StykAnimate

Visual effects (VFX)

Give a fist a glow, outline a figure, add a ready-made look and time it: every effect for a joint, a figure or the whole scene.

12 minIntermediateStykAnimate 1.2.5
The short version
  • Select a figure or one of its joints, open the VFX tab and click an effect. It shows on the stage straight away.
  • Apply to decides what gets the effect: Selected node, This part, Whole figure or Scene.
  • Click an effect’s row to open its settings. Plays decides when it shows: the whole animation, or a frame range.

Visual effects (VFX) change how artwork looks without changing the drawing: a glow around a fist, a dark outline, a shadow, a blur, a colour grade for the whole picture. In this guide you give Blue’s punching hand a glow, outline the whole figure, add a ready-made look and make it play for a few frames only. Then you’ll find every effect and setting explained.

Open the VFX panel

The panel on the right of the editor has three tabs: Properties, VFX and Library. Click VFX. In the desktop app, Ctrl+2 shows or folds it (a browser keeps that key for its own tabs).

The panel reads from top to bottom:

  • The target’s name, for example Blue, or Blue · Joint 4 when you clicked one of his joints. The target is the thing that gets the effect.
  • Apply to: a joint, the figure or the whole scene (see below).
  • The Effects list, with At this frame (which effects to show) and Add.
  • The effects themselves. An empty target shows one-click starting points instead: Glow, Outline, Shadow and more.

With nothing selected, the panel says Select a figure to add effects and offers one button, Scene effects, for a look over the whole picture.

Give Blue’s fist a glow

A glow on one hand is the classic “power punch”. Do it in the playground below: it has the app’s stage, VFX panel and a small timeline.

  1. On the stage, click the red dot on Blue’s hand, the one on the right of the screen. The panel now says Blue · Joint 4 and Apply to says Selected node.
  2. Under No effects on Blue · Joint 4, click Glow. A soft halo appears around his forearm, and a row called Glow opens with its settings.
  3. Drag the Radius slider to the right for a bigger halo, or click the Halo color swatch and choose a colour. The stage updates while you drag.
  4. Click the orange dot (Blue’s origin). The panel says Blue and Whole figure, and the list is empty: the glow belongs to the hand, not to the figure. Click Outline to draw a dark line around all of Blue.
  5. Click Add, choose Presets, then Power up. A preset (or look) adds several effects at once, as one group.
  6. In the open row, set Plays to Frame range. Start and Duration appear. Press Play or Space: the look shows only on those frames.
Try itGive Blue’s fist a glow
00:00:00
Layers
1
0 of 6 done
  1. Click the red dot on Blue’s hand (on the right of the screen). The panel says Blue · Joint 4.
  2. Click Glow. Only the forearm glows.
  3. Drag Radius or click the Halo color swatch.
  4. Click the orange dot, then Outline: now the whole figure has an effect.
  5. Add › Presets › Power up adds a ready-made look.
  6. Set Plays to Frame range, then press Play Space.

Point at the playground first, so Space, , and . go to it and not the page.

Glow on one frame, or the whole fight?

A glow that should stay on all the time keeps Whole animation. For a hit that lasts a moment, use Frame range: 2 to 6 frames reads as a flash at 24 fps.

Hit flash made Blue disappear?

The Hit flash look turns the figure white. On the default white background that means invisible. It’s meant for one or two frames, or for a darker scene. Press Ctrl+Z, or set Plays to Frame range with a short Duration.

Choose what gets the effect

What you click on the stage decides the target: a red dot is a joint (also called a node), the orange dot is the whole figure, empty space selects nothing. Apply to then lets you switch between the levels of that selection.

Apply toWhat gets the effectShown when
Selected nodeThe line that ends at that joint. On Blue, Joint 4 is the forearm on the right of the screen.You clicked a joint.
This partThe selected figure’s own artwork, without parts joined to it.A figure is selected.
Whole figureThe figure together with every part joined below it. One shared effect covers the whole assembly.A figure is selected (the default).
SceneThe complete picture the camera sees, after all figure effects.Always. Also the Scene effects button when nothing is selected.

Each target keeps its own list. Changing Apply to shows a different list; it does not move effects you already added. That is why the hand’s glow stays on the hand when you switch to Whole figure.

Effects render from the inside out: node effects first, then the figure’s, then the scene’s. Hiding a figure’s layer hides its effects too, and effects on a locked layer can’t be edited until you unlock it.

Joined parts are covered in Join figures. With Whole figure, effect handles and blur or glow edges use the bounds of the whole assembly.

Add effects and looks

There are three ways to add an effect, all in the VFX panel:

  • A starting point on an empty target. A figure gets twelve: Glow, Outline, Shadow, Blur, Particles, Aura, Energy beam, Explosion, Smoke, Power up, Neon and Hit flash. The scene gets ten: Color grading, Vignette, Bloom, CRT / scanlines, the four scene generators, Golden hour and Retro screen. Your own presets come first, up to three.
  • Add, at the right of the Effects header. It opens the catalogue: Effects and Presets tabs and a search box. Type a few letters (“blur”, “light”) to filter it.
  • Combine with another effect, under an open effect’s settings, to build a group (see Combine and order effects).

The catalogue only offers what fits the target. Glow, Outline, Shadow and Aura work on figures and joints only. Vignette, Shockwave and CRT / scanlines work on the scene only. Everything else works on both.

CategoryEffects
GenerateParticles, Aura, Energy beam, Smoke, Explosion. They draw new artwork instead of changing it: see Particle effects.
DistortTurbulent displacement, Dissolve, RGB split, Wave distortion, Shockwave (scene).
ColorTint, Color grading, Vignette (scene).
LightGlow, Outline, Shadow, Bloom, Light sweep.
BlurBlur (Gaussian, directional, zoom or radial).
TexturePixelate, Noise, CRT / scanlines (scene).

Looks: ready-made groups

A look adds ordinary effects you can still change one by one. The number next to each in the catalogue is how many effects it adds.

LookEffects insideGood for
Power upGlow (blue to purple), Wave distortionCharging up, super moves
TeleportDissolve, GlowAppearing and vanishing
ImpactTint, RGB split, Blur (directional)The frame a hit lands
HologramTint, RGB split, Noise, GlowSci-fi messages
IceTint, Outline, Light sweepFrozen characters
PoisonTint, Glow, Wave distortionSick or toxic
NeonOutline (line only), GlowGlowing signs, night scenes
Golden hourColor grading, BloomWarm evening light (also on the scene)
Retro screenColor grading, Pixelate, Noise, CRT / scanlinesOld TV look (scene only)
EnergyTint, GlowA figure full of power
Hit flashTint (white, 100%), Glow (white)One or two frames when hit
GhostTint, BlurSpirits, flashbacks
RetroColor grading, Pixelate, NoiseGame-style pixels

Change an effect’s settings

Each effect is one row: its icon, its name, the frames it plays on (for a frame range), an eye, a ⋯ menu and an arrow. Click the row to open its settings right under it; click it again to close them. Only one row is open at a time.

  • Numbers have a slider and a value. Drag the slider, click the value and type, or drag the label (“Radius”) sideways to scrub it. Enter confirms a typed value.
  • Colours open a colour picker. Some effects and looks use gradients; their swatch reads Gradient.
  • More opens the less common settings.
  • Effect strength (0–100%) mixes the finished effect with the original. 0% leaves the artwork untouched; it’s the value to animate for a fade.
  • The eye switches the effect off without deleting it. It stays in the list, greyed, where it would play.

Every value change is one step for Ctrl+Z. Esc cancels a drag that’s still in progress.

Every filter effect and its defaults

EffectMain settings (default)Under More
GlowHalo color (light blue), Radius 12 px (up to 128), Intensity 0.8 (0–3), Placement Outer / Inner / BothSpread, Falloff, Core color, Core mix, Blend Normal / Add / Screen
OutlineColor (near black), Width 3 px (up to 64), Opacity 100%, Placement Outside / Inside / Center, Rounded on, Outline only offNone
ShadowColor (black), Softness 8 px, Offset X and Y 8 px (−256 to 256), Opacity 50%, Spread 0 px, Placement Outer / InnerNone
BloomThreshold 65%, Soft knee 20%, Radius 16 px, Intensity 0.8, Color (white)None
Light sweepPosition 50%, Angle 25°, Width 20%, Softness 60%, Intensity 0.8, Color (white)None
TintColor (light blue), Mix 50%None
Color gradingExposure 0 EV (−5 to 5), Contrast 1, Saturation 1 (both 0–3), Temperature 0 (−1 to 1)Tint, Shadows, Highlights, Gamma
VignetteAmount 40%, Softness 60%, Color (black)Center X and Y, Roundness, Aspect, Radius
BlurMode Gaussian / Directional / Zoom / Radial, Radius 4 px (up to 128), Angle (Directional), Center X and Y (Zoom, Radial)None
Turbulent displacementAmount 12 px, Scale 48 px, Evolution 0, Detail 3 (1–4), SeedNone
DissolveProgress 35%, Pattern scale 24 px, Edge width 8%, Edge color (orange), Softness, SeedNone
RGB splitAmount 6 px, Angle 0°Red, Green and Blue offset
Wave distortionStrength 8 px, Wavelength 64 px, Angle 0°, Phase 0°None
ShockwaveRadius 80 px (up to 2000), Thickness 24 px, Strength 12 px (−128 to 128)Center X and Y, Falloff
PixelateCell width 8 px, Link dimensions on (switch it off for a separate Cell height)Grid X, Grid Y
NoiseAmount 12%, Grain size 1 px, Color grain off, Pattern Grain / CloudsContrast, Softness, Seed, Evolution
CRT / scanlinesScanlines 25%, Line spacing 3 px, Curvature 0 (up to 0.5)RGB fringe, Phase, Line color

Every filter also has Effect strength (100%). Sizes on a figure are in the figure’s own units, so they grow and shrink with it; sizes on the scene are output pixels. Progress, Phase and Evolution are made to be animated: a dissolve from 0% to 100% makes a figure fade away in pieces.

Combine and order effects

Effects on one target are applied from the top of the list down. The order matters: an Outline above a Glow gets a halo around the outline, while a Glow above an Outline gets an outline around the halo. Use the row’s ⋯ menu, Move up or Move down, to change it.

To keep several effects together (same timing, one strength), make a group:

  1. Open an effect and click Combine with another effect under its settings (or choose Combine with another effect… in its ⋯ menu).
  2. Pick the second effect in the catalogue. The row becomes a group with a Strength slider and a list, Effects in this group.
  3. Click an effect inside the group to open its own settings. Add to group adds more, up to 16.
  4. Drag an effect’s grip to reorder it, or focus the grip and press Alt+↑ or Alt+↓. Its ⋯ menu has Enabled, Move up, Move down and Remove.

In a group, each effect’s own Effect strength moves under More; the group’s Strength fades all of them together.

The row’s ⋯ menu (also a right-click, or Shift+F10) holds the rest: Rename…, Combine with another effect… (Add effect to group… for a group), Move up, Move down, Save as preset…, Copy animation, Duplicate and Delete. After Copy animation, a paste button appears next to Add: select another target and click it to give that target the same effect, timing and keys.

Choose when an effect plays

Effects don’t belong to a pose or a frame. Each one is a clip with its own timing, under Timing at the end of its settings:

  • Plays Whole animation: on every frame. New filters and looks start like this.
  • Plays Frame range: from Start for Duration frames. The row shows the range, for example 30–31. Generated effects start this way, at the playhead.

In the Advanced timeline, the selected figure gets an Effects row under its layer. Drag a clip to move it, drag an edge to trim or extend it, and drag the two round handles on its top edge to fade it in or out. Moving a clip takes its keys with it.

The At this frame menu chooses which effects the list shows: At this frame (the default), Only selected, or Show all with the total. When effects are hidden, a line says “2 more on other frames” with Show all.

Animate a value

Values stay the same on every frame until you key one. Point at a value and click the small diamond at the right of its row to set its first key at the playhead. Move the playhead and change the value: a new key is set there. Numbers and colours change smoothly between keys; choices such as Placement switch at the key. With Auto key on in the Advanced timeline, changing a value keys it straight away.

Example, a hit: the punch lands on frame 30. Add Hit flash to the figure that gets hit, set Frame range, Start 30 and Duration 2. Add a short camera shake on the same frame and the hit feels heavy.

The playground above has timing and playback but no keys. In the app, keys appear as diamonds inside the clip on the Effects row.

Save your own presets

  1. Open the effect or group you like and click Save as preset at the bottom of its settings (or Save as preset… in its ⋯ menu).
  2. Type a name and click Save. If the name is already used, the app asks before replacing that preset.
  3. Next time, click Add › Presets: your preset is at the top, under My presets, ready for any figure, the scene or another project.

A preset keeps the effects, their settings, strength, fades, length and keys, but not the target. A timed preset starts at the playhead. You can keep up to 60 presets with names up to 60 characters. Deleting a preset never changes effects you already added from it.

Hide effects while you work

Lots of glow can make posing harder to see. The Effects button in the stage header (next to Joints, Paths and Grid) is a preview switch: turn it off and the stage shows plain artwork. Nothing is deleted, nothing goes into undo, and exports still include every effect. To really switch one effect off, use the eye on its row.

Coming from Pivot?

Pivot has no effects, so a .piv or .stk file can’t hold them: exporting to those formats is refused while effects are in use, instead of quietly dropping them. Save as .styk to keep everything editable. Video and image exports include the effects; an SVG export with active effects embeds the rendered frame as an image.

Common problems

  • The effect went on the wrong part. Look at the name at the top of the panel: Blue · Joint 4 means one joint. Click the orange dot for the figure, or choose another Apply to.
  • Add is greyed out. The target’s layer is locked. Unlock it in the timeline.
  • An effect you want isn’t in the catalogue. It doesn’t fit this target. Switch Apply to to Scene for Vignette, Shockwave and CRT, or select a figure for Glow, Outline, Shadow and Aura.
  • An effect vanished from the list. It plays on other frames. Choose Show all, then check its Start and Duration.
  • Nothing shows on the stage. Check the Effects button in the stage header, the row’s eye, Effect strength, and that the layer isn’t hidden.
  • Limits. A group holds up to 16 effects; one target can have up to 64 effects playing at the same moment; a project holds up to 4,096 effect clips.

Questions

Do effects slow down my animation?

Effects are drawn by the graphics card and only where they are used. Big blur and glow radii over large areas cost the most. If posing feels slow, switch the Effects preview off while you work; playback and export still use them.

Can two figures share one effect?

Each target has its own list. Use Copy animation in the row’s ⋯ menu, select the other figure and click the paste button next to Add, or save a preset and add it to both.

Why does my glow look different on a dark background?

Glow and light effects add light, so they stand out on dark scenes and look softer on white. Try a stronger Intensity, or Blend Add under More, or darken the background in Scene.

Will my effects survive if I change poses or copy frames?

Yes. Effects belong to the figure (or the joint, or the scene), not to a frame, so posing, adding frames and copying frames leave them in place.

Related

Still stuck?

Ask the community, or tell us what’s missing from the docs.