Viewport

Zoom

Set the viewport scaling. Either use the dropdown to set a value or type in a value.

Hit f to set your viewport scaling to best fit.

Playback

  • Go to the beginning of the Playback Range.

  • Go back one frame.

  • Play/ Pause.

  • Go forward one frame.

  • Go to the end of the Playback Range.

Tag Filtering

This icon will turn green to indicate that the Quicklist tag is active and affecting what is being displayed in the Viewport.

Audio Playback

Globally enable/ disable audio playback (requires Show Beta Features to be enabled in Preferences).

Options:

  • Play Audio - enable/ disable audio playback.

  • Audio Layer - select the audio layer to playback.

Snapping

Snap Shapes to grids, other shapes, the composition etc.

Options:

  • Enable Snapping - enable/disable snapping.

  • Snapping Threshold - set the distance from a grid (in screen pixels)

    within which snapping will happen.

  • Grid Snapping - enable/ disable grid snapping.

  • Ruler Guide Snapping - enable/ disable snapping to rulers.

  • Composition Snapping - enable/ disable snapping to the centre of the composition.

  • Bounding Box Snapping - enable/ disable snapping to bounding boxes

  • Point Snapping -

Grid

Display grid lines in the Viewport.

Options:

  • Show Grid - show/hide the grid.

  • Grid Color - set a color/ alpha for the grid.

  • Grid Size - set the size of the grid (px).

Update the UI during Playback

When enabled the User Interface will update during playback. This includes elements like the playhead in the Scene Window, the Equalizer on the Sound Behaviour and attributes in the Attribute Editor. Note that this may occasionally have a detrimental affect on performance.

Playback Caching

Enable/ disable playback caching.

Playback Caching is quite basic - any change to the scene (except time changes) will clear the cache. We intend to improve on this in the future with more specific per Element caching, and even background caching.

Draw Composition Boundary

When enabled, a white border will be drawn around the Composition Boundary.

Onion Skinning

Draw onion skinning layers in the Viewport.

Options:

  • Onion Skinning - enable/ disable onion skinning.

  • Pre Color - set the color for the shapes before the current frame.

  • Pre Frames - set how many frames to draw before the current frame.

  • Post Color - set the color for the shapes after the current frame.

  • Post Frames - set how many frames to draw after the current frame.

  • Outline Only - do not fill each shape.

Clipping Mask Overview

Draw masks in the Viewport.

Options:

  • Show Clipping Masks - when enabled, masks connected to selected Shapes will be drawn as an outline in the Viewport.

  • Fill - when enabled, a green overlay will appear in the Viewport whenever a shape with a mask connected is selected. The green area represents the zone in which your shape will be visible.

Transparency Style

Set the transparency style of the viewport.

Options:

  • Use Checkerboard - when checked, a checkerboard will display where there is transparency. Note - all Compositions have a Composition Background. If the Alpha is set to 255 checking this setting will have no effect (there is no transparency).

  • Set Composition Background Alpha to 0 - clicking this button will set the Composition Background Alpha to 0.

Viewport Settings

Options:

  • Draw Debug Information - draw (non-renderable) diagnostics information in the viewport.

  • Viewport Backend - set the type of viewport renderer.

    • GPU - use GPU.

    • CPU - use CPU.

  • Show Drawables - control the display of drawables (Falloffs, Nulls)

    • Always - always show drawables.

    • Except during Playback - show drawables except during playback.

    • Never - never show drawables.

  • Shape Depth Debug - can be used to diagnose the depth of certain Shapes within Sub Meshes. Useful for things like SVG artwork.

Debug Information currently only supports pointId and does not display in playback.

Example usage:

  1. Enable Draw Debug Information.

  2. Select a Duplicator in the Scene Window.

You'll see the pointId for each 'duplicate' drawn in the Viewport.

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