Shortcuts

Stage window

  1. Press the Space Bar key to Start/Stop the animation.

  2. Hold down the Control key and drag: zoom the selected area.

  3. Drag an object: pan the selected object along the X and Y axes.

  4. Hold down the Option key and drag an object: pan the selected object along the Z axis.

  5. Click on the object, then hold down the Control key, then drag: rotate the selected object along the X and Y axes. Please note: firstly click on the object and keep the mouse button down. Then press the Control key and hold it down. Now drag the mouse to rotate the object.

  6. Click on the object, then hold down the Control+Option keys, then drag: rotate the selected object along the Z axis. Please note: firstly click on the object and keep the mouse button down. Then press the Control+Option keys and hold them down. Now drag the mouse to rotate the object along the Z axis.

  7. Click on the object, then hold down the Command key, then drag: resize the selected object along the X and Y axes. Please note: firstly click on the object and keep the mouse button down. Then press the Command key and hold it down. Now drag the mouse to resize the object along the X and Y axes. If you hold down the SHIFT key too, you constrain the change to one axis only.

  8. Click on the object, then hold down the Command+Option keys, then drag: resize the selected object along the Z axis. Please note: firstly click on the object and keep the mouse button down. Then press the Command+Option keys and hold them down. Now drag the mouse to resize the object along the Z axis

  9. Hold Down the "1" key and drag: rotate the camera.

  10. Hold Down the "2" key and drag: zoom the camera.

  11. Hold Down the "3" key and drag: pan the camera.

  12. Hold Down the "e" key and drag: rewind and forward the animation.

  13. Press the Command and the Left arrow key to to go the frame zero.

  14. Press the Command and the Right arrow key to to go the last frame.

  15. Press the Tab key to go to the next available key frame of the selected object.

  16. Press the Shift-Tab keys to go to the previous available key frame of the selected object.

  17. Press the . (dot) key to toggle between WireFrame and Fill Polygon mode.

  18. Press the ' (apostrophe) key to show/hide the view icons.

  19. Press the , (comma) key to toggle between Show All the objects and Show the selected object only.

  20. Press the / (slash) key to toggle between 4 views and 1 view.

  21. Press Command+Control+1 keys to toggle Grouped Stage Window and Ungrouped Stage Window.

  22. Press the "s" key to set the "Sprite Movable Camera" view (Composite).

  23. Press the "d" key to set the "Default Camera" view.

  24. Press the "w" key to set the "Work" view (perspective).

  25. Press the "f" key to set the "Front" view (orthogonal).

  26. Press the "k" key to set the "Back" view (orthogonal).

  27. Press the "l" key to set the "Left" view (orthogonal).

  28. Press the "r" key to set the "Right" view (orthogonal).

  29. Press the "t" key to set the "Top" view (orthogonal).

  30. Press the "b" key to set the "Bottom" view (orthogonal).

  31. Press the Option-Tab keys to select the next view (when 4 views).

  32. Press the Shift-Option-Tab keys to select the previous view (when 4 views).

  33. Click an object to select it.

  34. If the object is nested within a group, the first root object (group) in the sprite hierarchy will be selected.

  35. To select a child of the selected group, double click on the child until the child object is selected.

  36. Hold down the Option key and click to always select the clicked object, even if nested within a group or many groups.

  37. Hold Down the Command key and drag: select the objects falling in the dragged area.

  38. Hold down the Shift key and click onto an object to add that object to the selection.

  39. Hold down the q key and click on a surface of an object to select that surface.

  40. Hold down the Shift+q key to add other surfaces to the selection.

  41. Hold down the Command+A key to select all the objects.

  42. Click on an empty zone of the stage or press the Escape key to deselect the selected objects.

  43. Press the Command-K keys to create a key frame to the selected object at the current frame.

  44. This task will create 6 key frames (3 Positions and 3 Rotations) on any geometric sprite.

  45. This task will create 6 key frames (3 Eye and 3 Target) on any Camera sprite.

  46. This task will create 6 key frames (3 Source and 3 Target) on any Light sprite.

  47. Hold down the X key and drag a control point of a 3D path to move that point along the X axis.

  48. Hold down the Y key and drag a control point of a 3D path to move that point along the Y axis.

  49. Hold down the Z key and drag a control point of a 3D path to move that point along the Z axis.

  50. Hold down the Command key when dragging the eye/target icons of a camera sprite to snap to a 10 points grid.

  51. Hold down the Command key when dragging the source/target icons of a light sprite to snap to a 10 points grid.

  52. Drag an image/movie file from the Finder onto a surface of the selected object to apply that texture onto that surface.

  53. Drag a color from the Color palette onto a surface of the selected object to set that color to that surface.

  54. Hold down the Option key and drag an image/movie file onto the Stage window to set that image/movie as background.

  55. Drag a color from the Color palette onto the Stage window to set that color as Fill background color.

  56. Drag a color from the Color palette onto the Back Stage (when Grouped Stage Window) to set that color as Back Stage color.

  57. Drag a file from the Finder onto the Stage window to import that file into your animation as Rectangle or Cube. You can import:

  58. Images: jpg, jpeg, tif, tiff, png, pdf, psd, targa, bmp, gif, pics, pict, fax, cur, epi, eps, epsf, epsi, flc, fpix, fpx, icns, ico, jfif, jp2, mac, pct, pnt, pntg, qti, qtif, rgb, sgi, tga, tpic.

  59. Movies: 3gp, avi, dv, gif, m2a, m2s, m2v, mov, mp4, mpeg, mpg, pls, sdp, sdv, smil, swf, vob, vro, luv, m4v, animated gif.

  60. Audio: aif, aiff, amr, au, dls, gsm, kar, m2a, m3a, m3u, m4a, m4p, mid, midi, mp2, mp3, mpa, qcp, sd2, sf2, wav.

  61. Text: rtf, rtfd (get a 2D static or scrolling text).

  62. SVG: made with Illustrator (get an extruded logo).

  63. OBJ: get a 3D model.

  64. 3DS: get a 3D model.

  65. Drag a folder containing more than 2 images (e.g. 6) to get a cube sized with those images size and with the images applied onto the 6 surface (e.g. to create a DVD case).

  66. If the 6 image files names contain the keywords "front, back, left, right, top, bottom", the image files will be properly applied onto the respective surfaces.


More info at the Stage support page.

KINEMAC

Inspector window

  1. Hold down the Option key and click on a key frame button (when on) to remove that key frame.

  2. Hold down the Option key and drag a slider to increase/decrease the slider value to 0.1 points.

  3. Hold down the Option key and click onto an arrow-stepper to increase/decrease the arrow-stepper value to 0.1 points.

  4. Hold down the Control key and drag a slider to increase/decrease the slider value to 10 points.

  5. Hold down the Control key and click onto an arrow-stepper to increase/decrease the arrow-stepper value to 10 points.

  6. Hold down the Command key and drag a slider to increase/decrease the slider value with a 10 points snap.

  7. Hold down the Shift key when setting a color to a surface (Surface-Textures subpanel) to apply that color to all the object surfaces.

  8. Hold down the Shift key when setting a texture to a surface (Surface-Textures subpanel) to apply that texture to all the object surfaces.

  9. Hold down the Shift key when turning on/off a surface (Surface-Textures subpanel) to turn on/off all the object surfaces.

  10. Hold down the Shift key when setting Reflection/Specular/Shininess/ to a surface (Surface-Textures subpanel) to apply the setting to all the object surfaces.

  11. Hold down and click on a row of the Surface list to add the row to the selection. All the next setting will be applied to the selected surfaces.


More info at the Inspector support page.

Sprite window

  1. Drag a sprite from a middle point to change its start point.

  2. Drag the left or the right border of a sprite to increase/decrease its duration (resampling the key frames, if any).

  3. Drag the left or the right border of a sprite hoding down the Option key to increase/decrease its duration (without resampling the key frames, if any).

  4. Hold down the Option key and click on a middle point of a sprite and drag to the right side to insert frames to that point of the sprite.

  5. Hold down the Option key and click on a middle point of a sprite and drag to the left side to delete frames from that point of the sprite.

  6. Hold down the Command key when dragging/inserting/deleting frames from a sprite to snap to a 10 points grid.

  7. Hold down the Command key when dragging the Time Marker to snap to a 10 points grid.

  8. Hold down the Shift Key when modifying a group sprite (drag, change duration, insert frames, delete frames) to not apply the changes to its children sprites.

  9. Hold down the Command key and click on the hierarchical list (at the left side) row to add that sprite to the selection. The next tasks will apply to all the selected sprites.

  10. Hold down the Shift key and click on the hierarchical list (at the left side) row to extend the selection up to that sprite. The next tasks will apply to all the selected sprites.

  11. Hold down the Command+A key to select all the objects. The next tasks will apply to all the selected sprites.

  12. Click on an empty zone of the list or press the Escape key to deselect the selected objects.

  13. Press the Tab key to go to the next available key frame of the selected object.

  14. Press the Shift-Tab keys to go to the previous available key frame of the selected object.

  15. Drag a key frame icon to the left or to the right on the ruler view to change the time point of that key frame.

  16. Hold down the Command key and drag a key frame icon out of the ruler view to remove that key frame.


More info at the Sprites support page.

Bezier window

  1. Press the "p" key to show only the curves representing the positions (X, Y, Z).

  2. Press the "r" key to show only the curves representing the rotations (X, Y, Z).

  3. Press the "q" key to show only the curves representing the positions (X, Y, Z) and the rotations (X, Y, Z).

  4. Press the "s" key to show only the curves representing the size (X, Y, Z).

  5. Press the "c" key to show only the curves representing the centers (X, Y, Z).

  6. Press the "x" key to show only the curve representing the position X.

  7. Press the "y" key to show only the curve representing the position Y.

  8. Press the "z" key to show only the curve representing the position Z.

  9. Press the "Control-x" key to show only the curve representing the rotation X.

  10. Press the "Control-y" key to show only the curve representing the rotation Y.

  11. Press the "Control-z" key to show only the curve representing the rotation Z.

  12. Press the "a" key to show all the curves.

  13. Zoom in: press the key +.

  14. Zoom out: press the key -.

  15. Zoom area: hold down the Command key then click and drag the mouse defining the area to zoom in. Then release the mouse and the area you have just defined will fit in the window.

  16. Zoom point: click on a given point of the view holding down the Alt key then drag up/down the mouse to scale the view from that point.

  17. Zoom 1:1: double click on an empty zone the window holding down the Command key.

  18. Zoom in-out: drag to the left/right the zoom slider at the right-bottom corner of the window.

More info at the Beziers support page.

KINEMACkinemac.html

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