InkscapeTutorial.pdf

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Inkscape
Tutorial
by C-chan
PREFACE:
Before we begin....
A little explanation of two very important terms you'll hear a lot as we explore the world of Inkscape....
FILL
STROKE
and
A plain, one-dimensional line in Inkscape is called the
Stroke,
whereas a two-dimensional shape enclosed
within or between a
Stroke
is called the
Fill.
Both have nodes that can be edited, although a
Stroke
can
only use these to modify its course, but not alter any height and width values (although you can alter a
preset “thickness”) A
Fill,
on the other hand, has editable nodes throughout its shape, allowing you to
modify the shape freely.
Note that while the distinction makes it sound as though a
Stroke
is forever locked into a line shape, and a
Fill
forever locked into a block shape, a little creativity can easily blur the distinction:
FILL
STROKE
and
The more you work with Inkscape, the more you'll be able to
appreciate the value of both fills and strokes. For the time being,
just note that the union of the two helps form the basis for the
Anime cel look that we'll be working with going forward. Please
note that while every shape in Inkscape is composed of fills and
strokes, they may not be immediately categorized as such. Preset
rectangles and blocks of text, for example, can only be modified as
standalone shapes until you physically convert them into editable paths or strokes. Such a preset shape
without any nodes is known as an
Object.
Note also that the combination of a
Fill
and a
Stroke
is officially called a
Path.
Hence the shape
immediately about this is a
Path,
and hence the reason why this term will appear often in this tutorial.
Now then, onto a detailed explanation of all those icons in the Inkscape Toolbox....
CHAPTER 1:
Inkscape Toolbox
SELECTION TOOL
Official Descriptor: “Select and Transform Objects”
Keyboard Shortcut:
F1
The
Selection Tool
is used to manipulate the most basic components in Inkscape, and thus destined to
become your most commonly used tool second only to the
Edit Tool.
With this you can select Paths,
Objects or Groups, and click-n-drag them around the canvas at your bidding.
In addition, selecting an object with this tool automatically enables the
Scale
handles, which can be used to transform the size and width of the selected object
much like in Photoshop.
Simply clicking and dragging the handles will resize the object towards that single
direction (the object origin, which appears like a little crosshair, will stay put on
the opposing end of the object).
However, if you keep the
SHIFT
key pressed while you're resizing, you'll be able to resize the entire object
from its epicenter instead (the crosshair will likewise stay put in the center). Similarly, keeping the
CTRL
key pressed enables Keep Aspect Ratio, which allows the object to be grown or shrunk uniformly.=
If rather than
Scale
you want to
Rotate,
you need not do anything more to the
selected object than select it again. Double-selecting an object will enable the
Rotate
handles
For simple rotation around the object's epicenter, use the arrows in the corner.
Keep the
CTRL
key pressed in order to rotate at major angles (in case you want to,
say, rotate to a precise 45¡ or 90¡ angle), and keep the
SHIFT
key pressed if you
need to rotate around the object's opposing corner.
Manipulating the middle handles will actually
Skew
rather than
Rotate
the object,
a very useful, Photoshop-like feature which will be invaluable when creating forced
perspectives. The
CTRL
and
SHIFT
key work the same way here as they do with
the rotating handles.
Please note that I specifically stated “double-selecting” (press left mouse key slowly
two times) rather than “double-clicking” (quickly press left mouse key twice).
When you double-click an object with the
Selection Tool,
you'll automatically be
redirected to the editing tool of that particular object. More on the other editing
tools later.
One final note: the
Selection Tool
can be used to select more than one object at a time. Simply keep the
Shift
key pressed while selecting other objects, or reselect them with the
Shift
key pressed to remove
them from the group. You can also select multiple objects by clicking and dragging your mouse.
EDIT TOOL
Official Descriptor: “Edit path nodes or control handles”
Keyboard Shortcut:
F2
Having the ability to edit an object's shape, at any given time and with utmost precision, represents the
true bread and butter of vector graphics drawing. Without this, there would be no point to look beyond
raster graphics, as you would only be able to shift static objects around in a canvas (yes, that gets boring
very quickly).
If you have a background in 3D object editing, you will recognize the importance of editing points/nodes in
order to sculpt your masterpiece from little more than a mere 3D cube. The exact same principle is true
with vector graphics, where you can take a preset shape and edit its nodes to create something drastically
different:
BEFORE
AFTER
and
When you select an object with the
Edit Tool,
you will get either the object's native editing options or the
same shape with its nodes visible in gray. Either way, the
Scale
or
Rotate
handles will disappear entirely
in this mode – not to say you can't resize an object with the
Edit Tool,
but you will
have to do it manually by manipulating the nodes directly. Note that if you select
anywhere outside the object's
Stroke
or
Fill,
this will deselect it and hide the nodes.
In order to select an individual node, simply left-click on one or click-
and drag your mouse over it if it's particularly hard to get a hold of.
Once selected, you'll already be able to move the node around, either
by dragging it with the mouse or pressing the
Arrow
keys on your
keyboard. When using the keyboard, only the
Shift
key will do anything different – in this
case, make the node move in wider increments. Neither the
Ctrl
nor
Alt
key will do
anything different than using the
Arrow
keys only, which will make the node move slowly
one pixel at a time. Thus, the
Arrow
keys are excellent for precision placement of a node.
In addition to movement, you can also use the
Tab
key or
Alt+Tab
to switch between other
nodes, or
Delete/Backspace
to remove a node.
Dragging a node with your mouse, on the other hand, offers a far more dynamic
experience. If the extra freedom is too imprecise for your needs, you can use the
Ctrl
key to keep the mouse locked in a straight horizontal or vertical course. Likewise,
pressing
Ctrl+Alt
while using your mouse will keep it locked in the perceived course of
the node. This is pretty handy when you want to extend imprecise sections of a shape,
such as the crown displayed in the above example.
More importantly, when you keep the
Shift
key pressed while dragging a node, you will
pull out its handle rather than the node itself. The handle, or bezier curve, is the line with
a circular end attached to the node and is used to curve a
Stroke,
edge of a
Fill
or both.
You only need to drag out with the Shift key once, after which the handle sticks around and
can be edited later whenever you reselect that node.
Dragging the handle end alone allows you to move the handle freely, allowing the creation
of more organic-looking curves. However, keeping the
Ctrl
key pressed while dragging a
handle end locks the handle at preset angles -- although be warned that left-clicking on a
handle end with the
Ctrl
key pressed will collapse the handle back into its node.
Speaking of which,
Ctrl
clicking the node itself allows you to manually cycle through the three different
handle bar options:
Corners
Smooth
Symmetric
Corner
handles allow you to modify the length AND direction of the handle, making it possible to create
curved edges with a point. Unlike the other two handles, corner nodes are displayed as diamond-shaped
points. You'll almost always work with these types of handles.
Smooth
handles can be different lengths, but their direction is locked in place, forcing the handles to
rotate in unison. Smooth nodes are displayed as square points.
Symmetric
handles must always be of of the same length and direction, making for the most rounded,
circular-like edges of all. Like with the smooth nodes, Symmetric nodes are displayed as square points.
These will also be used extensively in Anime cel artwork.
Like with the
Selection Tool,
you can use either the
Shift
key technique or the click and drag technique
in order to select multiple nodes. You will also be able to see the handles for each respective node (if
available); however, you will not be able to modify more than one pair of handles at once,... that is, unless
you use the
Submenu.....
Up until now you know how to summon these options manually, but the
Edit Tool
also supplies an
additional
Submenu
that can provide you both with greater convenience and additional functionality:
A
B
C
D
E
F
G
H
I
J
K
L
M
N
A)
Insert New Nodes Into Selected Segments
When selecting more than one node, pressing this button adds
an additional node between each consecutive pair of nodes.
Click this button with two nodes selected will add a third
between them; pressing them again with the 3 nodes selected
will create two more for a total of 5 nodes, and so on.
B)
Delete Selected Nodes
This function is actually little different from selecting one or
various nodes, and pressing the
Delete
or
Backspace
buttons.
C)
Join Selected Endnodes
An Endnode is a node that is only attached on one side but not the other. This is quite evident
when drawing a single stroke, since both ends of the line are considered the Endnodes.
However, in an object with both a
Fill
and
Stroke,
this is a lot more evident when you see a
gap in the
Fill
that is not covered by a
Stroke.
Although this looks like a defect, we will be
exploiting this feature extensively when drawing Anime cel art.
This button is used to unite two end-nodes together, thus
plugging the hole by creating a single point. This point can then
be rounded out using any of the 3 handle bar options.
D)
Join Selected Endnodes With a New Segment
This also plugs any of the aforementioned Endnode gaps;
however, this is gone about with this button by creating a new
stroke between the end nodes.
This particularly useful
whenever you're drawing a new shape, but you close out of it
prematurely and need to resume where you left off.
E)
Split Path Between Two Non-Endpoint Nodes.
This is the exact reverse of the previously mentioned process.
As I stated previously, we will be using these gaps extensively
when creating Anime cel art, so it's always good to know we can
create these gaps on demand.
F)
Break Path At Selected Nodes
This one is a bit tricky to use, but not to say you couldn't find a good use for it! It also creates a
gap in a shape, but unlike in the previous example where the stroke between two nodes is
deleted, this function splits one node into two and creates a gap between them. Thus, from a
single node split by this option, you can have a gap cleaved between the two.
This may not sound useful, until you realize that you can do this
with more than one node. For example, if you select two nodes
and split them as such, you can literally split the object
completely into two different sections.
G)
Make Selected Nodes Corner
As it says, this turns all currently selected nodes into Corners. If
you do this on a regular node, there won't be any apparent
change done to it. But if you do the conversion over preexisting
Smooth or Symmetric nodes, then you'll see the square nodes
turn into diamonds.
H)
Make Selected Nodes Smooth
This turns all currently selected nodes into Smooth ones. Unlike
with Corner nodes, new handle bars will always appear
automatically every time this button is pressed. These can then
be modified as described above.
I)
Make Selected Nodes Symmetric
This turns all currently selected nodes into Symmetric ones.
Unlike with Corner nodes, new handle bars will always appear
automatically every time this button is pressed. These can then
be modified as described above.
Make Selected Segments Lines
When two or more nodes are selected, this function deletes the
handle bars between them in order to create perfectly straight
lines.
J)
K)
Make Selected Segments Curves
When two or more nodes are selected, this function restores the
handle bars between them in order to allow you to create
curves (either by manipulating the handles, or moving the
nodes about).
L)
Convert Selected Object to Path
All newly created objects (e.g., Squares, Circles) and text do not automatically allow you to edit
their nodes. Press this button in order for you to convert these preset objects (which have their
own options and submenus) into
Paths. CAUTION:
Like with 3D editing, this process is
irreversible, so make sure you don't need to go back to the original object format (especially
relevant when it comes to adding Text).
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