Enable 3D

button.

‣Select Storyboard > Enable 3D for Current Scene.

NOTE: Selecting these options in the Preferences dialog box requires you to restart Storyboard Pro.

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Resetting Scenes to 2D
Storyboard Pro lets you reset your scene to 2D. When you do so, the following happens:• Imported 3D models are removed.
• 3D camera moves are removed.
• 2D layers that have been moved and rotated in 3D are be set back to 2D, removing thosetransformations.

How to reset a scene to 2D
1. Do one of the following:‣

In the Storyboard toolbar, click the Reset Scene to 2D‣

Select Storyboard > Reset Scene to 2D.

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Viewing Objects from the Top and SideThe Top and Side views are representations of your scene’s space viewed from the top and side. The views also
display the viewing area that the camera can see.
When you move an element along the Z-axis, notice that it seems the object becomes smaller or larger. This isbecause of the perspective effect. That is, the elements closer to the camera appear larger and elements thatare farther away, appear smaller. Because of this, you may need to resize elements once they are positioned.

The Stage view displays the north/south (NS), east/west (EW) and front/back (FB) offset positions, but you can
use the Side and Top views to reposition elements:l

Top View: Displays the EW and FB positions.

lSide View: Displays the NS and FB positions.

Changing an element’s position affects all of its contents.
Because these are 2D layers in your scene, they appear as lines in the Top and Side views (since you areviewing them from their sides). When you import 3D objects, you will see the full 3D object in the Top and Side
views.

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Positioning 2D Objects in 3D SpaceYou can manipulate a single 2D object in 3D space. You can also stagger multiple 2D objects along the Z-axis tomake a multiplane or rotate planes to build open-faced rooms.

How to position 2D objects in 3D space
1. In the Stage or Camera view, select a layer with a 2D object.

2. From the Tools toolbar, click the Layer Transformbutton.

Manipulators appear over the object layer’s pivot point.
3. Use the manipulators to manipulate your image in the following ways:‣

To squash and stretch your image vertically: Pull the green, square points located at the top andbottom of the manipulator circle.

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To squash and stretch the image horizontally: Pull the red, square points located on the right andleft sides of the manipulator circle.

‣

To scale the image proportionally: Hover anywhere over the box outside the manipulator circle until
the cursor turns into a white, double-headed arrow. Pull in any direction to scale the image up or
down.

‣

To move the image vertically: Click the green, vertical arrow and pull it up or down.

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To move the image horizontally: Click the red, horizontal arrow and pull it left or right.

‣

To move the image backwards or forwards along the Z-axis: Go to either the Top or Side views anduse the blue arrow to pull the layer closer or farther from the static camera cone.

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To rotate the image on the X-axis: Hover over the vertical line (actually a ring) bisecting themanipulator circle. The rotate X-axis cursor

appears. Pull up or down to rotate your object along

this axis.

‣

To rotate the image on the Y-axis: Hover over the horizontal line (actually a ring) bisecting themanipulator circle. The rotate Y-axis cursor

appears. Pull towards the left or right to rotate yourobject along this axis.

‣

To rotate the image on the Z-axis: hover anywhere over the manipulator ring. The rotate Z-axis
cursor appears. Pull clockwise or counter clockwise to rotate the object.

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You can perform any of these manipulations in combination. For example, after have rotated your 2D
object 45 degrees around the Y-axis, you can reposition it along the Z-axis.

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Modifying 2D Objects in 3D Space
Flat 2D objects integrated into your 3D scene may sometimes need to be edited, even after the camera has
been repositioned or rotated in 3D space. An edit usually requires redrawing and recolouring part of the object.
However, after making several rotations or a movement in 3D space, the Stage view and the drawing layer ofthe 2D object might no longer be parallel to one another. If this happens, you cannot draw on that layer. To
make your edits, you must use the Look At Selected feature.

How to use the Look at Selected feature
1. Select a layer by doing one of the following:‣Stage View: In the Layers section select a layer.

‣

Stage View: Use the Layer Transform‣

Thumbnails View: Click the scene's layer tab.

tool to select a layer.

2. In the Stage view status bar, click the Look At Selectedbutton.

The Drawing object layer is perpendicular to the Stage view, ready for drawing edits.
NOTE: You can use rotate the light table by pressing: Ctrl + Alt (Windows) or ⌘ + Alt (Mac OS X).
You can rotate the Stage view by pressing V or C (Windows) or Shift + ⌘ (macOS).

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Chapter 12: 3D Objects
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Storyboard Pro brings your animation into the third dimension by letting you import 3D objects into yourproject. You can place, manipulate, and modify 3D objects and add new depth to your storytelling.
When creating your storyboard, you can import four types of 3D files. The supported 3D file formats are: *.osb,*.3ds, *.obj and *.fbx. When you import a 3D model, it is automatically added to the Library in the 3D Models
folder according to its format. You can then reuse that 3D model easily within your project file.
NOTE: It is recommended to use the .fbx format as it allows the textures to be packaged with the model.
When you import a 3D model into your library, each time you drag it into your scene, it continues to refer to theoriginal model (it does not make a copy of the 3D model). The 3D Models library is also local to your project file,
so you must import your 3D models in each project file.

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Importing 3D Objects to your Project Library
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You can import four types of 3D files, which you can drag in the Timeline view when creating your animatic
project. The supported 3D file formats include: .fbx, .abc, .osb, .3ds and .obj. When you import a 3D model, it isautomatically added to the 3D Models library in the Library view. You can then drag and drop that 3D model toeach panel in which you want to use it, without having to import it over and over again.
In addition to importing 3D objects into the 3D Models folder in the Library view, you can also open a folder
containing 3D models as a library in the Library view. The models can then be dragged and dropped into thescene directly from the Library and will be copied into the project’s local 3D Models folder so that the model canbe referenced in that project file.

How to import a 3D object into your project
1. In the Library view, right-click on the 3D Models library folder, then select Import Files.
2. In the file browser, locate and select your 3D model, then click on Open.
The following prompt appears.

If you want, you can choose to import your model in its original format. Converting it to FBX will however
make sure its textures are consolidated with the model in your project.
3. Click on OK.
The selected model appears in the 3D Models folder of the Library view.
NOTE: If you delete a 3D model from the 3D Models folder of the Library, every instance of the model
used in the project will be deleted at once. A warning message will prompt you to confirm or cancel theaction.

How to add a folder containing 3D models as a Library
1. In the Library view, right-click in the list of libraries and select Open Library.
A file browser window opens.
2. In the file browser, browse for the folder that contains the 3D models that you want to use in yourproject. Those files should be .fbx, .abc, .osb, .3ds, or .obj files.

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3. Click on Select Folder.
The selected folder will appear in the list of libraries.
4. Select the folder you just added to the list of libraries.
Any files that can be imported into Storyboard Pro, including 3D models, templates and drawings thatare located within this folder are listed in the list of items to the right.

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Adding a 3D Object to a Panel
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Once you have a 3D object in your library, you can insert it to your panels by dragging and dropping it from the
Library view to the Stage or Camera view. Once a 3D object is in a panel, it is considered one of your panel'slayers. You can move, rotate and resize your object, you can animate it and you can also hide, display andseparate the various sub-objects of the 3D object.
NOTE: You can only add a 3D object to your panel after having imported it to your project's 3D Models
library—see Importing 3D Objects to your Project Library on page 402.

How to insert a 3D object into a panel
1. In the Thumbnails or Timeline view, select the panel to which you want to add a 3D object.
2. In the Library view, select the 3D Models library.
3. In the list of 3D models, select the model you wish to add to the current panel. If you have not imported
your 3D object to the 3D models library yet, see Importing 3D Objects to your Project Library on page402.
4. Drag and drop the 3D model from the Library view to the Stage or Camera view:l

To insert it between two specific layers, drop it between those layers in the Layer panel of theStage or Camera view.

l

If you want to insert it over all the other layers, you can drop it directly in the Stage or Cameraview.

The 3D model is inserted into your panel, in its original size, in the centre of the stage. A layer for the 3Dmodel is added to the layer list.
NOTE: If you insert a 3D model into a 2D scene, it will be automatically converted to a 3D scene.
5. To modify the position, size and angle of the 3D model, use the Layer Transform
Object Positioning on page 409.

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Chapter 12: 3D Objects

About the Scale Factor of 3D Objects
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When importing a 3D object created in a 3D modeling application, such as Maya, Cinema4D, Blender or others,
the 3D object can appear much larger or smaller than intended inStoryboard Pro. Therefore, you may have toscale it up or down for it to be in the right proportions. This is because 3D modeling applications use different
base units than Storyboard Pro. For example, Autodesk Maya works in centimetres, and Blender works
in metres, whereas Storyboard Pro works in fields.

Instead of scaling your 3D model manually in each panel where you use it, you can add a scaling factor to your
3D model as it is in your library, before you import it. From thereon, it will already be scaled according to thatscaling factor whenever you import that model to one of your project's panels, and you won't have to scale it
manually every time.
At any time, you can change the scaling factor of your 3D model again. However, changing the scaling factor of
a 3D model will cause its size to change in every panel in which it was already imported. Hence, it is important
to make sure your scale factor is optimal before you start adding your 3D model to several panels. If you only
need to adjust the size of your 3D model in a few panels, and not all the panels in which it appears, it might bebetter to adjust its size manually using the Layer Transform tool instead, as the Layer Transform tool will only
affect its size in the current panel.
NOTE: When you apply a scaling factor to your 3D model, it affects its apparent size in your storyboard,but it does not affect your model's transformation coordinates. This means that, when you add a 3Dmodel with a scaling factor to one of your panels, although your model already appears scaled up or
down, its scaling coordinates are still set to 1, which is their default value. This way, you candifferentiate the scaling that was manually applied to your model using the Layer Transform tool fromthe scaling applied to your model because of its scaling factor.

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Setting the Scale Factor for a 3D ModelIf you have imported a 3D model into your panels, and you find that its default size is too big or too small foryour project's purposes, you can adjust its scale factor. The 3D Model's scale factor will affect its size in every
panel in which it appears in the project.
NOTE: A 3D model's scale factor should be used to set the default size of a 3D model. If you change your
3D model's scale factor after it has been inserted into some of your project's panels, its size will beaffected in every panel in which it appears, even if the size of the model was manually adjusted or
animated in some of your project's panels. If you only want to adjust the size of a 3D model in a single
panel, use the Layer Transform tool instead—see Scaling 3D Objects on page 413.

How to set the scale factor of a 3D model
1. In the Library view, select the 3D Models library.
2. Select the 3D model for which you want to set the scale factor. If you have not imported your 3D object
to the 3D models library yet, see Importing 3D Objects to your Project Library on page 402.
3. So that you can see the effects of the scale factor on your 3D model, add the 3D model to the current
panel by dragging and dropping it to the Stage or Camera view. If the model is already in the current
panel and has not been scaled up or down, skip this step. You can delete the model from your panel once
you're done setting the scaling factor, if it is not needed in this panel.
4. Right-click on the 3D model and select Set Scale Factor.
5. The Model Properties dialog appears. By default, the model's scale factor is set to 1.000 (or 1), whichmeans the model is neither scaled up or down.
6. Do one of the following:l

If you want the model to appear smaller, enter a value between 0 and 1. For example, to make themodel half of its original dimensions, enter 0.5.

l

If you want the model to appear bigger, enter a value above 1. For example, to make the model
twice its original dimensions, enter 2.

7. Click on the OK button.
The model's new scale factor is applied to all its instances in the project. If the model is currently visible in
the Stage or Camera view, its size will update to match the new scale factor.

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Determining the Scale Factor for a 3D model
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Before importing a 3D object, you must consider the scale factor to use. You can calculate the appropriate scale
factor for a 3D model by comparing the measuring units used by Storyboard Pro to the ones used by your 3Dmodeling software.
This can be done by using Storyboard Pro's world grid. The world grid displays a grid over your drawing layers
or 3D models using Storyboard Pro's standard measuring unit but, unlike the 12 Field Grid, uses the same
proportions for horizontal and vertical distances, like 3D modeling software do. By laying this grid over a 3D
object that is exaclty 1 unit in size in your 3D modeling software, you can compare the units used in your 3Dmodeling software to the units used in Storyboard Pro.

How to determine the right scale factor for your 3D models
1. In your 3D modeling software, create a cube that is 1 cubed unit in size (a cube that is 1 unit in width, 1
unit in height and 1 unit in depth).
2. Export the model from into one of the formats supported by Storyboard Pro:l

Filmbox (.fbx)l

3DS Max (.3ds)lWavefront OBJ (.obj)lAllembic (.abc)lCollada (.dae)

3. In the Library view of Storyboard Pro, select the 3D Models library.
4. Right-click in the 3D models list and select Import Files.
5. In the file browser, locate and select the 3D model containing the cube.
6. In the Library view, right-click on the imported model and select Set Scale Factor.
7. Verify and confirm that the model's scaling factor is set to 1.0.
8. Drag and drop the model into the Stage view.
The cube appears in the center of the stage.
9. In the top menu, select View > Grid > Show Grid or press Ctrl + G (Windows) or ⌘ + G (Mac OS X).
The default grid (the 12 Field Grid) displays over the 3D model in the Stage view.
10. In the top menu, select View > Grid > World Grid.
The 12 Field Grid is replaced by the World Grid in the Stage and Camera views.

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11. In the Layer panel of the Stage view, or in the Layers view, right-click on the layer for your 3D model andselect Wireframe.
12. While hold Ctrl + Alt, click and drag on the Stage view to rotate it, so that you can clearly see how the
cube's vertexes align with the grid.
13. In the Library view, using trial and error, adjust the 3D model's scaling factor so that its corners touch thepoints (-1,1), (1,1), (-1,-1) and (1,-1) of the world grid, which are identified with a hollow 1.

Once you get the cube's size to be 1,1,1 in Storyboard Pro's coordinates system, you can use the scaling
factor you applied to this cube onto your other 3D models to make their coordinates systems match
Storyboard Pro's coordinates system as well.

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About 3D Object Positioning
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When you import a 3D object into a panel, you can place it in the 3D space much just as you would a 2D
element by clicking directly on it and dragging it into place along the X, Y, and Z planes in the 3D space—see .
When you select a 3D object in a panel, a 3D transformation bounding box appears around the object. Thisbounding box allows you to transform the object in any of the following ways:lRotating the object on a pivot point.

lChanging the dimensions of the 3D object.

lModifying the individual nodes in the 3D object.

Once you place your 3D object in your panel, you can create some basic animation with it using the First andLast Frame feature. Being able to animate your 3D object allows you to create interaction between 2D and 3D
elements.
The pivot point defines the size of the arc upon which you will apply the rotation to the 3D object. When thepivot point is in the centre of the object, the object rotates upon itself. But when you place the pivot point on
the outside of the object, the object will rotate a larger axis with the pivot point at the centre.

Rotation along the X-axis

Rotation along the Y-axis(X-axis guideline is red)(Y-axis guideline is green)

Rotation along the Z-axis(Resize guideline is purple)(Z-axis guideline is blue)

Resizing the 3D object

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In the above examples, the pivot point was moved to the side of the object for illustrative purposes. By default,
the pivot is positioned below the 3D object at its centre. Depending on the pivot point’s position, the object’s
rotation arc will change.
When you import a 3D object, it appears in its initial size and dimensions. Using the control points on thebounding box, you can change these dimensions of the object:lWidth (X-axis)lHeight (Y-axis)lLength (Z-axis)lOverall size (X, Y, Z axis in proportion)

Resizing along the Y-axis(Y-axis control point is green)

Resizing along the X-axis(X-axis control point is red)410

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Resizing along the Z-axis

Resizing the whole 3D object(Z-axis control point is blue)(Resize bounding box is purple)

3D objects often consist of multiple nodes or meshes that are combined to form the entire object. If you look at
the pickup truck examples in this chapter, you can see that it consists of:lA bodylFour wheelsl

Two wipers

Just as you can transform the object as a whole, you can also apply transformations to the individual nodes of
the 3D object.

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Rotating 3D Objects
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How to rotate a 3D element along a pivot point
1. Click the Layer Transformbutton and select an element from your scene in the Stage view.

A bounding box appears around the element and the layer appears highlighted in purple in the Top andSide views.
2. Drag the pivot point to the location at which you want to base the rotation.

3. Using the X-axis, Y-axis, and Z-axis guiding lines, change the Yaw, Pitch, and Roll of the object.
As you place the cursor on the guide lines, it will change to display with axis is being changed. Use theview windows to see how the object looks from the Camera, Top, and Side views.

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Scaling 3D Objects
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How to rotate a 3D element along a pivot point
1. Click the Layer Transformbutton and select an element from the Stage view.

A bounding box appears around the element and the layer is highlighted in purple in the Top and Side
views.
2. Drag one of the X-axis, Y-axis, and Z-axis control points to change any of the following dimensions:lWidth (X-axis)lHeight (Y-axis)lLength (Z-axis)lSize (X, Y, Z axes in proportion)

Use the views to see how the object looks from the Camera, Top, and Side views.

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Maintaining the Size of Elements
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When positioning elements, you can retain the visual scale of elements as you move them in the Z-axis in theSide or Top views. As you move drawing layers on the Z-axis, they are scaled to preserve their size in thecamera.

How to position an element in the Top and Side views
1. From the Tool toolbar, select the Maintain Size

tool.

2. In the Side or Top view, select a layer.
The selected layer is highlighted in pink.

3. Drag the layer to the correct depth position in the camera cone.
Your element aspect remains the same in the Camera view.

4. To scale the element up or down in relation to its distance to the camera, select the Layer Transform
tool from the Tools toolbar.
5. In the Tool Properties view, make sure the Peg Selection Mode

option is deselected.

The selected layer is highlighted in the camera cone.
6. In the Top view, drag the element sideways to position it horizontally. Hold Shift while dragging to makesure it only moves along the X-axis.

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7. In the Side view, drag the selected element up or down to position it vertically. Hold Shift while dragging
to make sure it only moves along the Y-axis.

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Positioning 3D Sub-Objects
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How to select an individual sub-object in the 3D object
1. Click the Layer Transformbutton and select an element from the Stage view.

A bounding box appears around the element and the layer is highlighted in purple in the Top and Side
views.
1. To choose a sub-object in the 3D object, select Windows > 3D Graph.
2. Select one of the sub-objects of the 3D object.
The selected sub-object appears highlighted in green and a bounding box appears.
3. You can also select the sub-object using Ctrl + click (Windows) or ⌘ + click (Mac OS X). To choose all the
sub-objects, right-click the 3D Graph view and select Select All.

By default, the basic sub-object hierarchy appears in the 3D Graph view.
NOTE: To show or hide a detailed hierarchy that composes the 3D element, click the Menu
and select Extended Mode.

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4. Using the bounding box, you can make the following changes to the sub-object:l

Its position in the 3D spacel

Its Yaw, Pitch, Roll rotation (use the pivot point to change the arc size)lIts dimensions along the X, Y, and Z-axis417

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Resetting a 3D Object's Position
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If you make changes to the 3D object, such as its dimensions, position, or rotation, and you want to revert backto the object’s original settings, you do not need to delete the object and start over. You have couple of options:l

You can use the Undo command to undo any of the changes you made to the object or in the panel since
the project was last saved.

l

You can use the Reset Transform command to revert to the object’s original settings (position anddimensions).

The Reset Transform command will only affect the selected element, reverting it back to its default dimensions,
position, and rotation for all the frames in the panel (First Frame and Last Frame).
When you import a 3D element that contains 3D nodes, all these nodes are in their default position andsize/proportion. You can make changes to these nodes, but if you want to reset a node to its default position(undoing all the changes you made), you can restore each node to its default settings.

How to revert the 3D object to its original state
1. Select the 3D object in your panel.
2. Select Layer > Reset Transform.

How to reset a 3D node
1. Select the node to restore by Ctrl+clicking the node in a view or by selecting it from the hierarchicalposition in the 3D Schematic view.
If you use the 3D Schematic view, you can select multiple nodes by Ctrl+clicking each one.
2. Select Layer > Reset Selected 3D Sub-Objects.
The selected nodes return to their default settings.

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Snapping to Surface or Ground
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When working in Storyboard Pro, you can snap a 2D layer or 3D object to the 3D surface directly below it.
Contact between the layer or 3D object is maintained with the surface no matter what changes you make toyour selection. This makes it much faster to block out shots and also works with 2D artwork.
When the layer or 3D object comes into contact with the surface, its pivot connects to the 3D surface directly
below it if you are moving the mouse. If your selection is a 2D layer, you can move it on the X and Z axes; the Yaxis is controlled by Storyboard Pro allowing for quick placement around the ground plane. Also, the layer
automatically rotates to be parallel to the surface, which is useful with 2D layers. In the Tool Properties view,
you can disable the rotation parameter if you do not want to the rotation to occur.
For both 2D layers and 3D objects, the angle is retained. If needed, you can change the rotation using therotation controls. When snapping a layer, its lowest point snaps to the 3D surface.

How to snap to a surface
1. Select the layer that contains the object with which you will snap to a surface.
2. In the Tools toolbar, Layer Transformbutton.

3. In the Tool Properties view, click the Snap to Surface

button.

The 3D navigation controls appear in the Camera and Stage views.

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4. In the Tool Properties view, how you want to use the transform options in Layer Transform controls.

lTranslate: Activate this option to move the 3D object. Deactivate to keep the object inplace.

lRotate: Activate this option if you want the 3D object to change its angle to match that of
the 3D surface beneath it. Deactivate to keep the angle of the object.

l

Scale: Activate this option if you want to change the size of the 3D object. Deactivate tokeep the size of the object.

5. Position the cursor close to the centre pivot and when you see the Move Cursor

appear, click anddrag the 3D object to a new location. As you move, the object will rotate and scale (if you selected these
options in the Tool Properties), and adhere to the 3D surface underneath it.

6. Continue moving the object around until you are satisfied with its placement.
7. Deactivate the tool by clicking the Snap to Surface

button again.

How to snap to the ground
1. Select the layer that contains the object with which you will snap to the ground.
2. In the Tools toolbar, Layer Transformbutton.

3. In the Tool Properties view, click the Snap to Surface

button.

The 3D object snaps to the 3D surface directly beneath it.

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Navigating the 3D Space
When working in the Stage view, you can quickly navigate through a scene using the mouse buttons or
3D navigation tools.

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Navigating with the 3D Navigation Tools
By using your left, middle, and right mouse buttons, you can rotate around in the Stage view, dolly on the Z
axis, and pan the X and Y axes. If you only have access to the left mouse button, such as when using a pen andtablet, you can still navigate easily in 3D space.
To increase efficiency while working with the tools in Storyboard Pro, you can temporarily swap one tool for
another—see About Quick Swap Shortcut on page 302.

How to navigate 3D space using only the left mouse button
1. In the Stage view, do any of the following:l

Press Shift + Ctrl and left-click to rotate.

lPress Spacebar and left-click to pan.

lPress Spacebar+Alt and left-click to zoom out.

lPress Spacebar+Ctrl and left-click to zoom in.

How to navigate 3D space using the three mouse buttons
1. In the Stage view, hold down Shift + Ctrl and do any of the following:lLeft Mouse Button: Hold down the left mouse button and drag to rotate the view.

lMiddle Mouse Button: Hold down the middle mouse button and drag to pan along the X and Y
axes.

l

Right Mouse Button: Hold down the right mouse button and drag to dolly on the Z-axis.

l

Scroll Wheel: Roll the scroll wheel to dolly on the Z-axis.

How to navigate 3D space with the 3D Navigation tool
1. From the Tools toolbar, click the 3D Navigation

tool.

2. Do any of the following:l

Hold down the left mouse and drag to rotate the scene.

lHold down the middle mouse and drag to pan the scene.

lHold down the middle mouse button while pressing Spacebar and drag to dolly in the Z axis.

lRoll the scroll wheel to dolly on the Z-axis.

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Navigating with the 3D Flying Navigation Tool
You can get a first person perspective while navigating with the 3D Flying Navigation tool. By using yourmouse buttons, mouse wheel, and arrow keys, you can move through 3D space interactively.
When the 3D Flying Navigation tool is active, the cursor (hand) is not visible. You can now navigate through ascene. When you move the mouse, the view rotates around the current view point (instead of around a fixedpivot).
You can move around in the scene by using the following:• The mouse wheel controls the Z axis.
• The Up/Down keys control the Z axis.
• The Left/Right keys control the X axis.
• The Pg Up/Pg Dn keys the Y axis.
You can deactivate the tool by clicking anywhere on the interface.
NOTE: When using the 3D Flying Navigation tool with a tablet, the cursor remains visible.

How to navigate with the 3D Flying Navigation tool
1. From the Tools toolbar, click the 3D Flying Navigation

tool or press Alt + W.

NOTE: You can also use the W key to temporarily override the selected tool.
2. To activate the tool, click on the Stage view.
The hand cursor disappears.
lMove mouse to rotate the scene.

lRoll the mouse wheel to move forwards or backwards. The more you roll the mouse wheel, thefaster you navigate through the scene.

lPress the arrow keys and PgUp/PgDn keys to move in all six directions. Press repeatedly toincrease or decrease speed.

3. To stop all motion, click anywhere on the interface.
The hand cursor reappears.

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Creating 2D Layers on Surface of 3D Objects
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Working in the Camera view, you can create a new vector or bitmap layer on the surface of a 3D object. The
new layer will be positioned at the point in Z depth on which you clicked. It is positioned perpendicular to thecamera so you can start drawing.

How to create a 2D layer on the surface of a 3D object
1. In the Tools toolbar, click the Create Layer on Surface

button.

A red crosshair appears in the Stage view.

2. In the Tool Properties, select a layer type: Vector or Bitmap.
3. In the Stage view, move the crosshair around (without clicking the mouse button) to see where it ispossible to create a 2D layer. You can also click and drag the crosshair to display the drawing grid. The
size of the grid is constant. When it is farther from the camera, it appears smaller.

4. When you are satisfied with the position, release the mouse button.
A 2D layer is created and is positioned perpendicular to the camera.

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About 2D and 3D Object Interaction
T-SBADV-011-012
Now that you have a true three-dimensional space to work in, complete with matching three-dimensional
objects, you can create sophisticated storyboards that feature realistic interaction between 2D elements and
3D elements.
For example, if you had a character that wanted to hop into a 3D car, then you can use the First and Last Framefeatures to easily animate the following scene:l

The character walking towards the carlAnimating the car door node openingl

The character disappearing into the 3D car objectlAnimating the car door node closingl

The 3D car turning sideways and moving out of the frame

By harnessing the three-dimensional nature of the car, you do not need to create extra drawings to handle theanimation of doors opening and closing, or of the car rotating to drive down the street.

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You can also use the three-dimensional nature of the objects and the scene space to allow characters to walk infront, walk behind, or even through objects without having to resize objects to create the illusion of distance.
By laying these elements out in the three-dimensional space, they can physically walk around and throughthese objects, allowing you to create a more realistic storyboard that is closer to the final product.

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Replacing a 3D Object in your Project
T-SBADV-011-005
Once you have imported a 3D model in the Library, you can easily replace it with a new one using the Replace
3D Model command. This will update all instances of the model used in the project.

How to replace a 3D model
1. In the Library view, click the 3D Models folder to display its contents.
2. From the 3D Models folder, select the model you want to replace.
3. Right-click on the selected model and select Replace 3D Model.
A browser window opens.
4. In the browser, locate the 3D model file you want to replace and click Open.
The Rename Node dialog box opens.

lClick Yes to rename the model you are replacing.

lClick No to keep the existing model name.

lSelect the Don't show this message again option to prevent this dialog box from opening
again, and use the same behavior as you choose now for future use of the Replace 3D
Model command.

The 3D model is updated in the Library view and in your project.

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Changing the Display Mode of 3D Objects
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By default, 3D models that you add to your storyboard are displayed fully shaded. This might incumber yourstage or overflow the panels with colours and textures that contrast too much with the sketched artwork. To
remedy this, Storyboard Pro allows you to display 3D models in one of many display modes.

How to change the display mode of a 3D object
1. In the Thumbnails or Timeline view, select the panel that contains a 3D object.
2. In the Layer panel of the Stage or Camera view, or in the Layers view, select the layer that contains the3D object.
3. Right-click on the layer and select one of the following:l

Shaded: The 3D object displays its colours and textures, shaded.

lWashed: The 3D object is displayed with a washed-out appearance, so that its details do not
overwhelm the stage.

l

Flat: The 3D object displays the surface of its geometry in plain white, shaded.

lWireframe: The 3D object displays the vertexes defining its geometry.

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Chapter 12: 3D ObjectslWireframe on Shaded: The 3D objects displays its colours and textures with its wireframe on top.

lWireframe on Flat: The 3D objects displays the surface of its geometry in white with its
wireframe on top.

4.

TIP: If you set your model's display mode to Wireframe, and only want to see the wireframe forthe polygons facing your point of view and hide the ones for the polygons on the backside, rightclick on the layer containing the 3D object again and select Backface Culling.

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Chapter 13: Motion
The camera and layers in your panels can be animated. This is helpful to test the potential animation of sceneelements. In Storyboard Pro, you can add keyframes to move a camera or layer to a specific position and keep
adding keyframes and moving the camera or layer until you are satisfied with the movement. When you playback the panels, the layer moves from one position to the next.
By default, layers are not animated. To animate a layer, you will use the Layer Transform tool. Using the Layer
Transform tool on a layer that contains no animation will affect the panel's entire duration.
NOTE: When a layer is selected and the Layer Transform tool is active, the 3D path for the layer isdisplayed in the Stage, Camera, Top and Side views.
As you animate the position of a drawing layer, a motion path is created which are trajectories. Using
keyframes, you can then record key positions along the trajectory. You can produce simple and advanced
motions and trajectories.

About the Animate Mode
The Animate mode records the position, rotation, scale, skew, etc. of objects as keyframes in the Timeline view.
Turn off the Animate mode to reposition objects for the entire scene. When the Animate mode is disabled,
keyframes are not created when an object's parameters change.
To animate a layer using multiple keyframes, you must first activate the Animate mode. You can modify theobject in the panel and Storyboard Pro will transform the object from one keyframe to the next at a speed
defined by the duration of the panel.

Deactivating the Animate mode clears all the keyframes and leaves the layer at the position of the current
frame.

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Animating Layers
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By default, layers are not animated. To animate a layer, begin by setting a keyframe on the desired position.
You can then use the Transform tool to move the layer and set as many keyframes as needed for youranimation. You can then edit the keyframes and timing using the layer track controls in the Timeline view.
If you decide to delete the keyframes from a layer, you can clear all of them by clicking the Animate button.
Once cleared the keyframes are cleared, the layer remains at the position of the current frame.

How to animate a layer
1. In the Timeline or Thumbnails view, select the panel with the layer you want to animate.
In the Stage view, the layer is highlighted in blue.
2. In the Stage or Camera view, select a layer to animate and click its Animate
The Animate button turns yellow and changes shape:

button.

.

In the Timeline view, the current frame becomes the first frame of the current panel.

3. From the Tools toolbar, click the Layer Transformbutton.

The 3D manipulators are displayed, letting you rotate and position the 2D layer within the 3D space.

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4. Select an element in the scene and place it in its initial state. Use the transformation handles to scale,rotate and move the layer.

5. In the Layer Transform tool properties, click the Add Keyframe button

to set a keyframe.

A keyframe is added at the current frame.
6. Select the same element and place it in its next state. Keep setting keyframes until your animation iscomplete.
7. Click the Playbutton to see the animation of the element.

NOTE: You can also use the Coordinate toolbar to enter values for the translation, scale and rotation
values of a selected layer—see Coordinate Toolbar in the Reference Guide.
The speed of the animation depends on the length of the panel, which is displayed in the Timeline view

How to clear all keyframes
1. Select a layer that contains animation. This is indicated by the yellow Animate icon.

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2. Click the Animate

icon.

The following message appears when turning off the Animate mode.

3. Click OK.
All keyframes are cleared and the layer remains at the position of the current frame. The Animate iconon the layer turns grey to indicate that it does not contain animation.

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Animating the Camera
Storyboard Pro contains a camera that can move along the X, Y, and Z axes. Having the camera move on the Zaxis offers the possibility to create truck in and truck outs, as well as multiplane camera moves. The default
camera position is centred and backed up to 12 fields.

It is important to understand the coordinate values in Storyboard Pro, which is based on the origins ofanimation. In traditional animation, a scene's size and camera motion are calculated in fields. A field has a 4:3
ratio and measures 0.5 inches (12.7 mm) in width. A specific grid has been created for this purpose known as afield chart. Storyboard Pro uses this unit of measurement as its coordinate system.

A field chart uses the cardinal directions. The X axis is the east-west (left-right) direction, the Y axis is thenorth-south (up-down) direction and the Z axis is the forward-backward direction.
Using the Camera

tool, a scene's camera can be positioned and animated just like the Layer Transform

tool can be used to animate layers in a scene.

How to animate the camera
1. In the Timeline or Thumbnails view, select the panel with the layer you want to animate.

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2. In the Timeline view, move the playhead to the frame on which you want the camera move to start.
3. In the Stage or Camera view, select a layer to animate and click its Animate
4. In the Tools toolbar, click the Camera

button.

button.

5. In the Camera, Side or Top view, select the camera (the large V-shaped cone) and move it to the desired
position. In the Camera view, the camera is represented by a thin black, rectangular frame. You need toclick directly on one of the edges.

6. In the Tool Properties view, click the Add Keyframe

button.

7. In the Timeline view, move the playhead to the next frame and move the camera to its next position andset a keyframe.
A second keyframe appears and a line is created between the two frames to indicate that thesubsequent motion between the frames will be calculated and rendered by the program.
8. Repeat step 7 until your animation is complete.
9. Play backyour animation.

How to move keyframes
1. In the layer track of the Timeline view, click a layer keyframe. To select all layer keyframes, double-click

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on a layer keyframe.
The keyframe(s) turn(s) blue.
2. Drag the keyframe(s) left or right within the same panel.

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Animating 3D Objects
Once you have imported 3D objects, you can animate them in Storyboard Pro.

How to animate a 3D element
1. From the Tools toolbar, click the Layer Transformbutton, select an element in the scene, and place it

in its initial state. You can also make a multiple selection to move multiple 3D layers at once.
2. Make any of the following changes to the object:lPosition in 3D spacelYaw, pitch, roll rotation (use the pivot point to change the arc size)lDimensions along the X, Y, and Z-axis

You can also make changes to the individual sub-objects that make up the object.
3. In the Layer Transform tool properties, click the Add Keyframe button

to set a keyframe.

4. Select the same element and place it in its next state. Keep setting keyframes until your animation iscomplete.
5. Click the Playbutton to see the animation of the element.

The speed of the animation depends on the length of the panel, which is displayed in the Timeline
view—see About the Panel Duration on page 368.

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Animating 3D Model Sub-Objects
After adding 3D objects to a scene, you may want to animate a part of the object, called a sub-object. For
example, the doors of a spaceship can be animated to open.

NOTE: For more information, see Animating 3D Objects on page 438.

How to animate a sub-object
1. In Stage or Camera view, select one or more sub-objects as follows:l

In Stage view: Use the Layer Transform

tool and press Ctrl to select a sub-object. Hold

Shift to select multiple sub-objects.

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In 3D Graph view: Select one or more sub-objects. Press Ctrl to select multiple sub-objects.

2. Right-click in the 3D Graph. In the pop-up menu that displays, select one of the following:lSeparate Sub-Object
In this new layer, the selected sub-object(s) are displayed and all others have their shapehidden. In the original layer, the selected sub-object(s) have their shape hidden.

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Chapter 13: MotionlSeparate Sub-TreeIn this new layer, the selected sub-object(s) and their children are displayed and all others
have their shapes hidden. In the original layer, the selected sub-object(s) and theirchildren have their shape hidden.

The new layer is grouped with the original layer.
Any transformation in the original layer is transferred to the parent group.
If you select multiple sub-objects to separate, all the sub-objects are visible on the newly-created layer.
3. To animate the sub-objects, use the Layer Transform

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4. In the Tool Properties view, click the Add Keyframe

button to set a keyframe.

5. Select the same element and place it in its next state. Keep setting keyframes until your animation iscomplete.
6. Click the Playbutton to see the animation of the element.

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EasingFor effect, you can adjust your camera or layer movements so they ease in or ease out of the keyframes.
With the Camera or Layer Transform tool selected, the Ease In/ Ease Out parameters become available in the
Tool Properties view.

How to set ease in or ease out for a keyframe
1. In the Timeline view, select a keyframe.
2. From the Tools toolbar, select the Camera

tool or Layer Transformtool.

3. Do one of the following:‣

Ease In: In the Ease In section of the Tool Properties view, enter the duration of the ease in after the
first frame in which the gradual change in camera or layer movement begins. For example, if you
want to slowly accelerate to the normal camera or layer speed from frame 1-10, enter a value of 10.

‣

Ease Out: In the Ease Out section of the Tool Properties view, enter the duration of the ease out after
the first frame in which the gradual change in camera or layer movement begins. Enter the numberof frames before the last frame in which the change in camera or layer movement is gradual.

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Copying and Pasting Keyframes
You can copy layer keyframes and paste them at a different time or on a different layer. It is possible to copy
keyframes one at a time or in series. When copying several keyframes together, they will preserve their easevalues, allowing you to copy motion and preserve its timing.

How to copy and paste a Keyframe
1. In the Timeline view, select a panel with an animated layer.
2. In the Stage or Camera view select an animated layer.
3. Select a layer keyframe from the Layer track.
The keyframe turns blue.

4. Do one of the following:lSelect Edit > Copy Layer Keyframes.

lPress Ctrl + C (Windows/Linux) or ⌘ + C (macOS).

5. Move the playhead to the position where you want to paste the keyframe. If you want to paste thekeyframe on a different layer, be it in the same panel or in a different panel, select the destination layer
in the Stage or Camera View.

6. Do one of the following:lSelect Edit > Paste Layer Keyframes.

lPress Ctrl + V (Windows/Linux) or ⌘ + V (macOS).

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How to copy and paste several Keyframes
1. In the Timeline view, select a panel with an animated layer.
2. In the Stage or Camera view select a layer with several keyframes.
3. Select the first keyframe in the series of keyframes to be copied.
4. Hold Shift, then select the last keyframe in the series.
All the keyframes between the first and the last selected keyframes turn blue.

5. Do one of the following:lSelect Edit > Copy Layer Keyframes.

lPress Ctrl + C (Windows/Linux) or ⌘ + C (macOS).

6. Move the playhead to the position where you want to paste the keyframes. The first keyframe in theseries will be pasted where the playhead is, and all subsequent keyframes will be pasted after this one.

NOTE: If you try to paste an animation that would exceed the length of the panel, thekeyframes that would end up beyond the end of the panel will be ignored.
7. Do one of the following:lSelect Edit > Paste Layer Keyframes.

lPress Ctrl + V (Windows/Linux) or ⌘ + V (macOS).

How to copy the end position from the start position
1. In the Timeline view, select the panel that contains the start position to copy.

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2. Select Layer > Copy Start Layer Position to End.

How to copy the start position from the end position
1. In the Timeline view, select the panel that contains the end position to copy.
2. Select Layer > Copy End Layer Position to Start.

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Spreading the Layer Motion
Within the same shot, you can spread the current layer motion across all panels or a specified number of panels
after the current panel.
A new layer will be added and the drawing will be duplicated for panels that do not have the same name in thedefined range.

How to spread the motion from one panel to more than one panel
1. In the Timeline view, select the layer with the motion you want to spread.
2. Do one of the following:‣

Select Layer > Spread Layer Motion.

‣

In the Layer toolbar, click the Spread Layer Motion

button. You may have to add this button to theLayer toolbar by customizing it.
The Spread Layer Motion dialog box opens.

3. Do one of the following:l

To spread layer motion over all panels in the same shot, select the All panels in the same
shot option.

l

To spread layer motion a specified number of panels after the current panel in the same
shot, select Next panel(s) and enter or select the number of adjacent panels.

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Animation Functions
Using the Layer Transform tool, the Timeline view as well as the parameters in the Tool Properties view, you
can control the position of each point in a layer, the position of each keyframe in time as well as the ease-in andthe ease-out of each movement. Layer animations are however composed of functions that can be customized
in various other ways. If you need to tweak the animation of a layer in specific ways, you may have to use theFunction Editor view.
The Function Editor view displays all the functions which, internally, compose the movement of the selected
layer or of the scene's camera. A function is simply a geometric (ie: position, size, angle) component of ananimation. When you add a keyframe to a layer or to the camera, a keyframe is created for each animation
function for that layer or camera, and that keyframe stores the value for that function at the current frame.
Then, the value of the function for each frame between any two keyframes is calculated by Storyboard Pro.

Animation Functions
A layer or camera animation is composed of the following functions:lPath X, Y and Z: The position of the object on the x, y and z axes, relative to the centre of the stage. The
default value for these functions is 0.
NOTE: In 2D scenes, the Path Z function should always be 0, as it represents the distance of thelayer relative to the camera. Changing the value of this function while in a 2D scene will convert
the scene to a 3D scene.

lPath Velo: This function is used to adjust the curve of the Path X, Y and Z functions between their
keyframes.
The Path Velo is automatically generated by Storyboard Pro and has one keyframe for each keyframe on
the Path X, Y and Z functions. You cannot adjust the value of these keyframes, only the curve between
the keyframes. When you do so, the curve between the keyframes of the Path Velo function is applied to
the Path X, Y and Z functions. Basically, this allows you to adjust the ease of the object's movement on all
three axes simultaneously, using a single function.
In summary, you can edit the Path X, Y and Z function to adjust the position of the object on different
keyframes, and the Path Velo function to adjust the pace at which the object moves between keyframes.
NOTE: The value of this function always progresses from 0 to 1.

l

Scale X, Y and Z: The size of the object on the x, y and z axes relative to its original size. The default
value for these functions is 1.
NOTE: The Scale Z function only has a visible effect on 3D objects.

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Chapter 13: MotionlAngle Z: The rotation angle of the object around the z-axis.

lQuaternion X, Y and Z: If you have rotated the object on any angle but the z-axis, a Quaternion (3Drotation) function is used to track and adjust its angle on each of the x, y and z axes.

lQuaternion Velo: Like the path function, the Quaternion function uses a Velo function to determine theease of the rotation between keyframes. The values of the keyframes in the Quaternion Velo function
cannot be adjusted, only the curve between its keyframes. This curve is applied to the Quaternion X, Y
and Z functions, allowing you to adjust the ease of the object's rotation on all three axes simultaneously,
using a single function.

Function types
The functions are of the following types:lEase: An ease function determines how the interpolation between each keyframe is timed based on thelength of the ease, in frames, before and after a keyframe. A function subjected to an ease-in will speed
up for the length of the ease-in, then continue at constant pace until it reaches the next keyframe. A
function subjected to an ease-out will start out progressing at a constant pace, then start slowing downwhen the ease-out begins.
Path Velo and Quaternion Velo functions are ease functions.

lBezier: A bezier function determines how the interpolation between each keyframe is timed based on
Beziers that extend left and right of each keyframe, creating Bezier curves between keyframes.
Scale functions as well as Angle Z functions are Bezier functions.

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Coordinate: The X, Y or Z component of a 3D Path or 3D Quaternion functions. These functions do nothave Beziers nor ease. Their curve is determined by the Velo function to which they are associated(ie: Path Velo or Quaternion Velo).
For Path functions specifically, each keyframe can have a tension, continuity and bias setting which will
influence on how the trajectory of the animation path is curved between each keyframe.

Path X, Y and Z functions as well as Quaternion X, Y and Z functions are coordinate functions. However,
only Path functions have tension, continuity and bias parameters.

Bezier Curves and Ease curves
Bezier curves and Ease curves are very similar at first glance. Their differences are mostly conceptual,
The most noticeable difference between a Bezier and an ease function is that an ease function will cause acurve to occur only for the duration of an ease. So, with an ease function, the values between two keyframes
can ease-in, then progress at a constant pace, then ease out. In contrast, in a Bezier function, the values

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between two keyframes will either curve all throughout or, if the Bezier handles are in their neutral position,
progress at a constant pace all throughout.

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Tweaking an Animation Path
T-SBANIM-003-007
Using the Function Editor view, you can fine-tune the animation of a layer or camera movement in very specificways.

How to view a layer or the camera's function curves
1. In the Stage or Camera view, select a layer that contains animation. This is indicated by the yellow
Animateicon.

2. From the Tools toolbar, click one of the following:l

Layer Transforml

Camerabutton for layer animation.

button for camera animation.

NOTE: To switch between layer and camera functions, click the Show Camera Functions
button at the bottom of the Function Editor view. When the button is selected, camera functions
are displayed in the graph, When deselected, layer functions are displayed.
3. In the Tool Properties view, click the Function Editor view

button.

The Function Editor view is blank until you select the layer containing the functions you want to display.
4. In the list of functions, check the functions that you wish to edit, and uncheck the ones you want to leave
unchanged so that they do not clutter the graph view to the right.

TIP: You can change the colour of the function's representation in the graphic by double-clicking on thecoloured square to the right of the function's name. This can help you identify the functions visually.

How to edit an Ease (Velocity) function
1. In the function editor view, identify which functions are the Velocity (Velo) functions. If necessary,
uncheck all other functions in the functions list so that only the velocity function you want to edit toappear.

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2. If your functions appear too big, too small or cropped out of the view, adjust the graph view by doing oneof the following:lClick on the Reset View

button to adjust the graph view to the size of the functions that are

currently visible.
l

Click on the Reset View Verticallybutton if you only want the functions to fit within the view

vertically.
l

While holding Spacebar, click and drag on the graph to pan it.

lPress 1 to zoom in on the graph or 1 to zoom out of the graph.

3. Select one of the keyframes of one of the velocity function.
4. In the top of the function view, right of the Frame and Value fields, expand the extra parameters
section. If the arrow is pointing towards the right
The Left Angle, Left Ease Out, Right Angle, click on it so that it points to the bottom
and Right Ease In.

fields display at the right of

the Frame and Value fields.
NOTE: Since extra parameters depend on the type of keyframe selected, if keyframes fromseveral different types of functions are selected at the same time, no extra parameters will bevisible. To remedy this, discard the selection by clicking anywhere inside the function graph,then click on the keyframe you wish to select.
5. In the Left Ease Out

field, type in the amount of frames the ease-out before this keyframe should last.

6. In the Right Ease In

field, type in the amount of frames the ease-in after this keyframe should last.

7. By default, the angles of each ease is horizontal. You can adjust the Left Angle and the Right Angle if
you want the ease to be less abrupt or if you want to reverse the curve of the ease. To do this, do one of
the following:lClick on one of the points left and right of the selected keyframe and drag it along the circle toadjust the angle of the ease on that side of the keyframe.

lType in the desired angles in the Left Angle453

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How to edit a Coordinate function
1. In the function editor view, identify which functions are the coordinate (Path X, Path Y and Path Z)
functions. If necessary, uncheck all other functions in the functions list so that only they are visible.
2. If your functions appear too big, too small or cropped out of the view, adjust the graph view by doing oneof the following:lClick on the Reset View

button to adjust the graph view to the size of the functions that are

currently visible.
l

Click on the Reset View Verticallybutton if you only want the functions to fit within the view

vertically.
l

While holding Spacebar, click and drag on the graph to pan it.

lPress 1 to zoom in on the graph or 1 to zoom out of the graph.

3. Select one of the keyframes of one of the coordinate functions.
4. To adjust the value of the coordinate, click on the keyframe and drag it up or down, or type in a newvalue in the Value field at the top.

5. To adjust the position of the keyframe in time, press and hold Alt, then click on the keyframe and drag itleft or right. This will adjust the position of the keyframe in time for all corresponding coordinate
functions (X, Y, Z and Velo).

6. In the top of the function view, right of the Frame and Value fields, expand the extra parameters
section. If the arrow is pointing towards the right
The Tension, Continuity

and Bias, click on it so that it points to the bottom.

fields display at the right of the Frame and Value fields.

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NOTE: Since extra parameters depend on the type of keyframe selected, if keyframes fromseveral different types of functions are selected at the same time, no extra parameters will bevisible. To remedy this, discard the selection by clicking anywhere inside the function graph,then click on the keyframe you wish to select.
7. In the Tension

field, enter a value between -1 and 1. A positive tension will reduce the curve of thepath between keyframes. A negative tension will increase it.

8. In the Continuity field, enter a value between -1 and 1. A positive continuity will cause the path to curve
beyond the trajectory between each keyframes. A negative continuity will have a reverse effect.

9. In the Bias field, enter a value between -1 and 1. A high bias will make the curve more straight before
the keyframe and more curved out after it. A negative bias will make the curve more curved out before
the keyframe and more straight after it.

NOTE: Tension, Continuity and Bias settings are applied for all the functions in the same path
(Path X, Path Y and Path Z) simultaneously.

How to edit a Bezier function
1. In the function editor view, identify which functions are the coordinate (Path X, Path Y and Path Z)
functions. If necessary, uncheck all other functions in the functions list so that only they are visible.
2. If your functions appear too big, too small or cropped out of the view, adjust the graph view by doing oneof the following:455

Storyboard Pro 5.5 User Guidel

Click on the Reset View

button to adjust the graph view to the size of the functions that are

currently visible.
l

Click on the Reset View Verticallybutton if you only want the functions to fit within the view

vertically.
l

While holding Spacebar, click and drag on the graph to pan it.

lPress 1 to zoom in on the graph or 1 to zoom out of the graph.

3. Select one of the keyframes of one of the coordinate functions.
4. To adjust the value of the coordinate, click on the keyframe and drag it up or down, or type in a newvalue in the Value field at the top.

5. To adjust the position of the keyframe in time, press and hold Alt, then click on the keyframe and drag itleft or right. This will adjust the position of the keyframe in time for all corresponding coordinate
functions (X, Y, Z and Velo).

6. Do one of the following to adjust the point's Bezier handles:l

Locate the yellow arrows pointing towards the left and towards the right of the keyframe. Bydefault, those arrows will be at the same position as the keyframe. You can click and drag on theleft Bezier handle to adjust the curve at the left of the function, or on the right Bezier handle toadjust the curve at the right of the function.

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In the top of the function view, right of the Frame and Value fields, expand the extra parameters
section. If the arrow is pointing towards the right
The Left Length, Left Angle, click on it so that it points to the bottom, Right Length

and Right Angle.

fields will appear at theright of the Frame and Value fields. You can use these fields to adjust the angle and length of theirrespective Bezier handles relative to the keyframes.
NOTE: Since extra parameters depend on the type of keyframe selected, if keyframes fromseveral different types of functions are selected at the same time, no extra parameters will
be visible. To remedy this, discard the selection by clicking anywhere inside the function
graph, then click on the keyframe you wish to select.

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Chapter 14: Camera
T-SBFND-009-003
In the Stage view, the camera is displayed as a frame that matches the aspect ratio of your chosen resolution.

You can enhance your animatics by adding camera movements to the scenes. You can restrict camera
movements to one panel or spread it out across an entire scene/shot. An example of a camera movement would
be if you wanted the camera to go from a wide shot and then zoom in to a close up.
Camera movements are created in much the same way as setting the Static Camera frame, but you will workwith keyframes in the Timeline view to set the different camera positions over time. Once again you will use theCamera tool to animate the camera.

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About the Stage and Camera Views
You can use the Stage view or the Camera view to place your camera.
In the Stage view, the perspective is from a fixed point in space, as if were standing on the stage looking at thevarious elements. As you add your keyframes and change the focus and rotation of the camera, you can see
how the camera changes over time.
If you switch to the Camera view to preview the scene, the perspective is from the camera lens, so you can see
exactly what the camera captures as it moves from one keyframe to another.

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Therefore, if you make changes to the camera position, especially if you change the camera’s focus, use theCamera view to preview the camera move accurately.

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Positioning the Camera
You can move the camera’s position using the Camera tool.
You can also set up the Static Camera position using the Camera tool properties—see Camera Tool Properties
in the Reference Guide.

How to position the Static Camera using the Camera tool
1. In the Timeline view, select a panel within the scene in which you want to adjust the camera.
2. In the Tools toolbar, select the Camera

tool.

The camera frame is displayed. It is represented by a black box. The default camera frame is set to 12
fields.
3. Do one of the following to modify the Static Camera:‣

To position the selected panel along the Z-axis to create a truck in or truck out movement, drag the
top-left corner of the camera frame up or down when you see the Truckicon. To change the zoom

level, change the Focal Length field in the Tool Properties view.

‣

To rotate the Static Camera on the X and Y axes, drag when you see the Rotation

icon. Hold theShift key while rotating to restrict movement to the X or Y axis, depending on the axis on which you
started dragging.
‣

To rotate the Static Camera on the Z axis, position the cursor outside one of the corners of the camera
frame. When you see the Rotation‣

icon, drag to rotate.

To move the centre pivot point, position your the cursor over the centre point and when you see thedragicon, drag to move in the X or Y axis. Hold down the Alt key when dragging the center point

to move it on the Z axis. The farther you drag the mouse, the faster the camera moves.

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Resetting the Camera
If necessary, you can remove all the keyframes in your scene, and revert back to the original Static Camera.

How to reset camera animation
1. In the Timeline view, select the scene on which you want to reset the camera animation.
2. Do one of the following:‣

Select the Camera

tool, and in the Tool Properties view, click the Reset Camera‣

Select Camera > Reset Camera.

button.

All camera keyframes for the selected scene are deleted and the scene’s Static Camera is reset.

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Copying and Pasting the Camera
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If you need to reuse a camera position, you can copy and paste it from one scene to another. It is not necessary
to have the Camera tool selected to do this.

How to copy and paste the camera position
1. In the Timeline view, select the scene that contains the Static Camera to copy.
2. Select Camera > Copy Camera from Selected Panels.

3. In the Timeline view, select the scene to which you want to paste the copied camera information.

4. Select Camera > Paste and Fit Camera on Selected Panels.

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About Camera Moves
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Camera keyframes enable you to modify the position of your camera and have it change over time. The camera
keyframes are coordinates indicating the position of your camera on a particular frame. In order to create any
camera movements, you must set at least two camera keyframes.
With Camera keyframes, you set the camera to go from one position in the frame to another, over a defined
number of frames. You can also to control the velocity at which the camera attains its final position.
Keyframes appear as grey diamonds or half diamonds in the Timeline view. The space between keyframes in
the Timeline view represents the number of frames it takes for the camera to move from one keyframe to thenext, which determines the speed.
When a keyframe is selected in the Timeline view, it is displayed in blue. Camera keyframes are displayed in theTimeline view only, in a strip above the panel thumbnails. The first and last keyframes in a scene appear as half
diamonds, while any in between are displayed as full diamonds.

In the Timeline view, when the first keyframe of the panel is selected, the rectangle that defines the camera
frame, along with a large X that quarters the camera frame, is highlighted in green. When the last keyframe isselected, these elements appear in red. If you have any keyframe between the first and last selected, thenthese elements will appear in blue.

These are the default camera keyframe colours. You can use the Preferences dialog box to choose your own
camera keyframe colours. When you do, the new colours will used in the Camera and Stage views, as well as in
the different export formats of your storyboard.

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If you want to create a truck in or truck out (a move along the Z-axis), you can use the manipulators in the Top orSide views, (you can also click on the upper-left corner of the frame in the Camera view). If you select the arrow
pointing along the Z-axis and drag the manipulators from that arrow instead of from the centre point of themanipulator circle, your movements will be locked to that axis. This is useful if you do not want to accidentallydisplace the up and down or left and right position of your camera frame.
Remember that the light-blue arrows in the Camera view do not necessarily indicate backward and forward
movements. If your second camera frame appears larger or smaller than the initial camera frame position, then
you can be sure that a camera truck in or truck out was made.

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Adding Keyframes
In order to create any animated camera for a scene, you need at least two keyframes. Create these keyframes
before you change the position of the camera if you plan to move it.

How to add a keyframe at the current frame
1. In the Timeline view, drag the red playhead to the frame on which you want add a keyframe.
2. From the Tools toolbar, select the Camera

tool.

3. Do one of the following:lSelect Camera > Add Camera Keyframe at Current Frame.

l

In the Tool Properties view, click the Add Keyframe

button.

A keyframe is added in the Timeline view at the exact position of the red playhead.

How to add a keyframe at the beginning of the current panel
1. In the Timeline view, select the panel on which you want to add a keyframe.
2. Do one of the following:‣

In the Tools toolbar, click the Camera‣

Select Tools > Camera.

tool.

3. Do one of the following:‣

Select Camera > Add Camera Keyframe at Beginning of panel.

‣

In the Tool Properties view, click the Add Keyframe at Beginning of Current PanelIn the Timeline view, a keyframe is added at the beginning of the selected panel.

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How to add a keyframe at the end of the current panel
1. In the Timeline view, select the panel on which you want to add a keyframe.
2. Do one of the following:‣

In the Tools toolbar, click the Camera‣

Select Tools > Camera.

tool.

1. Do one of the following:‣

Select Camera > Add Camera Keyframe at End of panel.

‣

In the Tool Properties view, click the Add Keyframe at the End of Current Panel

A keyframe is added in the Timeline view, at the end of the current panel.

How to use the Copy and Paste commands to add keyframes
1. In the Timeline view, click to select a camera keyframe.
The keyframe turns blue.

2. In the Stage view, click the camera keyframe.

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3. Do one of the following:‣

Select Edit > Copy Camera Keyframes.

‣

Press Ctrl + C (Windows) or ⌘ + C (Mac OS X).

‣

Select the Camera
button.

tool. In the Tool Properties view click the Copy Camera from Selected Panels

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4. Move the playhead to the position within the same scene where you want to paste the keyframe.

5. Do one of the following:‣

Select Edit > Paste Camera Keyframes.

‣

Press Ctrl + V (Windows) or ⌘ + V (Mac OS X).

‣

Select the Camera
Selected Panels

tool, and in the Tool Properties view, click the Paste and Fit Camera on
button.

NOTE: You can copy/paste several keyframes simultaneously if you selected multiple keyframes before
performing the operation.

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Deleting Keyframes
When you no longer need keyframes, you can delete them from the Timeline view.

How to delete keyframes from the Timeline view
1. Select the keyframe(s) to delete.
2. Do one of the following:‣

Select Edit > Delete Selected Camera Keyframes.

‣

Select the Camera

tool, and in the Tool Properties view, click the Delete Selected Keyframe

button.
‣Press Delete.

How to delete a keyframe at the current frame
1. In the Timeline view, place the red playhead on the frame that contains the keyframe to delete.
2. Select Camera > Remove Camera Keyframe at Current Frame.

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Animating Keyframes
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The position of the camera keyframes is set in much the same way as the Static Camera, using the Camera toolin the Stage view. You must do this for every keyframe you created, so the camera moves from one keyframe to
the next when played back.
NOTE: This section shows you how to set up a 2D Camera movement. When using the Camera in 3D
space, new manipulators become available—see 3D Objects on page 401 to learn more about 3D
camera moves and framing your 3D scene.

NOTE: Enabling the Camera Label in the Stage view can be very helpful whenmanipulating keyframes. You can do this via the Stage view status bar.

How to position camera keyframes in a 2D project
1. Do one of the following:l

From the Tools toolbar, select the CameralSelect Tools > Camera.

tool.

2. In the Stage view, select the camera keyframe to modify.
3. Use one of the following methods to modify the camera keyframe:lTruck In, Truck Out: To position the selected keyframe along the Z axis, creating a truck in

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or truck out movement, drag the top-left corner of the frame when you see the Truck
icon.

When you release the mouse, the keyframe is set, and blue arrows appear to indicate thedirection of the camera movement. In this case, it would be zooming out from position A toposition B.
l

Rotate: To rotate the selected keyframe, drag the top-left corner of the frame when you
see the Rotate

icon.

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Move: To move the selected keyframe, drag the frame from the centre pivot point or theouter edge of the camera frame when you see the Drag

l

icon.

Nudge: You can also nudge the selected keyframe by pressing the arrow keys on yourkeyboard.

At this point, if you wanted to, you can select the B position keyframe and move it to a new location.
When you play back the scene, the camera will move from position A to B.

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Timing Keyframes
If you need to change the frame or timing of a keyframe in the Timeline view, there are a few different ways todo this. Note that camera keyframes can only be moved to a new location within the same scene.
The following two methods are useful when you want to move a keyframe to a new location, or cut and paste a
keyframe.
To synchronize or snap the keyframes as you move them, see About Keyframe Sync Mode on page 480 and
Snapping Keyframes and Sound Tracks on page 479.

How to drag camera keyframes to a new location in the Timeline view
1. In the Timeline view, select one or more keyframes.
The keyframe turns blue.
2. Drag the selected keyframe left or right to choose a new position in time. You can only drag it to a newlocation within the current scene.

While you drag the keyframe, its position relative to the scene is displayed in a black box. The number offrames is also displayed from the original position the new keyframe will be located.

How to using the Cut and Paste commands to move keyframes
1. In the Timeline view, select one or more keyframes.
The keyframe turns blue.

2. Select Edit > Cut Camera Keyframes or press Ctrl + X (Windows) or ⌘ + X (Mac OS X).
The keyframe is removed and copied to the Clipboard.

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3. Within the same scene, move the red playhead to the position on which you want to paste thekeyframe.
4. Select Edit > Paste Camera Keyframes or press Ctrl + V (Windows) or ⌘ + V (Mac OS X)).

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Snapping Keyframes and Sound Tracks
If you turn on snapping, camera keyframes and sound tracks snap to the beginning and end of each panel, eachsound track, or the red playhead when dragging.

How to turn snapping on or off
1. Do one of the following:l

At the bottom-left of the Timeline view, click the Snappingl

Right-click the Timeline view and select Snapping.

NOTE: Snapping settings can be overridden by holding the Shift key.

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About Keyframe Sync Mode
When you change the duration of panels, add, delete or drag-and-drop scenes and panels, it affects theplacement of keyframes.
Setting the keyframe syncing to the None option will keep your keyframes exactly where they are when you
change the panel duration. You will lose keyframes not within the scene range.
Setting the keyframe syncing to the Relative to Panels option will reposition all the keyframes within theselected panel, relative to where they were placed in the panel. When a panel is deleted, all keyframes within
the deleted panel will also be deleted.
Setting the keyframe syncing to the Relative to Scene option will reposition all the keyframes within theselected scene, relative to where they were placed in the panel.

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Syncing Keyframes
There are three keyframe syncing options that affect keyframes when changing the duration of panels.
Depending on the option you set, the keyframes will be repositioned accordingly.

How to change keyframe syncing settings
Do one of the following:lSelect Camera > Keyframe Sync Mode > None, Relative to Panel or Relative to Scene.

l

In the Timeline view, right-click the area with the camera keyframes and select Keyframes Sync Mode >None, Relative to Panel or Relative to Scene.

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Spreading Camera Motions Across Panels
T-SBFND-009-007
A camera movement is not restricted to a panel. Keyframes for a particular camera movement can span multiple
panels within the same scene.

How to spread a camera movement across multiple panels of a scene
1. In the Timeline view, select the panel that contains the camera movement you want to span overmultiple panels.

2. Select the keyframe you want to move to a new panel.
3. Drag the selected keyframe to another panel within the scene.

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About 3D Camera Moves
With your scene enabled for 3D, you can rotate your camera on all three axes in the Camera view, as well as in
the Top and Side views. As you pass your cursor over the camera manipulators, the cursor changes to indicate
this axis on which you will be performing the rotation. Think of the X, Y and Z axes as poles that you can clamp
your camera to in order to rotate on that pole or axis. For example, the Y-axis would be a pole that extends from
north to south. If you clamp your camera to that pole, your camera would actually move from side to side, or be
rotating around that vertical axis.
In the Camera view, hover the cursor over:• The N and S points on the manipulator circle will bring up the X-axis cursor. This means that if you

pull up or down on these points, you will be rotating your camera on the X-axis, the axis that runs
horizontally, or from east to west, in the Camera view.

• The E and W points on the manipulator circle will bring up the Y-axis cursor. This means that if you

pull towards the left or right on these points, you will be rotating your camera on the Y-axis, the axis thatruns vertically, or from north to south, in the Camera view.

• Anywhere but the points on the manipulator circle will bring up the generic rotation cursor
Camera view, this cursor represents a rotation on the Z-axis.

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These cursors will obviously differ depending on which view you are in. For example, in the Top view, hovering
your cursor over the manipulator circle will bring up the Y-axis cursor instead of the generic rotation cursor. In
the Top and Side views, there are no points on the manipulator circle, but rather three rings that each control
rotation on one of the three axes. Two of these axes are seen as lines instead of rings from the perspective.

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Chapter 14: Camera

Animating the 3D Camera
Not only can you move 2D and 3D objects in 3D space, but you can also move and animate your camera in this
3D space as well. This makes for impressive animatics and is also a great way to show off imported 3D objects.
If the first frame does not do justice to your 3D camera movement in a printed or PDF version of yourstoryboard, you can add snapshots to better illustrate those wide sweeping, 3D camera movements.

How to animate the 3D camera
1. Be sure you are in the Camera view. You can also use the Top and Side views for further clarity if needed.
2. In the Tool Properties view, click the Add Keyframe

button. Even if the playhead is not at the start ofthe currently selected panel, a keyframe will be added to the first frame of that panel.

NOTE: If the Timeline view is not displayed, select Windows > Timeline.
3. In the Camera view, use the Camera

tool and adjust the camera manipulators to change the camera‘sposition and rotation—see About 3D Camera Moves on page 483.
4. Do one of the following:l

In the Timeline view, move the playhead to the frame on which you want to place your final
camera position. In the Tool Properties panel, click the Add KeyframelClick the Add Keyframe

button at the end of current panel.

<
A keyframe is added to the selected location.

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5. In the Camera view, with the Camera

tool selected, use the camera manipulators to move the camera

into its final position. If you do not see any manipulators in the Camera view, your second keyframe might
not be selected in the Timeline view.

NOTE: If the playhead is not at the correct keyframe, in the Tool Properties panel, click the Go to
Selected Keyframe button to move your playhead there.
6. Continue to adjust your camera move until you are satisfied. In the Timeline view, use the red playhead to
scrub back and forth between keyframes to view the smooth, interpolated movement. Adjust thecamera position on the first or last frame or add more keyframes between the first and last keyframes.
From the Camera view Status Bar, use the Camera Mask

to get a better sense of what the exact

scene framing will look like.

For information about the options available in the Camera tool’s Tool Properties, see About Camera Moves on
page 467.

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Aligning 2D Layers with the Camera
While working with layers, you may want to align specific layers with the camera, so any time you adjust thecamera, the layer is always in full view. You can set a different alignment for each layer. The default behaviour isthat the camera is not aligned with layers.

How to align a layer with the camera
1. In the Layers view, select a layer to align with the camera.

2. From the Layer Alignment section, select one of the following:l

No Alignment: The layer is independent of the camera.
If the layer is set to No Alignment and you switch to Face Camera, the offset and scale is retained but
the rotation is removed.If the layer is set to No Alignment and you switch to Pin to Camera, all layertransformation is reset and animation is removed.
If the layer is set to No Alignment and you switch to Pin to Camera, all layer transformation is reset
and animation is removed.

lFace Camera: The layer is oriented to face the camera, so it rotates around its pivot point to always
face the camera, but does not move with the camera.
If the layer is set to Face Camera and you switch to Pin to Camera, all layer transformation is reset
and animation is removed.
If the layer is set to Face Camera and you switch to No Alignment, the offset and scaling are retained.
You should change the rotation keyframes so the layer faced the camera at the current frame.

l

Pin to Camera: The layer is oriented to the camera's perspective. Essentially the layer always moves
with the camera.
If a layer is set to Pin to Camera and you switch to No Alignment or Face Camera, the layer stays at
its position at the current frame.

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If a layer is set to Pin to Camera and set it back to No Alignment or Face Camera, the layertransformation is combined with the camera. The layer is left in place at the current frame.

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About the Camera Path
You can adjust the Tension, Bias, and Continuity parameters on keyframes and control points by selecting thepoint in the Timeline view and using the Keyframes and Control Points toolbar.
• Continuity controls the smoothness of a transition between the segments joined by a point.

489

Storyboard Pro 5.5 User Guide• Tension controls how sharply the path bends as it passes through a control point or keyframe.

• Bias controls the slope of the path so that it flows towards one side of the motion point or the other.

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Chapter 14: Camera

Adding Control Points
You can change the camera path from one keyframe to the next by adding control points to the trajectory.

How to add control points to a trajectory
1. In the Timeline view, select the scene on which you want to modify the camera trajectory.
2. From the Tools toolbar or the Tools menu, select the Camera

tool.

3. In the Stage view, place the cursor over the trajectory between two keyframes.

4. When you see this icon

, click and drag the trajectory to reshape it.

5. A control point is added when you let go of the mouse button.

Now, instead of the camera going from A to B in a linear fashion, there is a slight curve to the trajectory.

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6. Click the control point to move it and to reshape the trajectory if desired. You can also select the control
point in the Stage view, Top view or Side view and click Del. You do not have to go to the Timeline.

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Deleting Control Points
Control points are visible in the Timeline, but you can only move them in the Stage view. To delete a control
point, you must go to the Timeline. A control pointed is represented by a small dot between keyframes.

How to delete a control point
1. In the Timeline view, select the control point which represented by a small dot between keyframes.
The control point turns blue.

2. Press Delete to remove the selected point.
The trajectory reverts to its original shape.

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Adjusting the Curve of a Camera Movement
When you animate a camera movement with more than two keyframes, the path of the camera follows a curvethat touches every keyframe in its animation. Using the Keyframes and Control Point toolbar, you can adjust
how the path curves before and after each keyframe in the camera's trajectory.
When a camera keyframe is selected, the Keyframes and Control Point toolbar gives you access to threesettings that can be applied to that keyframe. Each setting can have a value ranging from -1 to 1. When all
fields are set to their default value, 0, the curve is constant and even. Here is an example opf how each setting
can affect the camera path:l

T (Tension): A positive tension will reduce the curve of the path between keyframes. A negative tension
will increase it.

l

C (Continuity): A positive continuity will cause the path to curve beyond the trajectory between each
keyframes. A negative continuity will have a reverse effect.

l

B (Bias): A high bias will make the curve more straight before the keyframe and more curved out after it.
A negative bias will make the curve more curved out before the keyframe and more straight after it.

How to adjust the Continuity, Tension and Bias parameters of a keyframe or control point
1. Add the Keyframes and Control Points toolbar to your workspace by doing one of the following:l

In the top menu, select Windows > Toolbars > Keyframes and Control Points.

l

Right-click on a toolbar or on the empty space around a toolbar and select Keyframes andControl Points.

The Keyframes and Control Points toolbar appears

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2. In the Tools toolbar, select the Camera

tool.

3. In the Timeline view, select the keyframe or control point you want to adjust.
4. In the Keyframes and Control Points toolbar, enter values between -1 and 1 in the Continuity, Tension,
and Bias fields until the path before and after the selected keyframe is the way you want it to be.

How to set defaults for the Continuity, Tension and Bias parameters for keyframes andcontrol points
1. Select Edit > Preferences (Windows) or Storyboard Pro > Preferences (macOS).
The Preferences dialog box opens.
2. Select the Camera tab.
3. In the Keyframes and Controls Points section, enter the defaults for Tension, Continuity and Bias, basedon your preferred settings.

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Chapter 15: Sound
T-SBFND-009-010
When you decide that you want to add sound to your storyboard, you must first prepare the sound outside of
Storyboard Pro.
To work with sounds in Storyboard Pro, add one or more audio tracks into which you import the soundsequences. You can then organize the sounds by placing them in audio tracks, mixing sound levels, and editing
the part of the sound sequence you will use.
You can preview your panels with sound at any time by playing back an animatic of the current panel or theentire storyboard using the controls in the Play toolbar.
To import sounds and view audio tracks, display the Timeline workspace.

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About Audio Tracks
Audio tracks are tracks in which you can add sound clips. Each sound clip in an audio track is cued at a specifictime in your animatic, so that it can be in sync with the action. Your project can have as many audio tracks as
you want. Having several audio tracks is required if you want to play several sound clips at the same time, as asingle audio track can have several sound clips cued across the animatic, but can only play one sound clip at any
given time. You can also use different audio tracks to organize your sound clips, for example by having a specifictrack for each character's dialogue, one for music, and one for sound effects.

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Adding Audio Tracks
You can add new audio tracks to your project. To do so, you must work in the Timeline view—see ImportingSound Clips on page 508.

How to add an audio track
1. Do one of the following:l

In the top menu, select Sound > New Audio Track.

l

In the Timeline view, either right-click on an existing audio track or underneath all tracks,then select New Audio Track.

l

In the Sound toolbar, click the New Audio Trackbutton.

Once you add a new audio track, you are ready to import a sound.

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Deleting Audio Tracks
You can delete an audio track at any time. When you do so, all the sounds in the audio track are also deleted.
You must work in the Timeline view.

How to delete an audio track
1. In the Timeline view, select the audio track you want to delete.
2. Do one of the following:lSelect Sound > Delete Current Audio Track.

l

Right-click the audio track and select Delete Current Audio Track.

l

In the Sound toolbar, click the Delete Current Audio Track

The selected audio track is deleted from the Timeline view.

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Muting Audio Tracks
You can mute all or some of the audio tracks in your project. When all audio tracks are enabled, you can quickly
isolate one audio track by muting all the others at once.

How to turn the sound on or off for all audio tracks‣ In the Playback toolbar, click the Soundbutton to enable audio playback.

How to turn on the sound of selected audio tracks
1. In the selected audio track, click the Sound On/Off button to turn that track’s sound on or off.

How to mute all other audio tracks‣ When all audio tracks are enabled. Click the Sound button on the one audio track you want to leave on
while holding down the Alt key. All other audio tracks will be muted. Click again while holding the Alt
key to turn them all back on.

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Solo Mode
Solo Mode enables you to temporarily isolate an audio track, without changing the mute settings on all the
tracks. You can listen to a specific audio track while working on your Storyboard Pro project.
The Solo Mode is not a preference nor an option that can be saved. When you re-open a Storyboard Pro
project, the software will not retain your previous settings. Also, when exporting, splitting, extracting or evenrendering scenes from a Storyboard Pro project, the Solo Mode setting is ignored.

How to turn on the Solo Mode
1. In the Layer toolbar, click the Solo ModeThe

button of an audio track.

button will display to inform you the Solo Mode has been enabled on this audio track.

How to enable the selected layer and disable all others
1. In Timeline view, simultaneously press Alt and click the Solo Mode/button of the audio track you

want solo.
All other audio tracks will be automatically hidden.
NOTE: The Solo Mode is not an action recognized by the undo/redo list. It is thus
impossible to undo or redo a change of a Solo Mode setting.
Tracks that are muted (tracks with the speaker button disabled) do not play even if the
Solo Mode is enabled on them.

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Locking Audio Tracks
T-SBFND-009-013
By default, an audio track follows the timing changes made to your project. This means that if you extend theduration of a panel, the audio track following this panel will move in consequently. However, you can lock an
audio track to prevent it from following the timing change. Locking a track will also prevent you from making
unwanted changes to the audio timing. Once it is locked, it is impossible to drag and modify the sound clips orimport more sound into this track.
When your project's audio tracks are all unlocked, you can lock them all at the same time. When all audio tracks
are unlocked, you can quickly decide to lock all but one.

How to lock an audio track
1. In the Timeline view, click the open lock icon of the audio track you want to lock.

The open lock icon changes to a closed lock icon and the audio track is locked.

How to unlock a locked audio track
1. In the Timeline view, click the locked icon of the audio track you want to unlock.

The locked icon changes to an open lock icon and the audio track is unlocked.

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How to lock all audio tracks
1. In the Timeline view, make sure that all audio tracks are unlocked, or else, the Lock All Audio Tracks
command will be unavailable.
2. Select Sound > Lock All Audio Tracks.
NOTE: If an audio track is already locked, the Lock All Audio Tracks command will toggle to Unlock All
Audio Tracks.

How to unlock all audio tracks at once
1. In the Timeline view, make sure there is at least one locked audio track. Otherwise, the Unlock All Audio
Tracks command will be unavailable.
2. Select Sound > Unlock All Audio Tracks.

How to lock all other audio tracks
1. In the Timeline view, hold Alt and click the open lock icon of the audio track you want to remain
unlocked.

All other audio tracks are locked.

2. Click once more on the audio track's open lock icon while holding the Alt key to unlock all audio tracks.

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Exporting Sound
At some point during the production, you might need to export a sound file to use it in another application, suchas an editing software. Storyboard Pro allows you to export sound files as a merged soundtrack or as a series ofindividual files. The exported soundtracks are generated as *.wav files.

How to export a soundtrack
1. From the top menu, select File > Export > Soundtrack.
The Export Soundtracks dialog box opens.

2. In the Output section, click Browse and specify where you want to save the exported sound file.
3. In the Export Range section, select one of the following options:l

All: Exports the sound over all the frames of your scene.

l

Frames: Sets the start and end frames in the corresponding fields on the right.

4. From the Options menu, select one of the following:l

Process Soundtracks Individually: Each soundtrack from all layers is exported as individual
files.

l

Merge all Soundtracks: One single file is created, combining all the sound files you
imported in your scene. Note that it will only use the sound files in the selected frame range
set in the Export Range section. If you selected to export all the frames, all the sound files
will be processed.

5. In the Sound Settings section, set the Rate, Size and Use parameters for the soundtracks to export. It isa good idea to verify what is required by the software or device that you may want to use next with thesound file.
6. Click OK.

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The generated sound files appear in the selected directory and are named according to the scene name.
Individual files keep their original name; only a prefix matching the scene name is added.

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About Sound Clips
Once you have created audio tracks, you can now import sound clips. Sound clips are edited bits of sound which
are already edited and in digital format, ready for import.

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Importing Sound Clips
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You can import sound clips (.wav, .aif, .aiff, or .mp3) into an audio track at the first frame or at the current frame.
If the sound clip does not already exist in your project, Storyboard Pro copies the file from its present location to
the audio folder in your storyboard project folder. You must work in the Timeline view.MP3 files are notrecommended for long sequences because it is a compressed file format. For optimal results, use .wav or .aifsound files when working on a long sequence.

How to import a sound clip
1. In the Timeline view, select an audio track.
2. Do one of the following:lSelect File > Import Sounds.

l

Right-click the audio track and select Import Sound Clips.

lIn the Sound toolbar, click Import Sound Files

button.

The Import Sound Clips dialog box opens.

3. Select a sound clip to import by typing in the file path or using the Browse button to search for the file.
4. In the Target Sound Track section, specify whether you want to create an audio track and import the clip
into it or import the clip into the selected audio track.
5. In the Target Frame section, indicate the frame at which the sound will begin.
6. If you selected the Current Sound Track option, specify the Import Rule:l

Overwrite Existing Sound Clips: By default, when you import a sound, it will replacesounds that exist in the target frames.

lFill Next Available Frames: Imports the sound clip into the first available empty frames
after any existing sound selection.

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7. Select the Set as default and don’t show dialogue again option if you want to use the current settings
the next time you import sound and open a browse box to select a sound automatically.

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Recording SoundYou can record sound directly from Storyboard Pro and insert it in the timeline.

How to record sound in Storyboard Pro
1. In the Timeline view, add a new audio track if needed.
2. Position the play head at the frame you want your recording to begin and select the audio track you
want to record your sound guide in.
3. Select File > Import > Record Sound.
The Record Sound dialog box opens.

4. In the Target Sound Track section:l

Select the New Sound Tracks option to create a new audio track for the recording.

lSelect the Current Sound Track option to record in the selected audio track.

5. In the Target Frame section:l

Select the First Frame option to start the recording on the first frame of the project.

l

Select the Current Frame option to start the recording on the current frame.

6. In the Import Rule section:l

Select the Overwrite Existing Sound Clips option so that the resulting audio clip will beposition in its entire length, overwriting any existing clip positioned in its way.

l

Select the Fill Next Available Frames option so that the recording do not overwrite theposition of existing audio clips that are on the same audio track.

7. In the Record Sound Clip section:lName the audio clip.

l

Click the Record

button to start the recording.

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Click the Stop

button to stop the recording.

l

Click the Playbutton to preview the recording.

8. Click OK.
The recording is imported in the selected audio track of your project.

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Deleting Sound Clips
How to delete a sound clip
1. In the Timeline view, select the clip you want to delete. You can select multiple clips to delete them all at
the same time.
2. Do one of the following:l

Right-click the sound clip and select Delete Selected Clips.

lIn the Sound toolbar, click Delete Sound Clipl

Press Delete.

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Selecting All Sound Clips
By using a series of keyboard shortcuts, it is possible to select a sound clip and all the sound clips following it atonce. These options are also available on panels—see About the Panel Duration on page 368.

How to select all sound clips on a single sound track forward
1. In the Timeline view, hold Ctrl + Alt and click the sound clip from which you want the selection to start.
The sound clip and all the ones following it on the same audio track, up until the end of the storyboard
project, are selected.

How to select all sound clips on all audio tracks forward
1. In the Timeline view, hold Ctrl + Shift + Alt and click the sound clip from which you want the selection tostart.
The sound clip and all the sound clips following it on all audio tracks, up until the end of the storyboard
project, are selected.

How to select all panels and all sound clips forward
1. In the Timeline view, press Ctrl + Alt + Shift (Windows) or ⌘ + Alt (Mac OS X) and click the panel fromwhich you want the selection to start.
The panel and all the panels following it, up until the end of the storyboard project, as well as all thesound clips in all audio tracks starting from the position of the play head are selected and can be moved
together.

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If you drag the selection forwards, the panel preceding the selection will be extended.

‣

If you drag the selection backwards, the panel preceding the selection will be reduced until it reaches
the minimum length allowed (one frame), then the second panel preceding it will be reduced.
Overlapping sound clips will be overwritten by the ones that are selected.

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Moving Sound Clips
You can move sound clips from the same audio track or different audio tracks at the same time.

How to move sound clips
1. In the Timeline view, draw a selection across the clips you want to select. You can also Shift+click tocreate a contiguous multiple selection or Ctrl+click (Windows) or ⌘+click (macOS) to create a noncontiguous selection.

2. Drag the clips to the new position and release.

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Copying and Pasting Sound Clips
By using a series of keyboard shortcuts or contextual menus, you can duplicate a group of sound clips.

How to copy sound clips
1. In Timeline view, select a sound clip or a group of sound clips.
2. Press Ctrl + C (Windows) or ⌘ + C (Mac OS X) to copy the sound clips.
3. In the Timeline, select the audio track where you want to copy the selected clip or group of clips.
4. Press Ctrl + V (Windows) or ⌘ + V (Mac OS X) to paste the sound clips.
The sound clips will be pasted at the same frame as they were on their original track.
If a sound clip is already present on a destination audio track, the pasted clip will overwrite the sound clipon the destination track.
If sound clips are copied from multiple tracks, they will keep their track distance even when pasted. Ifneeded, Storyboard will create additional audio tracks to preserve the track distance.

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Marking Sound Clips with Colours
Marking sound clips with a custom colour allows you manage them and quickly identify them. This option is alsoavailable for marking panels—see Storyboard Structure on page 85.

How to mark a sound clip with colour
1. In the Timeline view, select one or more sound clips. They can be on different audio tracks.

2. Right-click on the selection and select one of the following: Set Colour > Red, Orange, Yellow, Green,
Blue, Purple or Custom. If you choose custom, the Colour Picker dialog box opens from which you canselect a colour.
The selected sound clips change to the colour you chose.

How to reset the sound clip colour
1. In the Timeline view, select the sound clip you want to reset the colour to default. You can also make amultiple selection.
2. Right-click on the selection and select Set Colour > Default Colour.
The selected clip colour resets to the default colour.
NOTE: The default colour of sound clips is blue-green. However, you can change this in the Preferences
dialog box.

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Splitting a Sound Clip
You can cut one clip into many pieces if you want to move parts of a sound to another location.

How to split a sound clip
1. Move the red playhead to the frame at which you want to begin the second sound clip that results fromthe split.

2. From the top menu, select Sound > Split Clip at Current Frame or right-click in the audio track area of
the Timeline view and select Split Clip at Current Frame.

The sound clip is split. You can move both parts independently.
NOTE: When splitting a sound clip with volume keyframes, the two resulting clips willboth have all the same volume keyframes as the original sound clip. The volume keyframesthat are outside the respective boundaries of each sound clip will be hidden. The volume
envelope for each resulting sound clip can be edited separately.

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Adjusting the Sound Length and Timing
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Most of the editing must be done to your sound before it is imported into Storyboard Pro. There are however, a
few tools to help make minor adjustments.
You can snip the beginning and/or end of the sound clip.
You can play back the sound to hear the edited version of the clip. The original sound clip is not modified. You
can drag the edges of the edited clip to expand it to its original length.
NOTE: Verify that sound is enabled and that the audio track you want to work with is not muted. You
may find it easier to edit sound when the waveform is visible.

How to adjust the length and timing of a sound clip
1. Do one of the following:lPosition your cursor at the starting edge of a clip. Drag to the right to shorten it at thedesired timing. As you drag, the timing is displayed.
The beginning of the original sound file is cut from playback.

lPosition your cursor at the ending edge of a clip. Drag to the left to shorten it at thedesired timing. As you drag, the timing is displayed.
The end of the original sound file is cut from playback.

NOTE: When trimming a sound clip with volume keyframes, volume keyframes that areleft before the beginning or after the end of the sound clip will be preserved so as to keep
the existing volume envelope.

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Scrubbing Sound Clips
When scrubbing, the sound will play forward or backwards as you scrub through the Timeline view.

How to enable sound scrubbing
Do one of the following:l

At the bottom-left corner of the Timeline view, click the Sound ScrubbinglSelect Sound > Sound Scrubbing.

l

In the Timeline view, right-click and select Sound Scrubbing.

l

In the Sound toolbar, click the Sound Scrubbing

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Chapter 15: Sound

About Sound Display
These are the different features that will help make things clear while working with sound.

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Setting the Audio Track Height
By default the size of the soundtracks is set to small, but you can modify the size of the different soundtracks ofyour project individually to increase or decrease their heights.

How to set the audio track size

‣ In the Timeline view, right-click a soundtrack and select Track Size > Mini, Small, Medium or Large.
The soundtrack is resized.

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Displaying Waveforms
How to display the sound clip's waveform
1. Do one of the following:‣

At the bottom of the Timeline view, click the Menu

button and select Show Waveform.

‣

From the top menu, select Sound > Show Waveform or right-click in the audio track area of theTimeline view and select Show Waveform.

‣

In the Sound toolbar, click the Show Waveform

button. By default, this toolbar only contains theessential options. You can add the Show Waveform option by right-clicking on the toolbar andselecting Customize.

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Adjusting Volume Envelopes
Once the waveform is displayed, you can also display the playback sound level for each sound clip.

How to display and adjust the volume levels of a sound clip
1. From the top menu, select Sound > Show Waveform.
2. To enable the Show Volume Envelope option, do one of the following:‣

At the bottom of the Timeline view, click the menu

button and select Show Volume.

‣

Select Sound > Show Volume Envelope‣

In the Timeline view, right-click in the audio track area and select Show Volume.

‣In the Sound toolbar, click the Show Volume Envelope

button. You may need to add this button to

the toolbar. Right-click the toolbar and select Customize.
A blue line, indicating the sound level, is displayed for each sound sequence.

3. Hold down the Alt key and click the line to add a new marker. A plus sign (+) on the cursor indicates thata keyframe will be added. You can add an unlimited number of volume keyframes.

4. Drag an existing marker to adjust the volume at a specific frame. When you drag a volume keyframe, thecurrent dB level is displayed.

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5. Hold the Alt key and click an existing volume keyframe to delete it. A minus sign (-) on the cursor
indicates that the marker will be deleted.

The slope of the line indicates how quickly the sound changes from one level to another. If the slope is
steep, the change is abrupt. If the slope is less inclined, the volume changes at a more gradual rate.

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Showing or Hiding the Sound Clip Name
By default, the clip's file names are displayed on the audio blocks. However, you can hide the names if needed.

How to hide the name of each sound in the audio tracks
1. Do one of the following:‣

At the bottom of the Timeline view, click the menu

button and deselect Show Sound Clip Names.

‣

In the Timeline view, right-click and deselect Show Sound Clip Names.

2. To show the clips names again, re-enable the Show Sound Clip Names option.

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Chapter 16: Transitions

Chapter 16: Transitions
By default, transitions between scenes are defined as cuts; the action in the panel at the end of a shot finishes
and immediately displays the next scene. In Storyboard Pro, you can add one of two custom transitions
between scenes: Wipe or Dissolve.

Dissolve
The Dissolve transition is the typical cross-dissolve transition effect. The images gradually fade in and out to asmooth scene transition.

Edge Wipe
By default, the Edge Wipe will pass from one scene to the other with a wiping motion from left to right. It is
possible to customize the effect to change the direction of the wiping motion.

Clock Wipe
By default, the Clock wipe will pass from one scene to the other with a circular clockwise wiping motion. It is
possible to customize the direction of the wipe as well as the starting angle.

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Slide
By default, the Slide transition will pass from one scene to the other by translating the next scene panel fromthe right side of the camera frame. It is possible to customize the angle and direction.

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Chapter 16: Transitions

Adding Transitions
A transition is inserted between scenes (shots).

How to add a transition
1. In the Timeline view, select the scene in which you want to add a transition.

2. Do one of the following:‣

From the Storyboard toolbar, click the New Transition‣

Select Storyboard > Add Transition.

‣

Right-click the scene thumbnails and select Add Transition.

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Storyboard Pro 5.5 User Guide

Deleting Transitions
How to delete a transition
1. Select a transition to remove.
2. Do one of the following:‣

In the Storyboard toolbar, click the Delete Transition‣

Right-click the transition and select Delete Transition.

‣

Select Storyboard > Delete Transition.

‣

Press Delete.

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Chapter 16: Transitions

Changing the Transition TypeBy default, the transition is a dissolve, but you can easily change it to an edge or clock wipe by selecting thetransition, and either double-clicking it or changing it in the Panel view.

How to change the transition type
1. In the Timeline or Thumbnails view, select the transition.
2. Do one of the following:l

In the Panel view, select Edge Wipe, Clock Wipe or Dissolve from the Type menu.

l

In the Timeline view, double-click the selected transition in the Timeline view to change the transition
type between Dissolve, Edge Wipe, and Clock Wipe.

How to change the starting angle of a Clock Wipe transition
1. In the Timeline or Thumbnails view, select the Clock Wipe transition.
2. In the Panel view, set the starting angle by doing one of the following:lClick the Direction knob.

lType in a value in the text field.

3. In the Direction menu, select the wipe direction: Clockwise or Counterclockwise.

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Changing the Transition Duration
You can also use the Panel view to change the duration of the transition.

How to change the transition duration
1. In the Timeline view, select a transition.
2. Do one of the following:lPosition the cursor on the left or right side of the transition and drag to lengthen or shorten.

l

In the Panel view, use the duration field to set the desired value.

l

Select Storyboard > Change Transition Duration and enter a new duration in frames.

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Chapter 17: Pitching the Storyboard

Chapter 17: Pitching the Storyboard
Storyboard Pro has a Pitch Mode workspace that was is created specifically for pitching a storyboard orconcept to a group of people.
You can use the Pitch Mode workspace to add comments based on the given feedback. A special Comments
layer can automatically be added to your drawing for making notes and corrections.
NOTE: The Camera view displays your drawings, camera moves and transitions. You do not have accessto your layer list in this mode. All layers that are enabled are shown.

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Accessing and Exiting the Pitch Mode Workspace
The Pitch Mode workspace can be accessed in the same way as other default workspaces, but you must exit
the mode in a different way.
You can easily exit by using the Exit Pitch Mode button at the bottom of the screen. This is useful when in fullscreen mode and you can no longer access the menus at the top of the interface.

How to access the Pitch Mode workspace
Do one of the following:l

From the View toolbar, click the Pitch Modebutton.

l

From the Workspace toolbar, select Pitch Mode.

l

Select Windows > Workspace > Workspace > Pitch Mode.

l

Press 8.

How to exit the Pitch Mode workspacel

In the Control Panel view, click the Exit Pitch Modebutton.

NOTE: To exit the workspace, you can also switch to another workspace using the top menu.

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Displaying Captions
As you play back your storyboard, your audience may want to see the dialogue or action notes as subtitles. For
that reason, the Pitch Mode workspace lets you select one of the caption fields available in your storyboard anddisplay it at the bottom of the Camera view. By default, the Dialogue caption is selected.
In the Control Panel view, you will find a drop-down menu that will allow you to select the captions in yourstoryboard. Note that you cannot select a sketch caption. Only text captions can be selected.

If you want to make the selected caption field larger, you can hide the Caption tools area.

How to select a caption‣

From the Caption menu, select a caption to display below the Camera view.

How to hide the Caption Tools area‣

In the Caption Tools area, click the Arrow button to hide the settings.

How to show the Caption Tools area‣

Hover the cursor at the edge of the caption, when you see a splitter cursor, drag left to reveal the
Caption Tools area.

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Customizing Captions
By default, the selected caption field has a black background and a gray font. You can change the colours andthe font.

How to customize the look of captions
In the Caption Tools area, do any of the following:‣

Font: Click Font. In the Select Font dialog box, set the font parameters.

‣

Font Colour: Double-click the font colour swatch. In the Colour Picker window, select a new colour.

‣

Background Colour: Double-click the background colour swatch. In the Colour Picker window, selecta new colour.

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Chapter 17: Pitching the Storyboard

Navigating the Storyboard
Navigating through your storyboard lets you see how your project is progressing. You can scrub through ascene, view a specific point in the scene, see it in slow motion, or check a particular section.
The slider lets you scrub through all the panels in a scene. You will see the camera motions and the transitions
at the speed you want by sliding left or right. Sliding left brings you to the beginning of the scene and sliding
right brings you to the end. Transitions, camera moves, and all panels will be displayed.
As you select or scrub through panels and scenes, the name and number of the current scene and panel are
displayed.

As you navigate through the panels of your storyboard by either using shortcuts, clicking on panels or using thenavigation buttons, you can automatically play the camera moves.
NOTE: When you select a panel that contains a camera move, it will automatically play. If you do notwant to see the transitions or camera motions, deselect the Camera Mode
Panel view.

How to navigate through your storyboard
Do one of the following:l

Press A and Fl

Select panels in the Thumbnails viewl

Use the Previous Paneland Next Panelbuttons

How to automatically play camera moves‣

In the Control Panel, select the Auto-play Camera Moves option.

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Storyboard Pro 5.5 User Guide

Drawing Revisions
When presenting a storyboard, you will most likely receive comments and feedback. The Pitch Modeworkspace allows you to easily draw comments and corrections over your panels.
In Pitch Mode, you do not have access to the drawing layers in your panels, so when you draw corrections on
your panel, a new Comments layer is automatically added for you on top of the panel. You can use this new
Comments layer the same way as any other drawing layer in your scene.
Adding comments and corrections in Pitch Mode is easy. As soon as you start drawing with the Brush tool, theComments layer is added.
If you no longer require a Comments layer, you can delete it while you are still in the Pitch Mode workspace.

NOTE:
In the Pitch Mode workspace, you can use the Onion Skin feature to see your previous and next
panels—see About Onion Skin on page 296. To see the onion skinning, deselect the Camera Modebutton in the Control Panel view.

How to add comments and corrections
1. In the Comments section of the Control Panel view, select the Brush

tool or press Alt + B.

2. Click a colour swatch to select a colour for your brush.
3. To change the colour, double-click the colour swatch to open the Select Colour dialog box. Select a newcolour—see Colour on page 311.

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Chapter 17: Pitching the Storyboard

4. Set the brush size and click OK.
5. In the Stage view, add your comments and corrections.
6. In the Camera view, draw your correction.

A Comments layer is added on top of your layers.
7. To access the Comments layer, click the Exit Pitch Modebutton.

The Pitch Mode workspace is closed.

How to erase a correction‣

In the Comments section of the Control Panel, click Eraser

tool or press Alt + E.

How to delete a comment‣

In the Comments section of the Control Panel, click the Erase Layer
The Comments layer is deleted. You cannot delete any other layers.

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Storyboard Pro 5.5 User Guide

Recording Voice Annotations
Since the Pitch Mode workspace is all about reviewing and approving your storyboard, you can also record
voice annotations—see About Voice Annotations on page 549.
The Voice Annotation tools are not displayed by default. You must enable the sound tools in the Preferences
dialog box.

How to enable the sound tools
1. Do one of the following:‣

Select Edit > Preferences (Windows) or Storyboard Pro > Preferences (macOS).

‣

Press Ctrl + U (Windows) or ⌘ + , (Mac OS X).

2. In the Preferences dialog box, select the Pitch Mode tab.
3. In the Control Panel section, select the Display Sound Tools option.

The voice annotation tools appear in the Control Panel.

How to record voice annotations
1. Verify that you have a working voice recording device and that it is correctly connected to yourcomputer.
2. In the Thumbnails view, select the panel on which you want to record a voice annotation.
3. Display the Panel view.
l

If the Panel view is not part of your current workspace, select Windows > Panel.

4. In the Voice Annotations section, click the Record Voice Annotation
The Record a Voice Annotation dialog box opens.
lClick the Record

button to begin recording.

l

Click the Stop

button to stop the recording.

l

Click the Playbutton to preview your recording.

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Chapter 17: Pitching the Storyboard

NOTE: If you try to record your voice and the voice recording device is improperly connected or
malfunctioning, a warning message will appear. If this happens, check the voice recording device.

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Navigating the Storyboard
Navigating through your storyboard lets you see how your project is progressing. You can scrub through ascene, view a specific point in the scene, see it in slow motion, or check a particular section.
The slider lets you scrub through all the panels in a scene. You will see the camera motions and the transitions
at the speed you want by sliding left or right. Sliding left brings you to the beginning of the scene and sliding
right brings you to the end. Transitions, camera moves, and all panels will be displayed.
As you select or scrub through panels and scenes, the name and number of the current scene and panel are
displayed.

As you navigate through the panels of your storyboard by either using shortcuts, clicking on panels or using thenavigation buttons, you can automatically play the camera moves.
NOTE: When you select a panel that contains a camera move, it will automatically play. If you do notwant to see the transitions or camera motions, deselect the Camera Mode
Panel view.

How to navigate through your storyboard
Do one of the following:l

Press A and Fl

Select panels in the Thumbnails viewl

Use the Previous Paneland Next Panelbuttons

How to automatically play camera moves‣

In the Control Panel, select the Auto-play Camera Moves option.

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Chapter 18: Storyboard Supervision

Chapter 18: Storyboard Supervision
Storyboard Pro goes beyond the storyboard and animatic creation tasks by providing powerful tools for thesupervision of a storyboarding project.
Project managers, storyboard supervisors and artistic directors now have an efficient supervision tool to help
them track the changes and communicate their feedback, corrections and such to the storyboard artists.

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About Track Changes
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In Storyboard Pro, you can track changes in the storyboard’s panels. This allows the storyboard artist to
integrate any comments the supervisor has made, and the supervisor can easily track any changes and validate
or comment on them.
Modified panels are outlined in yellow. You also have the possibility to write revision notes about the changes.
This visual indicator allows the supervisor to rapidly locate any panels which have changed. A new temporary
caption field is added to the tracked panel's Panel view.

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Tracking Changes
T-SBADV-008-002
Storyboard Pro lets you automatically detect any changes in your project, and adds a visual indication in theThumbnails and Timeline views.
You can also track changes by date. If a storyboard becomes very large, it may be easier to track changes madeon a specific date.
You can add notes to the Revision Notes caption. The caption only appears once the panel is marked aschanged. Note that the text you type here will also be displayed in the Track Changes dialog box during thevalidation process—see Tracking Changes on page 545.

How to enable auto tracking
1. Select Storyboard > Track Changes > Auto Tracking Mode.
Once the Auto Tracking Mode is enabled and you edit a panel, a yellow rectangle appears around thepanel in the Thumbnails and Timeline views.
2. Edit your panels either by drawing or modifying caption text. If applicable, add comments in the
Revision Notes caption.

How to track changes by date
1. Select Storyboard > Track Changes > Track Changes by Date.
The Search by Date dialog box opens.

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2. Use the From and To fields to define a particular time range in which to track changes. If you want totrack changes done on one specific day, place that day’s date in both the From and To fields. Click the
From button and select the first date. Only the dates at which a change occurred will be available. The
other dates will appear dimmed.

3. Select the first date and click OK.
4. Repeat these steps to select the To date.

5. Once your dates are set, the information is updated.

The first line displays the number of panels found in the storyboard that have been modified during thedefined time range, and the panel that is currently selected.The second line displays information about
the currently selected panel, such as which scene it is part of, the name of the panel, and the date it waslast modified.
6. Use the Next and Previous buttons to jump from one modified panel to the next.
7. Use the menu in the bottom-left corner to modify the status of the selected panel.

lMark as Changed: Marks the currently selected panel as being edited on the current date;
this is the default option. Click the button to activate it.

lMark Scene as Changed: Marks the scene of the currently selected panel as being editedon the current date.

lMark All as Changed: Marks all the storyboard panels as being edited on the current date.

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Validating Changes
T-SBADV-008-003
When you use the Auto Tracking Mode feature, you can use the Validate Changes option to follow up on thesechanges.

How to validate changes
1. Select Storyboard > Track Changes > Validate Changes.
The Track Changes dialog box opens.

‣

Useful information is displayed on the top part of the dialog box:‣

The first line displays the number of panels found in the storyboard that were modified while theAuto Tracking Mode was enabled, as well as which of the panels that fits the description is currently
selected.

‣

The second line displays information about the currently selected panel, such as which scene it is partof, the name of the panel, and the date it was modified.

2. Use the Notes field to enter text about the selected panel. This information will be available in the
tracked panel Panel view in the Revision caption. If notes were added in the Revision Notes caption
field, they will be displayed in the Revision Notes field of the Track Changes dialog box.
NOTE: This caption is temporary; it will be removed when the change is validated.

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3. Use the Validate menu to select a validation option:‣

Validate: Validates the currently selected panel. This is the default option, simply click on the button
to activate it, there is no need to use the drop-down menu.

‣

Validate All: Validates all of the panels in the storyboard. Click on the arrow button to display thedrop-down menu and activate the command.

‣

Validate Scene: Validates the scene that the currently selected panel is part of. Click on the arrow
button to display the drop-down menu and activate the command.

4. Use the Next and Previous buttons to navigate from one tracked panel to the other.

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About Voice Annotations
T-SBADV-008-004
In Storyboard Pro, you can provide the storyboard artists with voice annotations as well as written notes.
After the voice annotation has been recorded, the Voice Annotations section indicates the total number ofannotations, displaying the order of the current voice annotation in the sequence and the total number of voice
annotations associated with the panel. As you record voice annotations, they accumulate in sequence without
being overwritten. You can select and play back any of the annotations.

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Recording Voice Annotations
T-SBADV-008-005
Recording a voice annotation is quite simple. All you need is a microphone correctly connected to your computerand Storyboard Pro.

How to record voice annotations
1. Verify that you have a working voice recording device and that it is correctly connected to yourcomputer.
2. In the Thumbnails view, select the panel on which you want to record a voice annotation.
3. Display the Panel view.
l

If the Panel view is not part of your current workspace, select Windows > Panel.

4. In the Voice Annotations section, click the Record Voice Annotation

button.

The Record a Voice Annotation dialog box opens.
lClick the Record

button to begin recording.

l

Click the Stop

button to stop the recording.

l

Click the Playbutton to preview your recording.

NOTE: If you try to record your voice and the voice recording device is improperly connected or
malfunctioning, a warning message will appear. If this happens, check the voice recording device.

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Playing Voice Annotations
T-SBADV-008-006
Once a voice annotation has been added to a panel, you can play it back using the playback controls.

How to listen to voice annotations
1. In the Thumbnails view, select the panel with the voice annotation which you want to listen to.
2. In the Panel view, do any of the following in the Voice Annotations section:lClick the Next Voice Annotation

and Previous Voice Annotation

buttons to selectthe annotation you want to listen to. Use the order display in the Voice Annotation section
to see which annotation is selected.
lClick the Play Voice Annotation

button to play back the selected voice annotation.

lClick the Stop Voice Annotation

button to stop playback.

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Deleting Voice Annotations
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When a voice annotation is no longer required, you can delete it.

How to delete a voice annotation
1. In the Thumbnails view, select the panel with the voice annotation you want to delete.
2. In the Panel view, do any of the following in the Voice Annotations section:lClick the Next Voice Annotation

and Previous Voice Annotation

buttons to selectthe annotation to delete. Use the order display in the Voice Annotation section to see
which annotation is selected.
lClick the Delete Voice Annotation

button.

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About Project Management
T-SBADV-002-001
The project management functionalities of Storyboard Pro allow you to split your storyboard into several small
projects so that several contributors can work on parts of the project simultaneously. You can then merge theseparated projects back into a single project.
There are two approaches to separating your storyboard into smaller projects:lSplitting: Separates the current project into two projects. You can create two new projects, each ofwhich make half of the current project, and keep the current project as the master project, or you cantake out half of the scenes of the current project into another project, making the current project theother half.

lExtracting: Exports selected parts of the current project into one or several smaller projects. This allows
you to split your project into more than two smaller projects. Like with splitting, you can choose to
extract the whole storyboard into smaller projects and keep the current project as the master project, or
you can remove the extracted chunks from the current project, making the current project one of the
chunks that are part of the whole project.

There are three approaches to merging parts of a storyboard into a single project:l

Inserting: Simply adds a single project's scenes into the current project.

l

Merging: Allows you to add the scenes from one or several projects to the current project. You can decidein which order each project is added to the current project, and whether they are added before or after
the current project's scenes.

l

Merging and Replacing: Allows you to replace the scenes in the current project with scenes fromextracted projects. This is the method to use if you want to import changes made in extracted projects
into the master project, as it will replace the master project's original scenes with the updated scenes.
This method allows you to select which scenes to import from the smaller projects. If some scenes in the
projects being imported cannot be matched with a scene in the current project, they will be added at
the end of the current project.

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Splitting your Project into two Projects
T-SBADV-002-002
Using the Split Storyboard dialog, you can divide your storyboard into two separate projects so that two
project collaborators can work on their half of the project simultaneously. Later, you can assemble both halves ofthe project back into a single project.
There are two approaches to splitting your project:l

You can choose to export one half of the project into a different project and keep the other half in thecurrent project. If you do this, you can assemble the project back into a single project by inserting thesecond half at the end of the first half, or by merging both projects together—see Inserting a
Project's Scenes into the Current Project on page 561 and Merging Storyboard Projects on page 558.

l

You can choose to split the current project into two new projects and keep the current project as amaster project. Later, you can assemble the split projects back into the master project using the Merge
and Replace dialog—see Merging Projects and Replacing Scenes in the Current Project on page 562.

How to split a storyboard project into two projects
1. In the Timeline, move the timeline playhead to the panel where you want the split to take place.
NOTE: You can choose in which project the current panel will go later.
2. Select File > Project Management > Split.

The Split Storyboard window opens.
3. Do one of the following to decide how your project is separated:l

If you want the current project to keep the first half of the storyboard and to extract the second
half into a new project, make sure that Export before selected panel is unchecked and that
Export after selected panel is checked.

l

If you want the current project to keep the second half of the storyboard and to extract the firsthalf into a new project, make sure that Export before selected panel is checked and that Export
after selected panel is unchecked.

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If you want to keep the current project as the master project and to export both halves of thestoryboard into new project, check both Export before selected panel and Export after selected
panel.

4. For each half of the project that you chose to extract into a new project:a. Click on the Browse

button for this half of the project.

b. In the Save dialog that appears, browse to the location where you want to save this half of the
project.
c. Type in a name for this half of the project and click on Save.
5. Do one of the following to decide in which half of the project the current panel will go:lIf you want the current panel to be in the first half of the project:l

If you chose to only export after the selected panel, leave both Include selected panel
options unchecked.

l

If you chose to export before the selected panel, check the Include selected panel option
under Export before selected panel.

l

If you want the current panel to be in the second half of the project:l

If you chose to only export before the selected panel, leave both Include selected panel
options unchecked.

l

If you chose to export after the selected panel, check the Include selected panel option
under Export after selected panel.

6. If you chose to only extract one half of the project into a new project, and only want to keep theremaining half in the current project, check the Remove exported panels from current project option. If
you prefer to keep a copy of the scenes being extracted in the current project, make sure this option isunchecked.
NOTE: This option is not available if you are exporting every panel in your project, as that would
leave an empty project.
7. Click on OK.
Project folders containing the split projects will be created in their selected destinations, with theirchosen project names.

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Extracting Parts of your Project into Other Projects
T-SBADV-002-003
Using the Extract Storyboard dialog, you can extract parts of your storyboard into their ownprojects. This
allows you separate your project into smaller projects, each one representing a chunk of the original storyboard.
You can then share these extracted projects with project collaborators so that several artists can work on theirassigned part of the project simultaneously.
There are two approaches to separating your projects into smaller projects:l

You can extract all but one part of the project into smaller projects, and keep the remaining part in thecurrent project. Later, you can assemble the extracted projects back with the current project using theMerge dialog—see Merging Storyboard Projects on page 558.

l

You can every part of your project into smaller projects and keep the current project as a master project.
Later, you can assemble the extracted projects back into the master project using the Merge andReplace dialog—see Merging Projects and Replacing Scenes in the Current Project on page 562.

How to extract scenes in your storyboard into different projects
1. Select File > Project Management > Extract.

The Extract Storyboard window opens.
2. For each chunk of the project that you want to extract into a different project, do the following:a. In the scenes list, select one or multiple scenes. You can select multiple scenes by doing one of thefollowing:lClick and hold on the first scene that you want to select, then drag the mouse cursor down
to the last scene you want to select.

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Select the first scene that you want to select. Then, while holding Shift or Ctrl, click on thelast scene you want to select.

b. Click on Extract Selected Scenes.
c. In the file browser dialog that appears, browse to the location where you want to extract the
selected scenes.
d. Type in a name for the project in which you want to extract the selected scenes.
e. Click Save.
3. If you want to change the way you separated your project, you can select one of the projects to extractfrom the Projects list and click on Remove Selected Project until all the chunks you wish to change areremoved, then separate these chunks again the way you want them to be separated.
4. If you want the scenes that you are extracting from the current project to be removed from the current
project, check the Remove extracted scenes from current project option. Otherwise, if you want tokeep the current project intact so that it is a master project, leave this option unchecked.
5. Click on OK.
Project folders containing the extracted projects will be created in their selected destinations, with theirchosen project names.

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Merging Storyboard Projects
T-SBADV-002-004
Using the Merge Storyboard dialog, you can merge several small projects and make a big project. This is useful
if you have split or extracted your project into several projects in the past, and now you want to assemble thosesmall projects back together.

How to merge different projects into a single project
1. Select File > Project Management > Merge.
The Merge Storyboard window opens.

2. For each project that you want to insert to your current project:a. Click on Import Project.
b. In the file browser dialog that appears, browse for and select the project file that you want to add
to the current project, then click on Open.
The project is added to the list of projects at the top.
c. If you want to change the order of the project relative to the other projects being assembled
together, select it and click on Move Up or Move Down. In the end, the scenes of each project
being merged together will be assembled in the order in which they appear in the list.

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NOTE: You can move projects above the current project. Their scenes will be inserted
before the scenes in the current project.
3. In the Captions list, you can see your current project's caption fields alongside the caption fields of eachproject that you are merging. Do the following to ensure each project's caption fields are properly
merged:a. If the caption fields of any project being imported are not horizontally aligned with theircorresponding caption field for the current project, select these fields and use the Move Up andMove Down button until they are aligned.
b. If there are new caption fields in the projects being imported that you want to add to the current
project, move them down to the bottom of the list, below the current project's caption fields. This
will make it so these captions get added as new fields instead of their content getting inserted inexisting fields.
c. If you want any caption field of one of the projects being imported to be left out, so that they are
not added to the current project, move them down to the bottom of the list, below the current
project's caption fields, then click on Remove Caption.
Refer to the following example:

4. By default, the scene numbers in the projects being merged will be have a suffix letter added to them if
any other scene in the current project or in other projects being merged have the same scene number. If
would prefer that all scenes in the project are numbered in series regardless of what their previous scene
number was:a. Enable the Force scenes numbering option. This will make it so every scene in the project will benumbered in a series after all the projects have been merged together.
b. In the Start scene base name field, type in the number that you want the first scene in the
resulting project to have.
5. If you are not re-numbering the scenes, you can add the name of each project getting merged into thecurrent project to the name of their scenes, so that you can easily identify which scene came from which
project. To do this, check the Use project name as scene's prefix option.

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6. If you want to have the audio tracks from each merged project to be imported into separate audio tracks
in the resulting project, check the Create new audio tracks option . Otherwise, the audio clips from themerged projects will be inserted in the existing audio tracks of the current project, when possible, andnew audio tracks will only be created if needed.
7. Click on OK.
8. Use the Move Up and Move Down buttons to reorganize the files into the order in which you want them
to be imported in relation to your current file.
9. Select any unwanted project file names and click Remove Project to delete them from the list.
10. In the Captions section, select a caption from under one of the project name headings and click Remove
Caption to keep them from being imported into the merged file.
Removal will be indicated by highlighting that caption in grey. If you change your mind about removing
a caption, select that caption and click Add Caption to reinstate it.
11. If you created new caption fields in your current project, the captions associated with certain panels in
the project files that you intend to import and merge will not correspond. You may also have new
dialogue or notes that you would like to insert into the proper fields, but would like to keep the oldinformation just to be safe.
Use the Move Up and Move Down buttons to reorder the caption text.
12. By default, scene numbers will be updated to avoid number conflicts, however, you can force the scene‘snumbering by selecting the Force scenes numbering option. If you do this, you must enter a number in
the Start scene number field. This number will be assigned to the first scene in import project list section
above.
13. Select the Use project name as scene‘s prefix option if you want the imported project’s name to remainon all its scenes in the new merged file. The scene‘s new name will be its number in the merged file,prefixed by the file it originated from.
14. Select the Create new soundtracks option if you want to have the sound element from each imported
project appear in a separate soundtrack (row) in the Timeline. Otherwise, all the sound elements willappear in the same soundtrack in the new merged project.
NOTE: This option is only available if you do not select the Force scenes numbering option.

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Inserting a Project's Scenes into the Current Project
T-SBADV-002-005
You can quickly and easily insert a project in your current project. The inserted project's scenes will be added
right after the current scene.
NOTE: If you need to insert a project before every scene in the current project, you must use the Merge
Projects dialog—see Merging Storyboard Projects on page 558.

How to insert the scenes from a different project into your current project
1. In your current project, in the Timeline view, move the timeline playhead over the scene after which you
want the project to be inserted.
2. From the top menu, select File > Project Management > Insert.
The Open Storyboard Project window appears.
3. Browse to and select the *.sboard or *.sbpz file of the project you want to select and click on Open.
1. You will be prompted with a dialog stating whether the inserted project's caption fields match with thecurrent project's caption fields and what it intends to do with the inserted project's caption fields. If you
agree with what it intends to do, click on OK. Otherwise, click on Customize. Then, in the Customize
Captions dialog, do the following:a. If the caption fields of any project being imported are not horizontally aligned with theircorresponding caption field for the current project, select these fields and use the Move Up andMove Down button until they are aligned.
b. If there are new caption fields in the projects being imported that you want to add to the current
project, move them down to the bottom of the list, below the current project's caption fields. This
will make it so these captions get added as new fields instead of their content getting inserted inexisting fields.
c. If you want any caption field of one of the projects being imported to be left out, so that they are
not added to the current project, move them down to the bottom of the list, below the current
project's caption fields, then click on Remove Caption.
d. Click OK.
All scenes from the selected project are inserted after the current scene in your current project.

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Merging Projects and Replacing Scenes in the Current Project
T-SBADV-002-006
If you have extracted smaller projects out of your current project so that different project collaborators could
work on parts of your storyboard simultaneously, you can replaced the scenes in your project with the updated
scenes in their projects using the Merge and Replace dialog.
NOTE: When merging projects, the video and sound clips in the master project will remain
synchronized with the cue time of their respective panels. Clips that extend beyond the boundaries of apanel will be synchronize with the panel in which they are cued, not the panel in which they end.

How to replace scenes in your project with the updated scenes in projects that were extracted
from it
1. Open your master project.
2. Select File > Project Management > Merge and Replace.
The Advanced Merge Storyboard dialog box opens.

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3. For each project that you want to merge into the current project:a. Click Import Projectb. Browse to and locate the .sboard or .sbpz file of the project you want to merge into the current
project.
4. For each project that you added to the list of imported projects, do one of the following:l

If you want to merge every scene from the project you are importing, check the checkbox left ofthe project in the project list at the top. This will select every scene in that project for import.
NOTE: You can also select the scene, then click on the Select All button right of the scenes
list.

l

If you want to merge only some scenes from the project into the current project, select that projectin the list of projects at the top. Then, in the list of scenes at the bottom, check every scene thatyou want to merge.
NOTE: If the project contains sequences, the list of scenes will contain sequences, andscenes will be listed under their respective sequence. You can check the checkbox next toa sequence to select every scene in that sequence.

l

If you need to reorder one of the projects you imported, select it, then click on Move Up or Move
Down to change its order in the list.
NOTE: If you are merging projects that were originally extracted from the current project,their order in the list does not matter as these projects' scenes will replace the originalscenes in the current project.

5. If you want to preserve a copy of the original scenes along with their updated version, check the Keepand move original scenes to the end option. A backup of each scene that gets replaced will be added at
the end of the storyboard.
6. If you want audio tracks that you previously locked to remain exactly as they are, check the Respectlocked audio tracks option. Otherwise, clips in locked audio tracks will be moved to remain synchronizedwith the panels in which they are cued.
7. If you want changes made to the audio in the projects getting merged to be imported into the current
project, check the Import audio changes from source project option.
8. Click on Merge.

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Chapter 19: Exporting

Chapter 19: Exporting
Now that you have finished your storyboard or animatic, it is time to export it as images, PDF, or a movie file.
Depending on whether or not you plan to edit your movie in a third party software or export snapshots,
Storyboard Pro supports several export formats.

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About Exporting to Portable Document Format (.pdf)
You can export your storyboard project as a PDF file which you can print or share electronically. This is where
you can set up your visuals to represent a classic storyboard on paper, or any other format you desire.

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Setting Up the PDF Export
T-SBFND-010-002
You can set up the PDF export settings for a selected panel. This panel will be exported with all the others, butwill follow its own rules.

How to specify independent PDF options for selected panels
1. Display the Panel PDF Options view by doing one of the following:l

In the Workspace toolbar, click the PDF View

button to switch to the PDF View

workspace.
lSelect Windows > Panel PDF Options to display the view in your current workspace.

2. In the Thumbnails view, select one or more panels.
3. In the Panel PDF Options, set the export options to apply to the selected panels:

Parameter

Description

Options
Exports the selected panel. This option is enabled by default.
Export to PDF

Deselect this option if you do not want to export this particularpanel.

Force New Page

Starts panel on a new page.

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Full Page

Prints panel on a full page.

Image
Maximum Height for Full

Lets you set the maximum image height for a full page panel. Applies

Page

to landscape orientation only. 0 = No Limit.

ExpandDisplays camera motion (such as pan, tilt, or zoom) in the image
across several panels.

Zoom Level (%)

Size, in percentage, that the panel will appear within its frame.

Caption & Sketch
This option is enabled by default. All captions from this panel will be
Export All

exported to PDF. If you want to select specific captions to export,

Captions

deselect this option and use the Caption List option
to make your selections.
This option is unavailable when the Export All Captions option is

Caption List

enabled. When available, click the Browse button to open the List
Picker for selecting specific captions to export.
Adapts the box to the text and spreads it across the next panel if

Spread Captions

necessary.
When this option is deselected, caption text is cut if it is too long or
big for the space available in the box.

Caption Font

Select the scale, in percentage, the text will appear in the captions of

Scale (%)

this panel.

Shrink Text to Fit

Shrinks captions if they do not fit in the panel.

Export Sketch

Exports the sketch caption field of this panel.

Preview

Creates a quick PDF of the page containing the selected panel(s),using the current default PDF export profile for the other panels.

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Restore All from Profile

Returns the options to the current default PDF export profile.

4. Click Preview to create a quick pdf preview of the page containing the selected panel(s), using thecurrent default pdf export profile for the other panels.
5. Click Restore All from Profile to reset the options to the current default pdf export profile.

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Exporting to PDF
T-SBFND-012-001
Using the PDF Export view, you can set up your PDF export and run an analysis on the result before printing it
to a PDF file. This can be useful in preventing overset text resulting from the selected profile and PDF layout
options.

How to export a PDF
1. Select File > Export > PDF.
The Export to PDF window opens.

2. In the Destination Path section, click the Browse

button.

3. In the Save dialog, browse to the location in which you want to export your PDF document. In the Filename field, type in the desired name for the document and click on Save.
4. In the PDF Export Parameters section, select a layout for the PDF file.
l

3 Panels Horizontal: This is a classic layout of a printed storyboard. It consists of threepanels per page, including captions, in an horizontal arrangement.

l

3 Panels Vertical: This is a classic layout of a printed storyboard. It consists of three panels
per page, including captions, in a vertical arrangement.

lFull Page: This layout consists of one large panel per page, including captions.

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Overview 2x4 Panels: This layout consists of a total of eight panels per page, organized on
two rows of four, with captions in the middle.

lOverview 4x3: This layout consists of a total of 12 panels per page, organized in threerows of four. No caption is included.

lTypical Japanese Format: This layout consists of a total of five panels by page, aligned on
the left side of the page. Captions and duration are aligned in two consecutive rows on theright side. Note that your PDF reader and system may require an additional font package
in order to display the PDF file properly.

l

Alternate Vertical Layout: This layout consists of a total of 5 panels per page, aligned on
the left side of the page. Captions are organized on the right size of each panel. This
export also includes a cut and a duration column, and displays the duration of each scene at
the beginning of every new one.

l

Overview 8x10: This layout consists of a total of 80 panels per page, organized in ten rowsof four. No caption is included.

l

Alternate Japanese Layout: This layout consists of a total of 5 panels per page, aligned on
the left side of the page. This export includes vertical columns for the dialog, action,sluggin, notes, and time (duration) column which is displayed near the end of each scene(optionally). The scene name appears near the top of the first panel of a scene. The caption
titles appear at the top and do not repeat at each panel. The total duration appears at thebottom of the page.

5. To enable the security, see Adding Security to a PDF on page 574.
6. In the Export Range section, select whether you want to export the entire project, or only specific partsof it:
lAll: Exports the entire storyboard.

lSelected Scenes: Select this option to export a specific selection of scenes. Then, click on the
Select button to open the Scenes Picker dialog box, in which you can:lType the number of a sequence or of a scene in the Sequence or Scene fields in the Filter
section, to only show matching sequences or matching scenes in the list.

lClick and drag to select a range of scenes.

lHold the Ctrl key and click on each scene you want to add to your selection.

lHold the Shift key, then click on the first scene and the last scene you want to add to yourselection, to select every scene between those two scenes inclusively.

ll

If your project has sequences, click on a sequence to select every scene in that sequence.

Current Scene: Exports only the currently selected scene.

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Current Panel: Exports only the currently selected panel.

lTracked Panels:Exports panels on which tracking changes is enabled.

7. If you want to view the storyboard after it is exported, check the Open document after export option.
8. Click on Export button.

How to analyse and export with the PDF Export view
1. Done of the following:l

In the Workspace toolbar, click the PDF Viewl

Select Windows > PDF Export.

button.

2. In the PDF Export view or window, do the following:l

In the Profile section, use the drop-down menu to select a profile for your export. Click Edit
to modify the current options of the layout if needed—see Creating Custom PDF Layout
Profiles on page 576.

3. Click the Expandlbutton to display the Export Range section:

By default, the export range is set to All, which means your entire storyboard project will
be exported.

l

Selected Scenes: Select this option and click Select to open the Scenes Picker dialog box
in which you can select specific scenes to export.

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Chapter 19: ExportinglCurrent Scene: Exports only the currently selected scene to PDF.

l

Current Panel: Exports only the selected panels to PDF.

l

Tracked Panels: Exports panels that are marked as tracked. The number of tracked panels
will appear beside the option.

4. In the Analysis section:lClick Filters and select the issue types you want the analysis to display. Options include:
Text Overflow, Text Overlap, and Camera Pan issues.

lClick Analyse to start the analysis of your PDF options.
If no issue is encountered, the list will remain empty and the word Done! will appear
beside the Analyse button.
If issues are encountered, they will appear in the list area. The scene, panel, and page
numbers will be indicated, as well as a description of the problem found.
You can select an issue and click Ignore to remove it from the list as you verify the criticallevel these elements have on your PDF export.
In the Filters menu, you can show ignored issues by selecting the Show Ignored option.
Instead of being removed from the list, a red X will appear beside the issue.
You can reset an ignored issue by clicking Restore Ignored to remove the red X.

5. Click Preview to generate a PDF preview of the selected issue.
6. Click Export to export your PDF file.
The Export to PDF dialog box opens.
l

In the Destination Path field, specify the location and name of the file that will contain the
PDF. Either type in the path directly or click the Browse button to display a window to
select a file. Refer to the Exporting to PDF on page 570 section to learn how to set up
password protected security rules.

l

Select the Open document after export option to automatically open your PDF file when it
is ready.

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Adding Security to a PDF
T-SBADV-012-003
By giving your PDF file a password and restricting certain features, such as printing and editing, you canprovide document security to your digital storyboard. When files have restricted features, any tools and menu
items related to those features are not available.

How to protect a PDF
1. Select File > Export > PDF.
The Export to PDF window opens.
2. Set your PDF export options.
3. In the Document Security section, set up the protection:l

Select the Need Password Protection option to add password protection to your PDF file.

l

In the Master Password field, type an administrator password. The owners of thispassword will not be bound by the protection.

lEnter the Master Password in the top Confirm field. Note that the password must be atleast 6 characters long.

l

In the User Password field, type a user password. The owners of this password will bebound to the protection options you have defined. Enter the user password in the bottom
Confirm field. Note that the password must be at least 6 characters long.

lDefine the permissions you want to give users:lPrintable: Gives the user permission to print the storyboard.

l

Edit All: Gives users the following PDF permissions: Changing the Document, Document
Assembly, Filling of Form Fields, Signing and Creation of Template Pages.

l

Copy: Gives users the following PDF permissions: Content Copying and Content Copying
for Accessibility.

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Chapter 19: ExportinglEdit: Gives users the following PDF permissions: Commenting, Filing of Form Fields andSigning.

l

Select the Remember Protection Settings option to keep these settings as default.

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Creating Custom PDF Layout Profiles
T-SBADV-012-004
When exporting your storyboard project to a PDF file, various page layouts are available depending on yourdocument standards. You can also define some preferences and create a personalized layout.
You can create your own custom PDF profiles. The information is stored in an XML file, pdfoptions.xml, that canbe found here:lWindows:l

C:\Users\[user_name]\AppData\Roaming\Toon Boom Animation\Toon Boom Storyboard
Pro \full-1500-pref\pdfoptions.xmllmacOS: On macOS, the Library folder is a hidden folder. To display the display the folder, hold down the
Alt key when displaying Finder's Go menu.
l/Users/[user_name]/Library/Preferences/Toon Boom Animation/Toon Boom Storyboard
Pro Premium/full-1500-pref/pdfoptions.xml

How to create a custom PDF Profile
1. Select File > Export > PDF.
The Export to PDF dialog box opens.
2. In the PDF Export Parameters section, click one of the following buttons:l

New Profile: Creates a completely new layout.

lDuplicate Profile: Makes a copy of the selected layout from the list.

lEdit Profile: Lets you edit the selected layout from the list.

lDelete Profile: Deletes the selected layout from the list.

3. In the PDF Profile dialog box, adjust the parameters for your PDF profile. For information on how to set
the parameters for a custom profile, see the PDF Profile Dialog Box topic in the Reference Guide.

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Exporting Custom PDF Profiles
If you created custom PDF profiles, you can export them and share them with other artists, who can them
import your exported profiles into their preferences and use them to export their PDF documents.

How to export a Custom PDF Profile
1. Select File > Export > PDF.
The Export to PDF dialog box opens.

2. Click the Menu

button.

3. Click Export Profile.
The Export PDF Profiles dialog box opens.

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4. By default, all PDF Profiles are selected. De-select the profiles you do not require.
5. Click Export.
6. In the Export PDF Profiles dialog box that displays, enter a file name and select a location for your PDF
Profiles.
7. Click Save.
NOTE: A single .sbpdf file will be exported. If multiple PDF Profiles have been selected andexported, they will be contained in the same .sbpdf file. If you want to have a .sbpdf file foreach of your PDF Profiles, export them separately.

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Importing PDF Profiles
If someone has shared their PDF layout profiles with you, you can import them into your preferences and use
them to export PDF documents.

How to import a Custom PDF Profile
1. Select File > Export > PDF.
The Export to PDF dialog box opens.

2. Click the Menu

button.

3. Click Import Profile.
4. In the Import PDF Profiles dialog box that displays, enter the profile's file name or select the PDF Profile.
NOTE: PDF Profiles have a file extension .sbpdf
5. Click Open.

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About Exporting Movie Files
Once you have created your storyboard and animatic, you can export it as a movie file to share it with project
collaborators or import it in third party software. You can export a single file for your whole animatic, or one
movie file for each scene or each sequence.
You can export movies in the following formats:l

QuickTime Movie (.mov)lWindows Media Video (.wmv) (Windows only)lFlash Movie (.swf)lImage sequence in Jpeg (.jpg), Portable Network Graphics (.png) or Targa (.tga) format.

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Exporting a Movie
T-SBFND-010-004
You can export your project into one or several movie files.
On Windows, you can export in Windows Media Video (.wmv) by default, and you can also export in QuickTime
Movie (.mov) format if you have Apple QuickTime installed. On macOS, you can only export in QuickTime Movie(.mov) format. In either case, exporting in QuickTime Movie (.mov) format gives you access to a wider selection ofvideo codecs and compression settings.

How to export a movie
1. Select File > Export > Movie.
The Export to Movie dialog box opens.

2. In the Destination Path section, click the Browse

button and choose a folder in which to save theexported files.
3. In the File Pattern field, type in a prefix or a file naming pattern for the exported files—see About File
Naming Patterns on page 634.

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4. From the Export Movie Format panel:a. In the Movie Format drop-down, select an export format:lQuickTime Movie (*.mov) to export a video in QuickTime Movie (.mov) format.

lWindows Media Video (*.wmv) to export a video in Windows Media Video (.wmv) format.
This option is only available on Windows.

b. Click on Movie Options if you want to customize the video and audio encoding settings for yourmovie file. If you are exporting in QuickTime Movie (.mov) format, see Configuring Movie Settingsfor QuickTime Movies on page 586. If you are exporting in Windows Media Video (.wmv) format,
see Configuring Movie Settings for Windows Media Video on page 589.
c. In the Resolution dropdown, select whether you want the exported movie to be in Full Size, Half
Size or Quarter Size, relative to the resolution of your project. It is recommended to export youranimatic in full size unless you want to quickly export a test video.
d. In the One Clip drop-down, select how you want your video clips to be separated:l

Per Scene: Create one movie file for each scene in your project.

l

Per Sequence: Create one movie file for each sequence in your project, if any.

l

Per Project: Export your whole animatic into a single video file.

5. In the Export Range section, select whether you want to export the entire project, or only specific partsof it:

lAll: Exports the entire storyboard.

lSelected Scenes: Select this option to export a specific selection of scenes. Then, click on the
Select button to open the Scenes Picker dialog box, in which you can:lType the number of a sequence or of a scene in the Sequence or Scene fields in the Filter
section, to only show matching sequences or matching scenes in the list.

lClick and drag to select a range of scenes.

lHold the Ctrl key and click on each scene you want to add to your selection.

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Hold the Shift key, then click on the first scene and the last scene you want to add to yourselection, to select every scene between those two scenes inclusively.

l

If your project has sequences, click on a sequence to select every scene in that sequence.

l

Current Scene: Exports only the currently selected scene.

lCurrent Panel: Exports only the currently selected panel.

lTracked Panels:Exports panels on which tracking changes is enabled.

6. In the Burn-In tab, choose what kind of information you want to have printed into the exported files:lPrint Time Code: Prints the global timecode on each rendered image.

lPrint Scene Names and Panel Numbers: Prints the scene names and panel numbers as anoverlay on your video.

lPrint Additional Duration: Prints an additional duration on your video, defined by the Units andRepeat menu.
lUnits: Whether to print the additional duration in time units (seconds, minutes, etc.) or inframes.

l

Repeat: Decide what to count the time of for the additional duration. For example, if set to
per Panel, the time elapsed since the beginning of the current panel will be printed.

7. In the Camera Grids tab, using these options, decides whether you want any kind of camera frame to beprinted into the exported files:lProject Safety: Prints the safe area on your video.

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4:3 Safety: Prints the 4:3 safe area on each panel of your storyboard that has a camera
movement.

l

4:3 Reference: Prints the 4:3 area on each panel of your storyboard that has a camera
movement.

8. In the Captions tab, you can choose to print any of your storyboard’s captions into the exported movies
using the following options—see Captions on page 135.

lPrint Captions: Choose whether to not print captions (None) or select one of your project’s
captions to print into the exported movies. By default, a Storyboard Pro project has Action
Notes, Dialog, Slugging and Notes captions, but you can also choose to print custom
captions if your project has any.

l

Font: Select which font the captions will be printed in. By default, they will be printed in
Arial.

l

Height %: Sets the size of caption lines relative to the height of the exported movies. For
example, if exporting a movie at 1080p with 3% Height captions, each caption line will be
32 pixels in height.

lPosition: Prints the captions at either the Top Left, Top Centre, Top Right, Bottom Left,
Bottom Centre or Bottom Right of the movie. By default, captions are printed to the
Bottom Centre.

l

Max Lines: Sets the maximum amount of caption lines to print on each panel. If a caption
being printed requires more than the maximum amount of lines, it will be cut off with anellipsis (...) at the end. Note that even if captions are printed at the bottom, they will bealigned to the top of the space reserved for them, which is calculated by the amount of Max
Lines x the Height %. Therefore, if this setting is too high and captions are printed at thebottom, they may appear closer to the middle of the picture than to the bottom.

lText Colour: Select the font colour in which to print the captions.

l

Bg Colour: Select the background colour on which to print the captions. If the checkbox isunchecked, the captions will be printed directly into the rendered picture. Otherwise, they
will be printed in rectangular boxes of the chosen colour.

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9. If you want to automatically play the video or view the exported files once the export is done, check theOpen document/folder after export option.
10. Click on the Export button.

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Configuring Movie Settings for QuickTime Movies
If you are exporting in QuickTime Movie (.mov) format, you can configure the video and audio settings for yourexported movies using the configuration interface provided by QuickTime.
NOTE: To export QuickTime Movies on Windows, Apple QuickTime must be installed on your machine.

How to configure video and sound settings for QuickTime movies on Windows and macOS
1. In the Movie Settings dialog box, select whether you want your movie to include Video and Sound data,
as well as if the video should be optimized for Internet streaming.

2. In the Video section, click Settings.
The Standard Video Compression Settings dialog box opens.

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3. From the Compression Type menu, select a codec. The availability of certain compression settings
depends on the Compression Type selected. For example, when the Animation compression type isselected, the Data Rate option is greyed out.
4. In the Motion section, choose a Frame Rate from the list.
By default, it is set to match the frames-per-second (fps) of your Storyboard Pro project. If you choose alower frame rate, your export playback will be faster than your actual project. The reverse is also true fora higher frame rate.
5. If you want keyframes inserted, select the Every option and set the number per frame.
This is the option recommended by QuickTime. For further details, refer to the QuickTime
documentation.
6. In the Quality section, use the slider to choose a quality setting. Remember that the better the quality ofthe export, the larger the file.

7. From the Data Rate section, either choose to allow the program to automatically select the most optimal
bit rate, or enter a Restricted rate to save space and allow for faster downloading at a cost to the qualityof the export.
8. In the same section, from the Optimized For menu, select the intended viewing method for the export.
9. Click OK.
10. From the Movie Settings dialog box, click Sound Settings.
The Sound Settings dialog box opens.

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11. From the Compressor menu, select a compression type. The default setting is None. This exports youraudio as is without performing any lossy compression or conversion, preserving its fidelity. Other
compressors can be used if you need your movie's audio track to be exported in a specific format, or if
disk space or download speed is critical, but they may impact the quality of your movie's soundtracknegatively.
12. From the Rate menu, select a rate. It is best to export your audio at a rate that matches the rate of youroriginal sound files. For example, if your file has an audio sample rate of 48 kHz and you choose aconversion rate of 22.05 kHz, the sound will play at the same speed, but higher frequencies will be
missing, making it sound muffled. For reference, the standard sound quality is 48 kHz for broadcastingand DVD. Lower rates are liable to impact the quality of your movie's soundtrack negatively, but they
can be useful if disk space or download speed is critical.
13. Select the Size of your audio's encoding. Also known as Bit Depth, this determines the amount ofprecision used to record each wavelength in the soundtrack. The standard size is 16-bit. If you choose 8bit, the amount of disk space your sound track requires is halved, but the audio will sound muffled.
14. Select whether to Use the Mono or Stereo channel mode. Stereo sound has a separate sound track forthe left and the right speakers, allowing to make the origin of each sound realistically match the origin of
their corresponding action. If you choose Mono, your sound track may use less disk space, but both theleft and right channels will be merged into a single track.

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Configuring Movie Settings for Windows Media Video
On Windows, it is possible to export in Windows Media Video format.

How to configure video and sound settings for Windows Media Video
1. In the Video section, select the desired Variable Bit Rate Quality for your video. A higher setting will
ensure a better image quality. A lower setting will create a smaller video file.

2. Using the Sound checkbox, select whether or not you want your movie file to have sound.
3. Using the Profile drop-down menu, select the preferred compression settings for your movie's
soundtrack. Each profile has a combination of audio sample rate, sample size and channel mode, which
cover the following options:lSample rate: Available sample rates are 8000 Hz, 16000 Hz, 22050 Hz and 44100 Hz. The
default setting is 22050 Hz. It is best to export your audio at a rate that matches the rate of youroriginal sound files. For example, if your file has an audio sample rate of 48000 Hz and you choosea sample rate of 22050 Hz, the sound will play at the same speed, but higher frequencies will be
missing, making it sound muffled. For reference, the standard sound quality is 44000 kHz forfilms, and 48000 kHz for DVD. Lower rates are liable to impact the quality of your movie's
soundtrack negatively, but they can be useful if disk space or download speed is critical.

lSample size: Also known as Bit Depth, this determines the amount of precision used to record
each wavelength in the soundtrack. The standard size is 16-bit. If you choose 8-bit, the amountof disk space your sound track requires is halved, but the audio will sound muffled.

lChannel mode: Stereo sound has a separate sound track for the left and the right speakers,
allowing to make the origin of each sound realistically match the origin of their corresponding
action. If you choose Mono, your sound track may use less disk space, but both the left and rightchannels will be merged into a single track.
NOTE: Exporting in 8-bit audio requires Apple QuickTime to be installed.

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Exporting an Image Sequence
The Export Movie dialog also allows you to export your project in sequences of images, each one representing asingle frame in your animatic.

How to export an image sequence
1. Select File > Export > Movie.
The Export To Movie dialog box opens.

2. In the Destination Path section, click the Browse

button and choose a folder in which to save theexported files.
3. In the File Pattern field, type in a prefix or a file naming pattern for the exported files—see About File
Naming Patterns on page 634.
4. In the Export Movie Format section:

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From the Movie Format menu, select the image format to export the sequence in:l

Jpeg (*.jpg): An image format with lossy compression optimized for the Web. Only
use this format if you want to make a quick test of your image sequence.

l

Targa (*.tga): An image format with standard lossless compression.

lPortable Network Graphics (*.png): An image format with a more effective losslesscompression than Targa (.tga). Exporting in this format is slower, but saves a lot of
disk space. Also, .png files are more portable and widely supported as an exchange
format.

l

In the Resolution dropdown, select whether you want the exported movie to be in FullSize, Half Size or Quarter Size, relative to the resolution of your project. It is recommended
to export your animatic in full size unless you want to quickly export a test video.

5. In the Export Range section, select whether you want to export the entire project, or only specific partsof it:

lAll: Exports the entire storyboard.

lSelected Scenes: Select this option to export a specific selection of scenes. Then, click on the
Select button to open the Scenes Picker dialog box, in which you can:lType the number of a sequence or of a scene in the Sequence or Scene fields in the Filter
section, to only show matching sequences or matching scenes in the list.

lClick and drag to select a range of scenes.

lHold the Ctrl key and click on each scene you want to add to your selection.

lHold the Shift key, then click on the first scene and the last scene you want to add to yourselection, to select every scene between those two scenes inclusively.

l

If your project has sequences, click on a sequence to select every scene in that sequence.

l

Current Scene: Exports only the currently selected scene.

lCurrent Panel: Exports only the currently selected panel.

lTracked Panels:Exports panels on which tracking changes is enabled.

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6. In the Burn-In tab, choose what kind of information you want to have printed into the exported files:lPrint Time Code: Prints the global timecode on each rendered image.

lPrint Scene Names and Panel Numbers: Prints the scene names and panel numbers as anoverlay on your video.

lPrint Additional Duration: Prints an additional duration on your video, defined by the Units andRepeat menu.
lUnits: Whether to print the additional duration in time units (seconds, minutes, etc.) or inframes.

l

Repeat: Decide what to count the time of for the additional duration. For example, if set to
per Panel, the time elapsed since the beginning of the current panel will be printed.

7. In the Camera Grids tab, using these options, decides whether you want any kind of camera frame to beprinted into the exported files:lProject Safety: Prints the safe area on your video.

l

4:3 Safety: Prints the 4:3 safe area on each panel of your storyboard that has a camera
movement.

l

4:3 Reference: Prints the 4:3 area on each panel of your storyboard that has a camera
movement.

8. In the Captions tab, you can choose to print any of your storyboard’s captions into the exported movies
using the following options—see Captions on page 135.

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Chapter 19: ExportinglPrint Captions: Choose whether to not print captions (None) or select one of your project’s
captions to print into the exported movies. By default, a Storyboard Pro project has Action
Notes, Dialog, Slugging and Notes captions, but you can also choose to print custom
captions if your project has any.

l

Font: Select which font the captions will be printed in. By default, they will be printed in
Arial.

l

Height %: Sets the size of caption lines relative to the height of the exported movies. For
example, if exporting a movie at 1080p with 3% Height captions, each caption line will be
32 pixels in height.

lPosition: Prints the captions at either the Top Left, Top Centre, Top Right, Bottom Left,
Bottom Centre or Bottom Right of the movie. By default, captions are printed to the
Bottom Centre.

l

Max Lines: Sets the maximum amount of caption lines to print on each panel. If a caption
being printed requires more than the maximum amount of lines, it will be cut off with anellipsis (...) at the end. Note that even if captions are printed at the bottom, they will bealigned to the top of the space reserved for them, which is calculated by the amount of Max
Lines x the Height %. Therefore, if this setting is too high and captions are printed at thebottom, they may appear closer to the middle of the picture than to the bottom.

lText Colour: Select the font colour in which to print the captions.

l

Bg Colour: Select the background colour on which to print the captions. If the checkbox isunchecked, the captions will be printed directly into the rendered picture. Otherwise, they
will be printed in rectangular boxes of the chosen colour.

9. If you want to automatically play the video or view the exported files once the export is done, check theOpen document/folder after export option.
10. Click on the Export button.

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Exporting a Flash Movie (.swf)
Once you have completed your storyboard and animatic, you can export as Flash Movie (.swf) file which you canshare and play back.

How to export a Flash movie
1. Select File > Export > Movie.
The Export to Movie window opens.

2. In the Destination Path section, click the Browse

button and choose a folder in which to save theexported files.
3. In the File Pattern field, type in a prefix or a file naming pattern for the exported files—see About File
Naming Patterns on page 634.
4. In the Movie Format drop-down, select Flash (*.swf).
5. In the Resolution dropdown, select whether you want the exported movie to be in Full Size, Half Size or
Quarter Size, relative to the resolution of your project. It is recommended to export your animatic in fullsize unless you want to quickly export a test video.

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6. In the One Clip drop-down, select how you want your video clips to be separated:l

Per Scene: Create one movie file for each scene in your project.

l

Per Sequence: Create one movie file for each sequence in your project, if any.

l

Per Project: Export your whole animatic into a single video file.

7. Click Options.
The Flash Export Settings dialog box opens.

a. To protect your movie from being imported in another application, select the Protect from Importoption.
b. To optimize the size of the exported Flash file, select the Compress option.
c. If your project includes any bitmap images or video clips, set the JPEG Quality to the preferredsetting. A lower setting will save disk space but will affect the quality of all bitmap images in theexported file. A higher setting will preserve the quality of bitmap images.
d. Click OK.
8. In the Export Range section, select whether you want to export the entire project, or only specific partsof it:

lAll: Exports the entire storyboard.

lSelected Scenes: Select this option to export a specific selection of scenes. Then, click on the
Select button to open the Scenes Picker dialog box, in which you can:lType the number of a sequence or of a scene in the Sequence or Scene fields in the Filter
section, to only show matching sequences or matching scenes in the list.

lClick and drag to select a range of scenes.

lHold the Ctrl key and click on each scene you want to add to your selection.

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Storyboard Pro 5.5 User Guidel

Hold the Shift key, then click on the first scene and the last scene you want to add to yourselection, to select every scene between those two scenes inclusively.

l

If your project has sequences, click on a sequence to select every scene in that sequence.

l

Current Scene: Exports only the currently selected scene.

lCurrent Panel: Exports only the currently selected panel.

lTracked Panels:Exports panels on which tracking changes is enabled.

9. In the Burn-In tab, choose what kind of information you want to have printed into the exported files:lPrint Time Code: Prints the global timecode on each rendered image.

lPrint Scene Names and Panel Numbers: Prints the scene names and panel numbers as anoverlay on your video.

lPrint Additional Duration: Prints an additional duration on your video, defined by the Units andRepeat menu.
lUnits: Whether to print the additional duration in time units (seconds, minutes, etc.) or inframes.

l

Repeat: Decide what to count the time of for the additional duration. For example, if set to
per Panel, the time elapsed since the beginning of the current panel will be printed.

10. In the Camera Grids tab, using these options, decides whether you want any kind of camera frame to beprinted into the exported files:lProject Safety: Prints the safe area on your video.

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Chapter 19: Exportingl

4:3 Safety: Prints the 4:3 safe area on each panel of your storyboard that has a camera
movement.

l

4:3 Reference: Prints the 4:3 area on each panel of your storyboard that has a camera
movement.

11. In the Captions tab, you can choose to print any of your storyboard’s captions into the exported movies
using the following options—see Captions on page 135.

lPrint Captions: Choose whether to not print captions (None) or select one of your project’s
captions to print into the exported movies. By default, a Storyboard Pro project has Action
Notes, Dialog, Slugging and Notes captions, but you can also choose to print custom
captions if your project has any.

l

Font: Select which font the captions will be printed in. By default, they will be printed in
Arial.

l

Height %: Sets the size of caption lines relative to the height of the exported movies. For
example, if exporting a movie at 1080p with 3% Height captions, each caption line will be
32 pixels in height.

lPosition: Prints the captions at either the Top Left, Top Centre, Top Right, Bottom Left,
Bottom Centre or Bottom Right of the movie. By default, captions are printed to the
Bottom Centre.

l

Max Lines: Sets the maximum amount of caption lines to print on each panel. If a caption
being printed requires more than the maximum amount of lines, it will be cut off with anellipsis (...) at the end. Note that even if captions are printed at the bottom, they will bealigned to the top of the space reserved for them, which is calculated by the amount of Max
Lines x the Height %. Therefore, if this setting is too high and captions are printed at thebottom, they may appear closer to the middle of the picture than to the bottom.

lText Colour: Select the font colour in which to print the captions.

l

Bg Colour: Select the background colour on which to print the captions. If the checkbox isunchecked, the captions will be printed directly into the rendered picture. Otherwise, they
will be printed in rectangular boxes of the chosen colour.

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12. If you want to automatically play the video or view the exported files once the export is done, check theOpen document/folder after export option.
13. Click on the Export button.

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Exporting Harmony Scenes
T-SBADV-012-007
Using Storyboard Pro, you can export your animatic as Harmony scene files. You can export the entire
storyboard project or a selection of scenes. When the export is ready, you can open it in the destination
software. When you first save this new scene, the exported file will be converted in the proper format
depending on the software you used.The following elements of your storyboard will be exported: layers, layer
motion and camera moves.
NOTE: Transitions in your project are not exported to Harmony.

How to export to Toon Boom
1. Select File > Export > Export to Toon Boom.
The Export to Toon Boom dialog box opens.

2. In the Destination Path section, click the Browse
exported files.

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button and choose a folder in which to save theStoryboard Pro 5.5 User Guide

3. In the File Pattern field, type in a prefix or a file naming pattern for the exported files—see About File
Naming Patterns on page 634.
4. In the Export Type section, select the Toon Boom animation software in which you want to export.
NOTE: To determine if your export will be created for Harmony Server or Harmony Stand Alone, in theFormat menu, select the Offline option for a stand alone export or To Database for a server format.
Depending on the Harmony version you have, select either 7.8 or 9.2 or higher.
5. Select one of the following export types, depending on what you prefer to work with, then select thedesired settings for that export type.
l

Rendered Animatic: storyboard to be rendered in bitmap images and exports toAnimate/Animate Pro/Harmony scene. For each scene in your storyboard, an Animate/Animate
Pro/Harmony scene will be created. Use this option if you have 3D content and want to export to
Animate, Animate Pro, or Harmony 9.2 and earlier. And also to export to Harmony if you havebitmap drawing layers.
l

All Frames: Renders the full storyboard project.

l

One Frame Each: Renders only one frame for every chosen number of frames you specify.
For example, if you choose to render every 5 frames, then a new image will appear every
fifth frame, with each image being held for 5 frames to maintain the timing.

lResolution: Allows you to select the resolution of rendered frames relative to the project
resolution between the following options: Full Size, Half Size or Quarter Size.

l

Generate One Scene: Allows you to select how to separate the project into Harmony
scenes:ll

Per Scene: Generates one scene for each scene in your project.

l

Per Sequence: Generates one scene for each sequence in your project.

l

Per Act: Generates one scene for each act in your project.

Animatic on Top: If you generate scenes based on sequences or acts, this option becomes
available. When enabled, the animatic is rendered and placed as the top layer and column
in Harmony or Animate.

lSelect Original Scene to export your storyboard in a project where the vector
drawings, layers and camera settings are kept as is. For each shot or scene in yourstoryboard, a Harmony/Animate scene is created.
l

Nest Panels in Symbols: Upon export to Harmony or Animate, thepanel's content will be nested inside symbols. Instead of having
several layers in your root timeline, you will have a single one. You will

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Chapter 19: Exportingneed to enter the symbol to edit its content.
l

Add a Camera Reference Layer: Adds a layer containing the different
camera frames on top of the other layers to use as a reference inHarmony and Animate.

l

Apply Transformation on Drawings: Applies transformation on thefirst and last position of each panel. The in-between animation will be
lost.

l

Select Original Scene to export your storyboard in a project where the vector drawings,
layers and camera settings are kept as is. For each shot or scene in your storyboard, aHarmony/Animate scene is created.
l

Nest Panels in Symbols: Upon export to Harmony or Animate, the panel'scontent will be nested inside symbols. Instead of having several layers in yourroot timeline, you will have a single one. You will need to enter the symbol toedit its content.

l

Add a Camera Reference Layer: Adds a layer containing the different
camera frames on top of the other layers to use as a reference in Harmonyand Animate.

l

Apply Transformation on Drawings: Applies transformation on the first andlast position of each panel. The in-between animation will be lost.

6. In the Export Range tab, decide whether you want to export the entire project (All), Selected Scenes or
the Current Scene.

7. In the Sounds tab, decide how you want the audio in the storyboard project to be exported into thescenes.

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Keep Original Files: Copies the sound clips from your project into the exported scenes, without
mixing them.

lProcess Audio Tracks Individually: Creates a mixed sound file for each audio track and storeseach sound file into its own sound layer in the exported scene.

lMerge All Audio Tracks: Creates a single sound file with all the audio tracks merged and stores it
into a single sound layer in the exported scene.

lFile Pattern: Allows you to type a prefix or a pattern for the names of the exported audio files—
see About File Naming Patterns on page 634.

lSample Rate: Sets the frequency rate of the exported audio files. It is recommended to export
sound files at the rate at which they were originally created. For reference, the standard sample
rate is 48.0 kHz for broadcasting and DVD.

l

Bit Depth: Sets the precision level of each wavelength in the sound file. The standard bit depth is
16 bit. Setting this to 8 bit will cut the size of audio files in half, but will significantly impact soundquality.
NOTE: On Windows, audio can only be exported in 16 bit unless QuickTime Player isinstalled.

l

Channels: Allows you to select whether to export sound in Mono or Stereo. Stereo sound uses a
separate track for the left and right speakers, which allows to simulate a realistic soundenvironment. Mono uses a single track for both speakers, which saves disk space.

8. In the Burn-In tab, when exporting rendered animatics, you can choose to print information about thepanels and their position in the Timeline, into the exported scenes.

lPrint Time Code: Prints the global timecode on each rendered image.

lPrint Scene Names and Panel Numbers: Prints the scene names and panel numbers as anoverlay on your video.

lPrint Additional Duration: Prints an additional duration on your video, defined by the Units andRepeat menu.

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Chapter 19: ExportinglUnits: Whether to print the additional duration in time units (seconds, minutes, etc.) or inframes.

l

Repeat: Decide what to count the time of for the additional duration. For example, if set to
per Panel, the time elapsed since the beginning of the current panel will be printed.

9. In the Camera Grids tab, using these options, you can add boundaries to the picture that indicates what
the Camera includes or excludes.

lProject Safety: Prints the safe area on your video.

l

4:3 Safety: Prints the 4:3 safe area on each panel of your storyboard that has a camera
movement.

l

4:3 Reference: Prints the 4:3 area on each panel of your storyboard that has a camera
movement.

NOTE: If you exported Harmony Database scenes, see Importing Harmony Scenes to a Harmony
Database on page 604.

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Importing Harmony Scenes to a Harmony Database
If you have exported scenes from Storyboard Pro with the option Harmony Database, you will need to import
the exported scene package into your Harmony Server database before you can start working in them.

How to import Harmony scenes exported from Storyboard Pro into your Harmony database
1. Launch Control Center.
2. In the log-in dialog, log into your Storyboard Pro database using an account with high privileges.
The main application window appears.

3. In the top menu, select Environment > Create .

4. In the Create Environment dialog, type in the name for the environment in which you wish to importyour scenes. An environment is often used to separate different series or projects, so you can name yourenvironment accordingly.
5. Click on OK.
6. In the Environments list, select the environment you just created.

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7. In the top menu, select Jobs > Create.

8. In the Create Job dialog:
a. In the Job Name field, type in the name for the job in which you want to import your scenes. Jobs
are often used to separate episodes in a series, so you can name your job accordingly.
b. In the TD drop-down, select the user who should supervise the animation pipeline.
c. In the ATD drop-down, select the user who should assist in supervising the animation pipeline.
d. In the Approvals field, select whether you want the approvals to be automatic or manual.
e. Click OK.
Your new job is added to the Jobs list, as part of the jobs in your new environment.

9. In the top menu, select Admin > Import.
The Import Scene(s) dialog appears.

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10. Next to the Package Directory field, click on the Browse

button.

11. In the Open dialog, browse to and select the IEContent.dat file that was exported with your scenes
package.
12. Next to the Destination section, click on the Browse

button.

13. In the File System Selector dialog box:
a. In the Environments list, select the environment you created for importing your scenes.
b. In the Jobs list, select the job you created for importing your scenes.
c. In the File System list, select the database file system where you want your scenes to beimported.

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14. By default, all the available options in the Data Options section will be checked. It is recommended toleave them all enabled so as to import all the assets and information exported by Storyboard Pro.
l

Audio: Imports the sound files exported from your project's audio tracks into the Harmony scenes.

l

Database: Imports the metadata exported with the scenes for use by Control Center.

lElements: Imports the drawing files exported with the scenes.

lStage (xsheet & network): Imports the structure of the scene: Its drawing layers, composites,
write nodes and the exposure of each drawing.

15. Click on Import.
The imported scenes will be available in the job in which they were imported.

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Exporting Layout Images
T-SBADV-012-003
The Export Layout window lets you export some or all of the scenes in your project to layout images. This can beused to properly position scene elements when working on different aspects of the scene throughout
production. For example, a layout can be imported in Harmony to accelerate its set up and properly position theelements and camera keyframes of the scene. Also, a layout exported to .psd format can serve as the base to
create the background art for the scene so that it is properly adapted to the scene’s layout, action and camera
movements.
Layout images can be rendered with all layers combined or with one image per layer, and can optionally include
camera keyframes and movements. Layouts can be exported in .psd (with separate layers), .tga, .jpg or .png
format.

How to export a Layout
1. Select File > Export > Layout.
The Export Layout dialog box opens.

2. In the Destination Path section, click the Browse

button and choose a folder in which to save theexported files.
3. In the File Pattern field, type in a prefix or a file naming pattern for the exported files—see About File
Naming Patterns on page 634.

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4. In the Options panel, select the options you want to use for the exported layout images:lFile Format: Allows you to select an image format in which to save the layout images:lJpeg (*.jpg): A very compact image format with lossy compression.

lTarga (*.tga): An image format with basic lossless compression.

lPhotoshop (*.psd): The format used to store Adobe Photoshop projects. This
format is uncompressed.

lPortable Network Graphics (*.png): An image format with strong losslesscompression.

lTransparent Background: When exporting in Photoshop (*.psd) format, enable thisoption to render the layers on a transparent background instead of a solid whitebackground.

lBase Image Size: Allows you to select whether you export at the same size as yourproject's resolution, at half its dimensions or at a quarter of its dimensions.

lExpand Render Area: Expands the area to render into the layouts. By default, only thearea of the scene that is covered by the camera is rendered, and exported layout images
are cropped at the edges of the camera frames. If enabled, this option adds space aroundthe render area and captures extra details outside the camera frames. By default, therender area is expanded by 10%. You can use the input field to the right of the option tochange this ratio.

l

Scale Image Up to Smallest Camera Frame:Ensures that when a camera close-up isincluded in a scene, the exported image is larger so that the closest camera frame is at least
the size of the chosen image size. This way, the layout does not appear pixelated whenzooming in on the closest camera frame. If disabled, the size of the exported images will bebased off the chosen Base Image Size and Expand Render Area options.

l

Limit Image Size: If the Scale Image Up to Smallest Camera Frame option is enabled, thisensures images do not get scaled up too much. If enabled, images will be limited to 4096
pixels in width and height by default.

lExport One Image Per Layer: Exports each layer as a separate image file. If Print Camera
Frames option is enabled, the camera frames and camera movements will be printed oneach layer.

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Apply Layer Motion to Camera: When exporting one image per layer and with camera
frames, if your layers are animated, this option allows you to combine the layer's animation
with the camera movement that is printed on it. By following the resulting camera
movement, the layer will appear to be animated just like it is in your animatic.
For example, in a scene where a drawing layer moves towards the right, and the camera
moves up, the camera movement that will be printed on the layer's layout image will be
combined with that layer's animation, and the resulting camera movement will go up andtowards the left, so that the layer itself appears to move towards the right.

lPrint Camera Frames: Prints the first and last camera frame of each scene into theexported layout images. If exporting in .psd format, the camera frames will be printed on a
separate layer.

lPrint a Frame for Each Camera Keyframe: If a scene contains a camera movement withmore than two keyframes, this prints each camera keyframe into the layout.

l

Print Camera Labels: Adds the camera position label in the top-left corner of each camera
frame. Camera frames are labeled with a letter of the alphabet indicating their respective
order.

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5. In the Export Range section, select whether you want to export the entire project, or only specific partsof it:
lAll: Exports the entire storyboard.

lSelected Scenes: Select this option to export a specific selection of scenes. Then, click on the
Select button to open the Scenes Picker dialog box, in which you can:lType the number of a sequence or of a scene in the Sequence or Scene fields in the Filter
section, to only show matching sequences or matching scenes in the list.

lClick and drag to select a range of scenes.

lHold the Ctrl key and click on each scene you want to add to your selection.

lHold the Shift key, then click on the first scene and the last scene you want to add to yourselection, to select every scene between those two scenes inclusively.

ll

If your project has sequences, click on a sequence to select every scene in that sequence.

Current Scene: Exports only the currently selected scene.

6. To view the location and contents of the exported folder when it is ready, select the Open folder after
export option.
7. Click on the Export button.

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Exporting Bitmap Images
T-SBADV-012-008
The Export Bitmap window lets you export a storyboard project to bitmap files in .jpg, .tga, .psd or .png format.
The exported data includes a separate bitmap file for each panel in the storyboard.
NOTE: For .psd files, the transform and transition animations are not exported. However, camera moves
are rendered into an independent layer.

How to export a storyboard to a bitmap file
1. Select File > Export > Bitmap.
The Export to Bitmap dialog box opens.

2. In the Destination Path section, click the Browse

button and choose a folder in which to save theexported files.
3. In the File Pattern field, type in a prefix or a file naming pattern for the exported files—see About File
Naming Patterns on page 634.

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4. In the Setup Bitmap Export Parameters panel, select the options you want for the exported bitmap
images:l

Bitmap Format: Allows you to select an image format in which to save the exported
bitmaps:l

Jpeg (*.jpg): A very compact image format with lossy compression.

lTarga (*.tga): An image format with basic lossless compression.

lPhotoshop (*.psd): The format used to store Adobe Photoshop projects. This
format is uncompressed.

lPortable Network Graphics (*.png): An image format with strong losslesscompression.

l

Resolution: Sets the resolution to be a quarter size, half size, or full size of the current
storyboard resolution.

lImage Zoom Level: Sets the magnification of the image. Enter a value between 0 and 400.
The default value is 85%.

lTransparent Background: This option is only available when the Adobe Photoshop (.psd)
file format is selected. By default, this option is enabled and will export .psd files with atransparent background instead of an opaque white background.

lPrint Camera Frame: Prints the camera frame onto the exported images. If a panel has acamera movement, a camera frame will be printed for the position of the camera at the
beginning of the panel as well as for the position of the camera at the end of the panel.

lPrint All Camera Frames: Prints a camera frame for each camera keyframe in the panel.

lRectify Static Camera: If the camera is at an angle in a panel, and there is no camera
movement in that panel, enabling this option will render the panel as if the camera was at
a straight angle.

lAllow Camera Scaling: This option is enabled by default. This ensures that when a camera
close-up is included in a scene, the exported image is larger so that the closest camera
frame is at least the size of the chosen resolution. This way, the image will not appear
pixelated when zooming in on the closest camera frame. If disabled, the exported images
will be the size of the chosen resolution.
In the following example, the camera zooms out, but the image is exported big

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enough that the closest (smallest) camera frame is exactly the size of the export
resolution. That way, if the image is zoomed in to the closest camera frame, it does
not look scaled:l

Maintain Size Through Scene: Ensures that the elements from the exported panels retain
their size across the different panels of the same scene. For example, when exporting ascene where the camera zooms in on a character through two different panels, this option
will make it so the character is the same size in both exported images. In the same situation
with this option unchecked, both bitmaps will be just big enough so that their closest
camera frame is as big as the chosen export resolution.
In the following example, the camera zooms out on the scene throughout twopanels. In the exported images, the scene elements are the same size, but the image
canvas increases in size as the camera zooms out:

NOTE: By default, exported bitmaps cannot be larger than 4096 x 4096
pixels, which might cause this option not to work as expected whenexporting scenes with camera zooms.

lExpand Render Area to Scene Camera: By default, exported panels only cover the area
covered by the camera movements in the panel. With this option enabled, exported
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scene combined. That way, if all the exported panels in a scene are combined, theelements of the scene will all be in their proper position respective to each other.
In the following example, the camera goes from 1 to 2 in the first panel, then from 2
to 3 in the second panel, but both panels are exported to cover the whole camera
movement, from 1 to 2 to 3:lInclude Camera Path: Ensures the exported images include all the areas covered by thecamera movements. If this option is disabled, the exported images will cover the camera
keyframes and everything in-between, but may not include parts of the panels that arecovered by curvilinear camera movements.

5. In the Export Range section, select whether you want to export the entire project, or only specific partsof it:

lAll: Exports the entire storyboard.

lSelected Scenes: Select this option to export a specific selection of scenes. Then, click on the
Select button to open the Scenes Picker dialog box, in which you can:615

Storyboard Pro 5.5 User GuidelType the number of a sequence or of a scene in the Sequence or Scene fields in the Filter
section, to only show matching sequences or matching scenes in the list.

lClick and drag to select a range of scenes.

lHold the Ctrl key and click on each scene you want to add to your selection.

lHold the Shift key, then click on the first scene and the last scene you want to add to yourselection, to select every scene between those two scenes inclusively.

l

If your project has sequences, click on a sequence to select every scene in that sequence.

l

Current Scene: Exports only the currently selected scene.

lCurrent Panel: Exports only the currently selected panel.

lTracked Panels:Exports panels on which tracking changes is enabled.

6. In the Burn-In tab, if you want to print the scene names and panel numbers onto the rendered images,
check the Print Scene and Panel Numbers check-box.

7. In the Captions tab, you can choose to print any of your storyboard’s captions into the exported bitmaps
using the following options—see Captions on page 135.

lPrint Captions: Choose whether to not print captions (None) or select one of your project’s
captions to print into the exported movies. By default, a Storyboard Pro project has Action Notes,
Dialog, Slugging and Notes captions, but you can also choose to print custom captions if yourproject has any.

l

Font: Select which font the captions will be printed in. By default, they will be printed in Arial.

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Height %: Sets the size of caption lines relative to the height of the exported movies. For
example, if exporting a movie at 1080p with 3% Height captions, each caption line will be 32
pixels in height.

lPosition: Prints the captions at either the Top Left, Top Centre, Top Right, Bottom Left, Bottom
Centre or Bottom Right of the movie. By default, captions are printed to the Bottom Centre.

l

Max Lines: Sets the maximum amount of caption lines to print on each panel. If a caption being
printed requires more than the maximum amount of lines, it will be cut off with an ellipsis (...) at
the end. Note that even if captions are printed at the bottom, they will be aligned to the top of
the space reserved for them, which is calculated by the amount of Max Lines x the Height %.
Therefore, if this setting is too high and captions are printed at the bottom, they may appear
closer to the middle of the picture than to the bottom.

lText Colour: Select the font colour in which to print the captions.

l

Bg Colour: Select the background colour on which to print the captions. If the checkbox isunchecked, the captions will be printed directly into the rendered picture. Otherwise, they will be
printed in rectangular boxes of the chosen colour.

8. Select the Open document/folder after export option to view the file when it is ready.
9. Click on the Export button.

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Exporting the Current Frame as a Bitmap Image
You can export the current visible frame to a Targa (.tga), Jpeg (.jpg), Photoshop Document (.psd) or Portable
Network Graphic (.png) image. If you choose to export in Photoshop Document (.psd) format, the layers in yourpanel will be exported on separate layers in the exported image.
NOTE: No caption or camera frame will be exported in the image file.

How to export the current frame to .tga, .jpg, .psd or .png image
1. In the Thumbnails view, select the panel containing the image to export as a bitmap image file.

2. Select File > Export > Export Current Image.
The Export Current Image window opens.
3. Select the destination folder for the image.
4. Type a name for the image.
5. Select the desired type from the Save as type menu.
6. Click Save to begin the export.
The image inside the frame is exported as a bitmap image file.

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Exporting an EDL, AAF or XML Sequence
You can export your project into sequences that can be imported in non-linear editing (NLE) systems. This canbe useful if you just created your storyboard and prefer making it into an animatic using video editing software,of if you're ready to edit the finished shots together and want to use the animatic as a template for the final cut.
You can export your project in the following formats:lEditing Decision List (.edl): A legacy video editing format that can be imported in most editing software,
but which has limited capabilities. Can be imported in Final Cut Pro 7, Avid Media Composer and Adobe
Premiere.

lAdvanced Authoring Format (.aaf): A binary video editing format with advanced capabilities that canbe imported in Avid Media Composer, Adobe Premiere, Avid Xpress and Sony Vegas. It has someincompatibilities with the transitions supported by Storyboard Pro.

l

Final Cut Pro XML Interchange Format (.xml): An XML video editing format that can be imported
in Apple Final Cut Pro and Adobe Premiere. It is fully compatible with the capabilities of Storyboard Pro.

When exporting your project into an editing sequence, Storyboard Pro creates a video render of all the scenes
in your project, copies each sound file in your project, and creates a sequence file that links to these assets, withthe same timing for each video and sound clip as in your project.
WARNING: The following steps are for exporting a sequence for editing in third party software, but will
not allow you to apply the changes made to your animatic in the editing software back into your
Storyboard Pro project. If you want to make changes to your animatic in a third party software, thenapply these changes to your Storyboard Pro project, see Conformation on page 643.

How to export a storyboard to EDL or AAF or XML
1. Select File > Export > EDL/AAF/XML.
The Export to EDL/AAF/XML window opens.

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2. In the Destination Path section, click the Browse

button and choose a folder in which to save theexported files.
3. In the File Pattern field, type in a prefix or a file naming pattern for the exported files—see About File
Naming Patterns on page 634.
4. In Export Type, select all the formats in which to store the editing information (ie: file names andtimecodes for video and audio clips). One file will be created for each selected format:lGenerate EDL file: Can be imported in Final Cut Pro, Avid Media Composer and Adobe
Premiere.
NOTE: Due to limitations with the EDL format, only the first four soundtracks
can be exported, and sound clips that are used multiple times in the projectwill only appear one time in the exported sequence.

l

Generate AAF file: Can be imported in Avid Media Composer, Avid Xpress, Sony Vegas
and Adobe Premiere.

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NOTE: Due to limitation with the AAF format, Slide-in and Slide-outtransitions will be converted to Dissolve transitions, Clock Wipe transitions
will always be exported as 12 o’clock (0 degree) clockwise transitions, andEdge Wipe transitions will be exported as either Horizontal, Vertical orCorner Wipe transitions.

lGenerate XML file: Can be imported in Final Cut Pro and Adobe Premiere.

NOTE: If your editing system is not mentioned above, check its specifications to verify
which format can be imported.
5. In the Options section:lMovie Format: Movie clips can be exported in Windows Media Video (*.wmv) format on
Windows and in QuickTime Movie (*.mov) format on either Windows or Mac OS if
QuickTime Player is installed. This option cannot be changed if only one movie format isavailable for export.
NOTE: Not all editing systems support importing Windows Media Video
files. Check with your software’s documentation to see which movie filetypes are supported.

lVideo Config: Click this button to configure the video settings. When exporting in
QuickTime, this allows to set the video codec, framerate and quality. When exporting in
Windows Media Video, this allows to set the variable bit rate quality.
The resolution drop-down right of the Video Config button can be used to define
the output resolution, since you might not always need to export the storyboard atfull resolution. You can select Full, Half or Quarter of a project’s resolution.

l

One Movie Clip Per Panel: Exports one video file for each panel instead of for each scene.
This can help obtain better granularity during editing, since the sequence will have smaller
movie clips.

lCopy Audio Files: Uncheck this option to skip copying the sound files. By default, theproject’s sound files are copied to the same directory as the EDL/XML/AAF files and thevideo files when exporting. Sound clips that are used several times in the project will only
be copied once and linked to several times in the EDL/XML/AAF sequence.
NOTE: When this option is unchecked, the project’s sound tracks and theirediting data will still be exported into the EDL/XML/AAF sequence. Only the621

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actual sound files will be missing.

lGenerate Video Files: If you only need the EDL, AAF or XML files to be generated, uncheckthis option so no video files are rendered.

6. In the Export Range section, select whether you want to export the entire project, or only specific partsof it:

lAll: Exports the entire storyboard.

lSelected Scenes: Select this option to export a specific selection of scenes. Then, click on the
Select button to open the Scenes Picker dialog box, in which you can:lType the number of a sequence or of a scene in the Sequence or Scene fields in the Filter
section, to only show matching sequences or matching scenes in the list.

lClick and drag to select a range of scenes.

lHold the Ctrl key and click on each scene you want to add to your selection.

lHold the Shift key, then click on the first scene and the last scene you want to add to yourselection, to select every scene between those two scenes inclusively.

l

If your project has sequences, click on a sequence to select every scene in that sequence.

l

Current Scene: Exports only the currently selected scene.

lCurrent Panel: Exports only the currently selected panel.

lTracked Panels:Exports panels on which tracking changes is enabled.

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7. In the Burn-In tab, choose what kind of information you want to have printed into the exported files:lPrint Time Code: Prints the global timecode on each rendered image.

lPrint Scene Names and Panel Numbers: Prints the scene names and panel numbers as anoverlay on your video.

lPrint Additional Duration: Prints an additional duration on your video, defined by the Units andRepeat menu.
lUnits: Whether to print the additional duration in time units (seconds, minutes, etc.) or inframes.

l

Repeat: Decide what to count the time of for the additional duration. For example, if set to
per Panel, the time elapsed since the beginning of the current panel will be printed.

8. In the Camera Grids tab, using these options, decides whether you want any kind of camera frame to beprinted into the exported files:lProject Safety: Prints the safe area on your video.

l

4:3 Safety: Prints the 4:3 safe area on each panel of your storyboard that has a camera
movement.

l

4:3 Reference: Prints the 4:3 area on each panel of your storyboard that has a camera
movement.

9. In the Captions tab, you can choose to print any of your storyboard’s captions into the exported movies
using the following options—see Captions on page 135.

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Print Captions: Choose whether to not print captions (None) or select one of your project’s
captions to print into the exported movies. By default, a Storyboard Pro project has Action
Notes, Dialog, Slugging and Notes captions, but you can also choose to print custom
captions if your project has any.

l

Font: Select which font the captions will be printed in. By default, they will be printed in
Arial.

l

Height %: Sets the size of caption lines relative to the height of the exported movies. For
example, if exporting a movie at 1080p with 3% Height captions, each caption line will be
32 pixels in height.

lPosition: Prints the captions at either the Top Left, Top Centre, Top Right, Bottom Left,
Bottom Centre or Bottom Right of the movie. By default, captions are printed to the
Bottom Centre.

l

Max Lines: Sets the maximum amount of caption lines to print on each panel. If a caption
being printed requires more than the maximum amount of lines, it will be cut off with anellipsis (...) at the end. Note that even if captions are printed at the bottom, they will bealigned to the top of the space reserved for them, which is calculated by the amount of Max
Lines x the Height %. Therefore, if this setting is too high and captions are printed at thebottom, they may appear closer to the middle of the picture than to the bottom.

lText Colour: Select the font colour in which to print the captions.

l

Bg Colour: Select the background colour on which to print the captions. If the checkbox isunchecked, the captions will be printed directly into the rendered picture. Otherwise, they
will be printed in rectangular boxes of the chosen colour.

10. If you want to automatically play the video or view the exported files once the export is done, check theOpen document/folder after export option.
11. Click on the Export button.
12. You can now import the sequence into a third party editing software. Refer to the documentation of yourediting software for information on importing the sequence into a project and editing it.

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Exporting 3D Animation (FBX) Files
T-SBADV-012-004
You can export your project's scenes, sequences or the entire project into animated Filmbox (.fbx) files. This canbe useful if your project has 3D elements. The exported Filmbox (.fbx) file will contain all the 2D and 3D
elements in your animatic as well as their animation. You can them import it in a third-party software and use it
as a template to create the 3D animations for your production.

How to export an FBX file
1. Select File > Export > FBX.
The Export to FBX dialog box opens.

2. In the Destination Path section, click the Browse

button and choose a folder in which to save theexported files.
3. In the File Pattern field, type in a prefix or a file naming pattern for the exported files—see About File
Naming Patterns on page 634.
4. To include the camera frame’s black border in the scene, select the Export Camera Frame option.
5. From the One Clip list, select one of the following:l

Per Scene: Exports one clip per scene.

l

Per Project: Exports one clip for the entire project.

l

Per Sequence: Exports one clip per sequence. This option is available only if your project contains
sequences.

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6. In the Export Range section, select whether you want to export the entire project, or only specific partsof it:
lAll: Includes all the scenes in your project.

lCurrent Scene: Includes only the scene you selected when you opened this dialog box.

lCurrent Sequence: Includes only the scenes from the sequence you selected when you opened
this dialog box. This option will only be visible if your project contains sequences.

7. Click the OK button.

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Exporting Soundtrack
In Storyboard Pro, you can export your project’s audio into Waveform Audio Files (.wav). You can also choose toexport a single track for your whole project, or to separate it by scene, sequence or act.

How to export a soundtrack
1. Select File > Export > Soundtrack.
The Export Soundtracks window opens.

2. In the Destination Path section, click the Browse

button and choose a folder in which to save theexported files.
3. In the File Pattern field, type in a prefix or a file naming pattern for the exported files—see About File
Naming Patterns on page 634.
4. In the Options section, select the way you want the software to process your soundtracks:lProcess Soundtracks Individually: Exports the different sound layers to be exported as
individual soundtracks.

lMerge All Soundtracks: Merges all the sound layers onto one single soundtrack.

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Don't Break Sound: Exports the sound layers as one complete soundtrack. Depending onwhether you selected to export the sound layers individually or merged, one single
soundtrack will be exported or one soundtrack per layer will be exported.

l

Break Sound Per Scene: Divides the soundtracks in sound files per scene. Depending onwhether you selected to export the sound layers individually or merged, one single
soundtrack will be exported per scene or one soundtrack per layer will be exported per
scene.

l

Break Sound Per Sequence: Divides the soundtracks in sound files per sequence.
Depending on whether you selected to export your sound layers individually or merged,
one single soundtrack will be exported per sequence or one soundtrack per layer will be
exported per sequence.

l

Break Sound Per Act: Divides the soundtracks into sound files per act. Depending onwhether you selected to export your sound layers individually or merged, one single
soundtrack will be exported per act or one soundtrack per layer will be exported per act.

5. In the Sound Settings section:lSample Rate: Sets the frequency rate of the exported audio files. It is recommended toexport sound files at the rate at which they were originally created. For reference, thestandard sample rate is 48.0 kHz for broadcasting and DVD.

l

Bit Depth: Sets the precision level of each wavelength in the sound file. The standard bit
depth is 16 bit. Setting this to 8 bit will cut the size of audio files in half, but will
significantly impact sound quality.
NOTE: On Windows, audio can only be exported in 16 bit unless QuickTime Player
is installed.

l

Channels: Allows you to select whether to export sound in Mono or Stereo. Stereo sounduses a separate track for the left and right speakers, which allows to simulate a realistic
sound environment. Mono uses a single track for both speakers, which saves disk space.

6. In the Export Range section, select whether you want to export the entire project, or only specific partsof it:
lAll: Exports the entire storyboard.

lSelected Scenes: Select this option to export a specific selection of scenes. Then, click on the
Select button to open the Scenes Picker dialog box, in which you can:lType the number of a sequence or of a scene in the Sequence or Scene fields in the Filter
section, to only show matching sequences or matching scenes in the list.

lClick and drag to select a range of scenes.

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Hold the Ctrl key and click on each scene you want to add to your selection.

lHold the Shift key, then click on the first scene and the last scene you want to add to yourselection, to select every scene between those two scenes inclusively.

ll

If your project has sequences, click on a sequence to select every scene in that sequence.

Current Scene: Exports only the currently selected scene.

7. Select the Open folder after export option to have the system automatically open the folder containing
your exported audio files.
8. Click on the Export button.

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Exporting CSV Tables
T-SBADV-012-005
You can export the metadata of your storyboard, such as the names of scenes, panels and layers, transitions,captions and camera information into a Comma Separated Value (.csv) format table. You can then view and edit
the Comma Separated Value (.csv) file in any standard spreadsheet editor, such as Microsoft Excel, OpenOffice
Calc or Google Sheets. This can be useful if you need to analyze any specific aspect of your project. If you export
your project's captions, you can also edit them, then import the edited .csv file back into Storyboard Pro to
update your project's captions. This can be useful if you want to review and edit your storyboard's captions inbulk using a more lightweight interface.

How to export a storyboard to a CSV file
1. Select File > Export > CSV.
The Export to CSV dialog box opens.

2. In the Destination Path section, click the Browse

button.

3. In the Save dialog, browse to the location in which you want to export your CSV file. In the File namefield, type in the desired name for the document and click on Save.

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4. In the Encoding drop-down, select the type of text encoding for the CSV file. Choosing the rightencoding might be necessary depending on what kind of encoding the editor you plan to use supports,
and whether it needs a specific kind of encoding for Unicode characters. In most cases, UTF-8 should do
the job.
5. In the Field Separator drop-down, select the character to use for separating each cell in the table.
Generally, CSV editors expect the field separator to be commas. Otherwise, you can choose between thefollowing characters: Comma, Semicolon, Tab or Vertical bar (pipe).
6. Check each type of data that you want to include in the exported table.
The exported .csv file will contain one row for each exported panel. It will also have at least one column,
the Object Id column, which stores a special identifier composed of 16 hexadecimal characters for eachpanel in your storyboard, making sure that Storyboard Pro can identify which row belongs to which
panel in your project.
lInclude Column Names: Adds an extra header row at the top which indicates the purpose ofeach column in the table.

lInclude Sequence Names: Adds a Sequence column which indicates the number of the sequence
for each panel.

lInclude Scene Names: Adds a Scene column which indicates the number or name of each scene
for each panel.

lInclude Panel Names: Adds a Panel column which indicates the number or name of each panel.

lInclude Transitions: Adds a column for each transition in the project, between the rows
corresponding to the two panels that are joined by the transition.

lInclude Scene Frame Number: Adds a column that indicates the length of the scene in frames.

lInclude Panel Frame Number: Adds a column that indicates the length of the panel in frames.

lInclude Captions: Adds a column for each caption type in your project, and which will indicate thecontent of each caption type for each panel.

lInclude Rich Text Formatting: If your captions have any formatting, check this option to export
the content of your captions in HTML, which will preserve the formatting of your captions. If thisoption is unchecked, your captions will be exported in plain text. They will be easier to read andedit, but if you re-import the .csv file into your project, the formatting of the captions will be lost.

lInclude Camera Information: Indicates whether the camera is static or dynamic (animated) for
each panel.

lInclude Layer Names: This will add as many columns as the amount of layers in the panel that has
the most layers. For each panel, the name of each layer in the panel will be indicated. Layers at
the bottom are listed in the leftmost layer column, and layers at the top are listed in the rightmost
layer column.

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Include Tracking Information: Indicates whether or not the panel is tracked, the date at which
the panel started getting tracked, and the tracking notes added to that panel, if any.

7. In the Export Range section, select whether you want to export the entire project, or only specific partsof it:
lAll: Exports the entire storyboard.

lSelected Scenes: Select this option to export a specific selection of scenes. Then, click on the
Select button to open the Scenes Picker dialog box, in which you can:lType the number of a sequence or of a scene in the Sequence or Scene fields in the Filter
section, to only show matching sequences or matching scenes in the list.

lClick and drag to select a range of scenes.

lHold the Ctrl key and click on each scene you want to add to your selection.

lHold the Shift key, then click on the first scene and the last scene you want to add to yourselection, to select every scene between those two scenes inclusively.

l

If your project has sequences, click on a sequence to select every scene in that sequence.

l

Current Scene: Exports only the currently selected scene.

lCurrent Panel: Exports only the currently selected panel.

lTracked Panels:Exports panels on which tracking changes is enabled.

8. To view the exported file in your machine's spreadsheet editor after the export, enable the Opendocument/folder after export option.
9. Click on the Export button.

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About Advanced Export Techniques
Storyboard Pro features some advanced exporting techniques, namely: Excluding certain layers from certain
types of exports, using variables in file naming patterns and using snapshots to export specific frames of certain
panels. The following section explains how to use these advanced features.

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About File Naming Patterns
T-SBADV-012-002
Several export dialogs in Storyboard Pro allow you to export several files at a time. By default, these dialogs willname each file they export with the necessary information to identify them: Scene number, panel number if theexport is broken down into panels, and frame number when exporting an image sequence. However, these
dialogs all have a File Pattern field. If you prefer, you can fill this field with a file pattern to determine how yourexported files will be identified.

Variables
A file naming pattern are composed of variables. The following variables can be used, depending on the type ofexport, and on how the export is broken down:
Variable

Definition

Availability%tProject title

Always available.

%a

Act number

%q

%s

%p

%f

%n

When exporting one file per act, sequence, scene, panel or frame, andthe project is separated in acts.

Sequence

When exporting one file per sequence, scene, panel or frame, and thenumberproject is separated in sequences.

Scene
numberPanelnumberFramenumberSound tracknumberWhen exporting one file per scene, panel or frame.

When exporting one file per panel or frame.

When exporting one file per frame (i.e.: an image sequence).

When exporting sound files separated by sound track.

For example, when exporting an image sequence in Jpeg (.jpg) with a file pattern such as MyProject scene %s - panel %p - frame %f, frame 44 in panel 3 of scene 2 would be exported as MyProject scene 2 - panel 3 - frame 44.jpg.

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If you put a variable in the file naming pattern that is not relevent for your export, for example the %p panel
number variable when exporting one file per scene, the variable name will appear in the file name.

Padding
Storyboard Pro will automatically pad the numbers with zeros as needed. For example, if you're exporting asequence of 10 scenes, the scenes will be numbered 01, 02, ... until 10. This way, all the scenes have the sameamount of digits, making it easier to sort them in alphanumeric order.
If you prefer, you can decide the minimum amount of padding you want for each variable. To do this, simply add
the amount of digits you want a variable to have between the % sign and the variable letter. For example,
instead of %s, put %4s, and scene numbers in the file name will all have four digits. Scene numbers that would
require less than four digits will be padded with zeros at their left. For example, scene 1 will be indicated with
the number 0001.

Fallback
If you prefer a more simple approach, you can always type a name in plain text in the File Pattern field. This
name will be used as a prefix: Your exported files will contain the name you typed, followed by the required
information (i.e.: scene number, panel number, etc.) separated by dashes.
Likewise, if you type in a pattern that does not contain all the required variables, your exported files will havethe missing variables added at the end, separated by dashes. For example, if you're exporting one image perpanel, but type in a file naming pattern that only uses the %s scene number variable, the panel number will be
added at the end of each file's name. This avoids exporting several files with the same name.
At any time, you can just delete the content of the File Pattern field to let Storyboard Pro use its default filenaming pattern, which will contain all the necessary information.

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Enabling and Disabling Layers for Export
T-SBADV-012-001
When exporting your storyboard, you can set the export behaviour for each layer. This can be handy if you
have reference layers that you do not necessarily want to see in your final export. You can set individual layer
export settings in the Layers panel.

How to change individual layer export behaviour
1. From the Thumbnails or Timeline view, select the panel containing the layer you want to configure forexport.
2. In the Layers view, select the layer you want to configure for export.
3. In the Export To section:l

If you want to exclude the layer from getting exported in a PDF document, unchechk PDF.

l

If you want to exclude the layer from getting exported in movie files, uncheck Movie.

l

If you want to exclude the layer from getting exported in Toon Boom scenes,
uncheck Toon Boom.

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About Snapshots
When you export your storyboard as a PDF document, by default, only the first frame of each panel is exported
into the document. Likewise, if you export your storyboard as bitmap images, each exported image will containthe first frame of its respective panel.
However, there might be situations where a panel is better represented by a specific frame in the middle of thepanel rather than its first frame. For example, if the panel has a lot of layer animation, one of the panel's frames
in the middle of the animation could be a lot more descriptive of the panel's action than its first frame. Likewise,
the first frame of a panel in a 3D scene in which the camera rotates or trucks out might not show a significant
portion of the stage compared to a frame in the middle of the panel.
Using Snapshots, you can indicate to Storyboard Pro which frame in a panel is the best frame to represent thatpanel when exporting it as a still image. A snapshot is simply a marker positioned on one of your panel's frames.
When you export your storyboard as a PDF document or as bitmap images, if one of the exported panels
contains a snapshot in one of its frames, this frame will be used to represent the panel in the exported image,instead of the first frame of the panel.

You can add several snapshots to a panel. When you export your storyboard as a PDF document, each framethat is marked with a snapshot will be included in the storyboard, allowing you to export more than one frame
for a single panel if necessary. However, when exporting your project as bitmap images, only the main
snapshot of the panel will be used in the exported image.

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When a 3D scene which contains a camera movement is exported in a PDF document, the panel is usually
represented by two thumbnails: the first frame of the camera movement, and the last frame of the camera
movement. Adding a snapshot to such a panel adds an extra thumbnail in the PDF.

Using snapshots is completely optional and flexible. If you add a snapshot to a panel, Storyboard Pro will use
the snapshot when exporting the panel as a PDF or as a bitmap image. If you don't add snapshots or if you
delete snapshots from a panel, Storyboard Pro will use the first frame of the panel. When you add a snapshot,
it is always added at the current frame, so you know what the panel will look like when you add a snapshot bylooking at the Stage or Camera view. A marker for each snapshot is added to the Timeline view to help you
keep track of them.
NOTE: Snapshots do not affect the exported images when exporting layouts.

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Adding Snapshot Markers
T-SBFND-010-003

How to add a snapshot marker to a panel
1. In the Timeline view, select the panel to which you want to add a snapshot marker.
2. Position the timeline playhead to the exact position where you want to add a snapshot. While moving
the timeline playhead, you can look at the Stage or Camera view to get a preview of what the snapshot
will look like.

3. Do one of the following:lSelect Storyboard > Add Snapshot.

lRight-click the panel and select Add Snapshot.

The Snapshot marker, a blue arrow, appears in the Timeline view.

4. Repeat the previous steps to add additional snapshots to your panel, if desired.

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Change Snapshot Frame
You can change the frame at which a panel's snapshot is simply by dragging it to the preferred frame in theTimeline view.

How to move a snapshot to a different frame in a panel
1. Position the mouse cursor over the snapshot that you want to set as the main snapshot.
2. When you see the Grab

mouse cursor, click and drag the snapshot to the frame where you want it tobe.

As you move the snapshot, the Stage and Camera views will update to the position of the snapshot, so
you can use either view as a reference to see what is in the snapshot's new position.

NOTE: You can only move a snapshot within its panel. If you move a snapshot outside of its panel, it will
be deleted.

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Setting the Main Snapshot in a Panel
Because exporting your storyboard as bitmap images exports only one image per panel, if a panel has several
snapshots, Storyboard Pro can only export one of the snapshots for the panel. In order to decide which
snapshot to use, it will use the panel's main snapshot.
The main snapshot in a panel is indicated by its colour. In the Timeline view, a panel's main snapshot willappear in plain blue

, whereas the other snapshots will appear in a darker shade of blue.

When you add more than one snapshot to a panel, the first snapshot you add is set as the main snapshot. At
any time, you can change which snapshot in a panel is the panel's main snapshot.

How to set the main snapshot for a panel
1. Position the mouse cursor over the snapshot that you want to set as the main snapshot.
2. When you see the Grab

mouse cursor, double-click on the snapshot.

The snapshot you double-clicked on will become a lighter shade of blue
to be the main snapshot will turn a darker shade of blue641.

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Storyboard Pro 5.5 User Guide

Deleting Snapshot Markers
You can remove snapshot markers from the currently selected panel.

How to delete a snapshot marker
1. Position the mouse cursor over the snapshot that you want to set as the main snapshot.
2. When you see the Grab

mouse cursor, click and hold on the snapshot.

3. Drag the snapshot either to the left beyond the starting point of the panel, or to the right beyond theending point of the panel. When the snapshot is taken too far and disappears, release the mousebutton.

The snapshot is deleted.

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Chapter 19: Conformation
In Storyboard Pro, you can export your Storyboard Pro project to Final Cut Pro, an Apple third party editing
software, or Media Composer, an Avid third party editing software. You can then make your edits and import
the changes back into your Storyboard Pro project using the Conformation feature. The conformation export
will produce an XML or an AAF file containing the entire animatic project structure, as well as images of yourpanels. You can then import the XML into Final Cut Pro and the AAF into Media Composer and it will recreate
the animatic.
You can also track the changes in your panels and export tracked panels only.
What is exported:lPanels exported as clips in the top composition. Rendering of the first frame of the panel is used assource image.

l(XML only) Layers can be exported individually in nested clip. Layer motion keyframe is also exported.

lTransitions type and duration.

lSounds clips (start/end frame) and volume keyframes.

lCamera motion is exported as clip animation.

l

Optionally, all scenes' first frame can be exported as markers.

l

Optionally, panel captions can be exported as clip metadata.

l

Optionally, a scene reference track can be exported. Each clip on this track represents a scene in
Storyboard Pro.

l

Other metadata are exported in order to allow the conformation; panel ID, transformation data, project
resolution.

What is conformed back:l

Panels ordering and duration.

l

Duplication of panels; the original panels will be duplicated.

lDeletion of panels; the original panels will be deleted.

l

New clips are conformed as new panels, source image is imported.

l(XML only) New layers in the nested sequence are conformed as new layer, source image is imported.

lChange of transition duration.

lChange of transition type is conformed if supported by Storyboard Pro.

l

Unknown transitions are imported as dissolves.

lAdjustments to clip animation are conformed as camera motion. When conformed back, camera motion
is optimized and redundant keyframes are removed.

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Storyboard Pro 5.5 User Guidel(XML only) Adjustments to clip animation in nested clip are conformed as layer motion.

lChanges to sound clip start time and duration.

l

Add/copy/move/delete sound clips.

lDelete or add sound tracks.

l

Add/remove/update volume keyframes.

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About XML Conformation
In Storyboard Pro, you can export your Storyboard Pro project to Final Cut Pro, an Apple third-party editing
software. Storyboard Pro is compatible with the XML format compatible with Final Cut Pro 7.
XML conformation is the most advanced way to conform with Storyboard Pro, since animation layers aresupported on export and conform back. You can also create a new layer inside a nested clip in Final Cut Pro, tocreate a new layer when importing the XML.
Guidelines:
Final Cut Pro (or other third party software compatible with FCP XML) have a wide variety of features or effects
not compatible with Storyboard Pro. For the conformation to be successful, the XML project must respect somerules and guidelines.
l

The XML sequence imported in Storyboard Pro should have been originally created in Storyboard Pro.

l

The structure of the composition (number of video tracks and order) in Final Cut Pro needs to respect thestructure of the XML originally exported from Storyboard Pro.

l

All clips representing a panel need to be on the same video track. Other tracks will be ignored on import.

l

Metadata associated with original clips exported from Storyboard Pro must not be altered.

l

New clips and new layers should use image formats compatible with Storyboard Pro. See Importing
Images as Layers on page 185 for details about supported formats.

l

New sound clips should use sound files compatible with Storyboard Pro. See Importing Sound Clips on
page 508 for details on supported formats.

l

On import, transitions not supported by Storyboard Pro will be imported as Dissolve transitions, timing
will be preserved.

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About AAF Conformation
In Storyboard Pro, you can export your Storyboard project to Media Composer, an Avid third party editing
software.
Media Composer has its own compatibility with the AAF. It does not follow the AAF Edit Protocol. Since
Storyboard Pro specifically targets Media Composer for conformation, the AAF exported by Storyboard Pro will
not necessarily produce good results in other software used to import AAF.
Guidelines
Media Composer has a wide variety of features or effects not compatible with Storyboard Pro. For a successful
conformation, the AAF project must respect some rules and guidelines.
l

The AAF sequence imported in Storyboard Pro should have been originally created in Storyboard Pro.

l

The structure of the composition (number of video tracks and order) in Media Composer needs to respect
the structure of the AAF originally exported from Storyboard Pro.

l

All clips representing a panel need to be on the same video track. Other tracks will be ignored on import.

l

Storyboard Pro exports the camera motion using a 3D Warp effect on the clip. You should use the same
pattern if you want to have camera motion on the new clip when conforming back the AAF.

l

Metadata associated to original clips exported from Storyboard Pro must not be altered.

l

In Media Composer, images should be imported using the Import Media options (not Link to Media). In
the import settings of Media Composer, Resize image to fit format raster should be used for the Image
Size Adjustment option.

l

New clips and new layers should use image formats compatible with Storyboard Pro. See Importing
Images as Layers on page 185 for details about supported formats.

l

New sound clips should use sound files compatible with Storyboard Pro. See Importing Sound Clips on
page 508 for details about supported formats.

l

If you want to add new sound files in Media Composer, stereo sound files should be added to stereo
tracks and mono sound files to mono tracks.

Transition Compatibility
Not all Storyboard Pro transition types are supported by Media Composer. When a transition is not supported,
it will be converted at export time and a warning message will be displayed. Here are transitions not supported
by Media Composer:lSlide-in and Slide-out transition are converted to dissolve.

lOnly 12 o’clock (0 degrees) clockwise is supported by Media Composer, therefore, all clock wipes areexported as 12 o’clock clockwise.

lMedia Composer only supports horizontal wipe, vertical wipe, or corners wipe (45, -45, 135 and -135).
All edge wipes with custom angles will be converted to the nearest wipe supported by Media Composer.

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Exporting for Conformation
When you are ready to export, decide if you need to export the entire project, only the tracked panels or
specific panels. If you are exporting to Flix, you can automate the process by using scripts.
NOTE: When only selected or tracked panels are exported, the timeline in the third party software will
have holes. This selective export is not recommended if you plan to conform the project back, since thepanels excluded from the XML/AFF will be deleted.

How to export for Conformation
1. Do one of the following:l

To export the entire project, select File > Conformation > Export Project in the top menu.

lTo export a selection of panels, select all the panels you want to export in the Thumbnails
or Timeline view. Then, select File > Conformation > Export Selected Panels in the top
menu.

l

To export only tracked panels, select File > Conformation > Export Tracked Panels in the
top menu.

2. In the Destination Path section, enter the folder and the name for the exported files and optionally,
enter a file pattern for exported images.

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3. Select the target format, Final Cut Pro XML if you want to export a sequence for Final Cut Pro 7, or AAF
if you want to export a sequence for Avid Media Composer.

4. In the Options tab, enable the options you want to use for exporting your project:l

Export one image per layer: Exports the drawing layers in your panels as separate video clips
instead of flattening them together to make one clip per panel. This option is only available whenexporting in Final Cut Pro XML format.

l

Always nest layers: When exporting one image per layer, this will store all the layers for a single
panel into a nested clip. By default, different layers are spread on different video tracks, except
when a panel contains both camera movements and layer animations.

lPrint Camera Frame: Prints the camera frames on the exported images. The first camera frame
will be printed in green, and the last camera frame will be printed in red.

l

Maintain image size throughout scene: By default, the resolution of each image that is exported
so that, at the end of a camera zoom-in, or at the beginning of a camera zoom-out, there is no
pixelation. This means that the smallest camera frame in each panel must be at least the same
resolution of the project. Hence, panels with small camera frames will have to be exported at abigger resolution than other panels. For example, the following panel must be exported in a

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bigger resolution than the project's resolution, so that the smallest camera frame has the same
resolution as the project:This can also mean that, within a same scene, a panel that has a camera zoom-in or zoom-out will
have to be exported in a bigger resolution than the other panels in the scene. With this option
enabled, all the panels in any given scene are exported in the same resolution.
NOTE: The panels will appear as expected in your video editing software regardless ofwhether or not this option is enabled.

l

Expand Render Area to Scene Camera: By default, exported panels only cover the area coveredby the camera movements in the panel. With this option enabled, exported panels will cover thearea covered by the camera movements in all the panels in their scene combined. That way, if all
the exported panels in a scene are combined, the elements of the scene will all be in their proper
position respective to each other.
In the following example, the camera goes from 1 to 2 in the first panel, then from 2 to 3 in thesecond panel, but both panels are exported to cover the whole camera movement, from 1 to 2 to3:lBitmap Format: Allows you to select the image format in which to save the exported panels:l

Jpeg (*.jpg): A very compact image format with lossy compression.

lTarga (*.tga): An image format with basic lossless compression.

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Photoshop (*.psd): The format used to store Adobe Photoshop projects. This format is
uncompressed.

lPortable Network Graphics (*.png): An image format with strong lossless compression.

NOTE: Since the images exported for conformation are generally not imported into the
Storyboard Pro project when you re-import your sequence, the quality of exported images
is not critical. Hence, the default image format for conformation is Jpeg (*.jpg). Although
Jpeg images do not preserve picture quality, they are quicker to export and do not use a
lot of disk space.

l

Export Markers at Scene Beginning: Places a chapter marker at the beginning of each scene.
These markers are used to find the in-point of each scene when conforming from Final Cut Pro to
Storyboard Pro. The markers are named "Scene:" followed by the name of their respective scene,
and they have a unique scene ID and chapter marker as their comment.

lExport scenes references track: Adds an extra video track to the sequence in which images
indicating the number of the current scene are displayed.

lExport Captions: Includes the captions of each panel as metadata in the exported sequence. The
captions can be edited in the sequence, and importing modified captions will update the captionsin the Storyboard Pro project.

lInclude Rich Text Formatting: If you're exporting the project's captions and your captions havespecial text formatting, this will export the captions in HTML instead of plain text, to preserve
their formatting. If you export your captions in plain text, then re-import them, they will lose theirformatting. However, plain text captions are easier to read and edit in third party software.

5. In the Burn-In tab, if you want to print the scene names and panel numbers onto the rendered images,
check the Print Scene and Panel Numbers check-box.

6. In the Camera Grids tab, using these options, decides whether you want any kind of camera frame to beprinted into the exported files:lProject Safety: Prints the safe area on your video.

l

4:3 Safety: Prints the 4:3 safe area on each panel of your storyboard that has acamera movement.

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4:3 Reference: Prints the 4:3 area on each panel of your storyboard that has acamera movement.

7. In the Captions tab, you can choose to print any of your storyboard’s captions into the exported movies
using the following options—see Captions on page 135.

lPrint Captions: Choose whether to not print captions (None) or select one of your project’s
captions to print into the exported movies. By default, a Storyboard Pro project has Action Notes,
Dialog, Slugging and Notes captions, but you can also choose to print custom captions if yourproject has any.

l

Font: Select which font the captions will be printed in. By default, they will be printed in Arial.

lHeight %: Sets the size of caption lines relative to the height of the exported movies. For
example, if exporting a movie at 1080p with 3% Height captions, each caption line will be 32
pixels in height.

lPosition: Prints the captions at either the Top Left, Top Centre, Top Right, Bottom Left, Bottom
Centre or Bottom Right of the movie. By default, captions are printed to the Bottom Centre.

l

Max Lines: Sets the maximum amount of caption lines to print on each panel. If a caption being
printed requires more than the maximum amount of lines, it will be cut off with an ellipsis (...) at
the end. Note that even if captions are printed at the bottom, they will be aligned to the top of
the space reserved for them, which is calculated by the amount of Max Lines x the Height %.
Therefore, if this setting is too high and captions are printed at the bottom, they may appear
closer to the middle of the picture than to the bottom.

lText Colour: Select the font colour in which to print the captions.

l

Bg Colour: Select the background colour on which to print the captions. If the checkbox isunchecked, the captions will be printed directly into the rendered picture. Otherwise, they will be
printed in rectangular boxes of the chosen colour.

8. Select the Notify Flix option to automatically update the Flix assets database.
9. Select the Open folder after export option to open the folder where the files will be stored when theexport is complete.
10. Click on Export.

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Importing Animatics
Once you have imported your project’s conformation (XML or AAF) into the third party software and completed
editing, you will need to export it once again as an XML or AAF file to bring it back into your Storyboard Pro
project.
NOTE: Refer to your third party software’s documentation to learn how to export the animatic project inan XML or AAF file format.

IMPORTANT: You can only reimport a modified conformation XML or AAF file into the original projectfrom which it was first exported.

How to import an animatic
1. In your original storyboard project, select File > Conformation > Import Animatic Project.
The Import Project window opens.

2. Click the Browse

button and locate your XML or AAF file.

3. In the Options section, the Process Audio and Process Captions options are enabled by default, whichmeans that the audio tracks and captions will be conformed as well. Deselect these options if you do notwant to conform the audio or captions.
4. Click OK to return to the Import Project window.
The Report section displays information relative to the conformation process. If an error happened
during the conformation process, this is also where the details relative to this error would appear.

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Chapter 20: Scripting
Qt Script provides access to many of the functions supported in the Storyboard Pro interface. With Qt Script,
you can automate a number of Storyboard Pro functions to speed up the completion of various repetitive tasks.
Qt Script is an object-oriented scripting language based on the ECMAScript standard, like JavaScript andJScript. However, there are some differences that distinguish Qt Script from these other scripting languages,
which are familiar to web programmers.
NOTE: You can access the reference guide for the Storyboard Pro scripting interface from the Script
Editor view by opening the view menu

and selecting Help > Scripting Interface Documentation.

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Importing Scripts
If there are scripts that are ready for you to use, you must first transfer the *.js files from the computer where
the scripts were created to the one you intend to use. Then you can use the Script Editor to import the *.js
files into Storyboard Pro.
When working with Storyboard Pro, scripts that you created while working on a scene or imported areavailable for all other projects created on the same computer; there's no need for any kind of transfer or import.
You can find your custom, default, and imported scripts here:• Windows: C:\Users\[user_name]\AppData\Roaming\Toon Boom Animation\Toon Boom Storyboard
Pro\1500-scripts• macOS: /Users/[user_name]/Library/Preferences/Toon Boom Animation/Toon Boom Storyboard
Pro/1500-scripts
On macOS, the Library folder is a hidden folder. To display the display the folder, hold down the Alt key.

How to import scripts
1. Copy the *.js files you want to transfer onto a USB key, or use the transfer method of your choice.
2. Transfer and save the *.js files onto the computer you intend to use. Be sure to save them in a logicallocation. You can save them directly in the default locations indicated above, in which case they willautomatically appear in the Script Editor. If you prefer not to mix them with the default scripts, savethem to a different location.
3. In Storyboard Pro, start a new scene or open an existing one.
4. Add the Script Editor view to your workspace.
5. From the Script Editor menu, select File > Import Script.

6. Select the *.js file and click Open.
The script is imported and appears in the Files list of the Script Editor.

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Creating Scripts
Using the Script Editor, you can create Qt scripts for Storyboard Pro.
Your custom scripts and default scripts are stored here:• Windows: C:\Users\[user_name]\AppData\Roaming\Toon Boom Animation\Toon Boom Storyboard
Pro\1500-scripts• macOS: /Users/[user_name]/Library/Preferences/Toon Boom Animation/Toon Boom Storyboard
Pro/1500-scripts
On macOS, the Library folder is a hidden folder. To display the display the folder, hold down the Alt key.
The following sections are reference guides for the scripting language used by Storyboard Pro's different
scripting interfaces. In these reference guides, you will find information about the different functions, classes
and properties made available for scripting in Storyboard Pro.
l

Storyboard Pro Scripting Reference

How to create a script
1. Select Windows > Script Editor.
The Script Editor view opens. A list of all the available JavaScript files is displayed.

2. From the Script Editor menu, select File > New Script655

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The New Script dialog box appears.

3. Enter a name and click OK.
The name of your script appears in the File column of the Script Editor view.

4. Click in the right side of the Script Editor and start writing your script. Try typing in the following script:
function projectQuery(){var storyboard = new StoryboardManager();
print("This project has " + storyboard.numberOfScenesInProject() + " scenes
in the project");}
NOTE:
For a tutorial on coding in JavaScript, refer to https://www.w3schools.com/js.
For a detailed Storyboard Pro script interface documentation, refer to Storyboard Pro Script Interface
Documentation
There are also help files in the Script Editor view. In the Script Editor menu, select Help > ScriptingInterface Documentation.
5. To check your syntax, click Verify.
A window opens with syntax information.

6. To test your script, select the script to run from the File column.
7. From the Script Editor menu, select Play/Debug > Run.

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A window opens to ask you for the target function to run. In the window, select the function you want toexecute.
NOTE:
To avoid selecting the function every time you want to run your script, you can set a target function. In
the Script Editor menu, select Play/Debug > Set Target. In the Function column, select a function andclick OK.

‣

To stop the execution of your script, select Play/Debug > Stop from the Script Editor menu.

‣

You may receive the following message: Only functions that have been saved or are explicitly called
will be executed.
This usually occurs if you did not select the function you wanted to run from the File column before
running the script. When this happens, click Save and run your script again.

‣

You may also see the following message (in red) on the right side of the Script Editor:

This is because the Storyboard Pro jumped to the <<Sandbox>> item in the Function column. The<<Sandbox>> is provided to test scripts without saving them. Simply click on your newly createdscript and run it again.

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Using an External Script Editor
If you are more comfortable editing your scripts using another editor, Storyboard Pro allows you to set an
external script editor and use that one instead.
NOTE:
If you do not set an external editor, on Windows and macOS, when selecting the External Editor option,
it will launch the registered editor for JavaScript program (e.g. Visual Studio, XCode or Brackets).
Multiple files can be opened in the same editor instead of starting a different copy of the editor eachtime a *.js script is selected.

How to set an external editor
1. From the Script Editor menu, select Editor > Set External Editor.
The Set External Editor window opens.

2. In the external editor, type or paste the complete path to the application, including its name andextension.
For example, if you want to set Adobe Dreamweaver as your external editor, a Windows path would
look like this:
C:\Program Files (x86)\Adobe\Adobe Dreamweaver CS5\Dreamweaver.exe
On macOS, simply specify the application name. If the application supports the Applescript OpenDocument protocol, it will open.
3. Click OK.

How to edit a script in an external editor
1. In the File list, select the script to edit.
2. From the Script Editor menu, select Editor > External Editor.
3. In the external editor that opens, edit the script and save the file.
4. In Storyboard Pro, refresh the Script Editor view by selecting another script and then selecting youredited script again to see the modifications.

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Linking Scripts to Toolbar Buttons
You can use scripts by adding them as buttons to the Scripting toolbar, then clicking on their button. The
Scripting toolbar has two buttons by default, Manage Scripts

and Stop Script. Scripts added to the

Scripting toolbar will appear right of these buttons.

How to link a script to a toolbar button
1. Enable the Scripting toolbar by doing one of the following:l

From the top menu, select Windows > Toolbars > Scripting.

l

Right-click on any toolbar and select Scripting.

2. In the Scripting toolbar, click the Manage Scripts

button.

The Scripts Manager dialog box opens and displays the available scripts.

3. In the Files list, select the JavaScript file containing the function you want to add to the toolbar.
4. In the Functions list, select the function to add to the toolbar.
5. Click the Right Arrowbutton to add the function to the In Toolbar list.

6. To load a custom icon, click Customize Icon and browser for a *.png, *.jpg or *.xpm file.
7. To customize the tooltip appearing in the Scripting toolbar, click Customize Tooltip and type in the newtooltip in the Function Tooltip window.

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8. Click OK.
The script is added as a new button on the Scripting toolbar. You can press on the script's toolbar button
to execute the script.
TIP: You can stop a script while it is running by pressing the Esc key or clicking on the Stopon the Scripting toolbar.

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button