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Saturday, August 5, 2017

Web Development Company in Noida | Web Pioneers

Web Development Company in Noida,Best Development

NOIDA, India - Aug. 5, 2017 - PRLog -- Web Pioneers, a sought-after Web Development Company in Noida, offers various types of web services such as website design and development, software and application development, and digital marketing solutions for its domestic and overseas clients at reasonable prices. Web Pioneers believes in delivering the best quality solution for Web Development within the timeframe agreed.

Being a renowned Web Development Company in Noida, Web Pioneers has extended its humble gesture to its clients and announced a 10% off on all its services – Website Designing and development, Mobile App Development, software development, Digital Marketing and Logo – Graphic Designs. This discount can be availed up to 5th of September 2017 from today onwards. In case you have website related project to start with, better hurry now.

Web Pioneers is certainly the company you can trust upon. One of the best qualities of Web Pioneers is that, it always accepts the dynamic process of the continuing technical evolution and provides its clients the best solutions. The leading web development company in Noida has been always under the limelight by walking an extra mile for client satisfaction.

"Our motto is to help businesses get the most reliable and quality services to reach greater heights. We are providing additional benefits of up to 10% off on our wide range of services. This is our way of making the things extra special for our clients" said Mr. Kapil Sharma, The IT Head at Web Pioneers.

According to its clients, Web Pioneers is the best web development company in Noida and the attractive discounts have lowered down the prices to a great extent. It is the best time to avail a wide range of web services from Web Pioneers that are budget-friendly yet high on quality.

The offer is valid for a limited time only. Grab it before it's gone!

About Web Pioneers

Web Pioneers is a leading Web Development company in Noida , offering an array of web design, web development, graphic design and Digital marketing solutions to an esteemed global clientele. Their well-run infrastructure coupled with team strength of 150+ professionals, enables the company to merge advanced technology with core functional expertise to deliver exceptional solutions.

For more information visit the official website of Web Pioneers- http://www.webpioneers.org

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Source: Web Development Company in Noida | Web Pioneers

Friday, August 4, 2017

Top 10 Opencart T-Shirt Design Software

Raman89 " Any customer can have a car painted any color that he wants so long as it is black." This statement by Henry Ford at the height of mass production says something about the gratitude the customers felt for being given a chance to buy a mass produced good. Not so anymore. The need of the hour is unique personalized products. Personalized t-shirts are perhaps on top of the demand list. This is how we've come to compile a list of 10 web-to-print product designer tools for OpenCart based online print stores. The Top Ten 1 inkXE inkXE

InkXE t-shirt designer software has a set of features unique to itself, such as the ability of print buyers to switch between print methods, multiple decoration areas on the same product, 3D preview of the custom product design, irregularly shaped decoration areas, ability of the printer to set variable print and price rules, etc.

The designer tool comes with a built-in library of pre-decorated t-shirt design templates. The user has 5000 cliparts and 100 fonts at their disposal for customizing the design. To give it an additional level of spin, there are a number of text effects and image effects.

The user/print buyer can upload the images for personalization from Facebook and Instagram. The designer tool can give real time updates of cost of printing the custom t-shirt when the user's design is under w ay. User can save custom t-shirt design and share this design on social media. - Raman89

Visit Website9 2 CodeCanyon

CodeCanyan allows name and number printing on a t-shirt, jersey. User can add multiple line text, change color and font of the text while designing the custom t-shirt. User can save design and share design on Facebook and Instagram. - Raman89

Visit Website9 3 theem'on OpenCart T-Shirt Designer

This designer tool comes loaded with pre-decorated artworks and a graphics gallery. User can share personalized t-shirt designs with their friend and followers on social media. - Raman89

Visit Website9 4 Shirt Tools

The designer tool has a user friendly interface and it's compatible with mobile. The admin can create and add design templates and cliparts. The tool supports two modes- DTG and vinyl. - Raman89

Visit Website9 5 Ocdesigner

Ocdesigner can be deployed to design and print t-shirts, but also mugs, caps, jerseys. User can add cliparts, text, images to customize the t-shirt design. - Raman89

Visit Website9 6 OpenCart Custom Product Designer

The designer tool gives the user the option to enter multiple line text to customize their t-shirts. Admin can manage font, that is, they can add and remove fonts. - Raman89

7 AHS T-Shirt Design Tool

Angel HS is a responsive tool, it supports mobile display. User can design and print all over print t-shirts with its help. User can upload images from Facebook, Instagram to print it on their personalized t-shirt. - Raman89

8 Tshirtgang.com

User can upload their own unique t-shirt design to the tool for printing. Additionally, Tshirtgang provides fulfillment services. - Raman89

Visit Website9 9 MyStyle Custom Product Designer

MyStyle Custom Product Designer generates print ready image files for the printer/store owner. The user can get product preview at any instance during the designing process. - Raman89

Visit Website9 10 Custom Product Builder

The designer tool allows the print buyer to add their own custom text as well as Google font. The tool enables adding of images and texts in layers. - Raman89

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Source: Top 10 Opencart T-Shirt Design Software

Thursday, August 3, 2017

New Computer Engineering Professor Crosses Fields of Computer Architecture and System Software

Jishen Zhao

Incoming CSE assistant professor Jishen Zhao leaves UC Santa Cruz for UC San Diego. Her start date is January 1, 2018.

She won't take up her new assistant professorship at the University of California San Diego until January, but Jishen Zhao is the latest hire into the university's Computer Science and Engineering (CSE) department. Currently an assistant professor of computer engineering at the University of California, Santa Cruz, Zhao intends to expand on her prior work in computer architecture and software systems, with a particular emphasis on memory and storage systems, domain-specific acceleration, high-performance computing and energy efficiency. Other research interests include electronic design automation and VLSI design for three-dimensional integrated circuits and nonvolatile memories.

"The fields of computer architecture and systems have seen tremendous achievements in preserving continuous performance growth of computers," said Zhao. "Now two major challenges remain: the complexity and richness of application demands continue to overwhelm hardware capabilities, and new physical devices and circuit technologies are developed with properties that disrupt previous design assumptions – thus making current computer system designs suboptimal."

Prior to joining the UC Santa Cruz Baskin School of Engineering faculty in 2015, Zhao was a research scientist at HP Labs, where she worked in both the Systems Research Lab and HP's Intelligent Infrastructure Lab. She joined the company after completing her Ph.D. in Computer Science and Engineering at Pennsylvania State University in 2014. She received her undergraduate and M.S. degrees in Electrical Engineering from China's Zhejiang University in 2003 and 2008, respectively.

Professor Zhao's honors include an NSF CAREER Award (2017), which came with nearly $500,000 over five years to pursue her research on enhancing data center storage systems with persistent memory. Persistent memory was also the focus of her seminar at UC San Diego in April, when she laid out a hardware-driven approach to "unlocking the full potential of persistent memory."Persistent memory was also the underlying topic that Zhao addressed in a paper to the Design Automation Conference (DAC 2017) earlier this summer in Austin, TX. Co-authored by Zhao with scientists from National Taiwan University and Academia Sinica, the joint paper explored a new persistent memory-accelerating approach.*

Image

Overview of memory systems integrated with persistent memory [Source: DAC 2017 paper*]

Zhao's other honors include an honorable mention for the best-paper award at the International Symposium on Microarchitecture (MICRO 2013). The paper presents the first hardware-based persistent memory design that outperforms all previous software-based solutions.

Her latest publications include two papers accepted for presentation at the 2017 International Conference on Computer Aided Design (ICCAD 2017) in Irvine, CA. Both relate to magnetic random access memory (MRAM): "Approximate Image Storage with Multi-level Cell STT-MRAM Main Memory" and "PRESCOTT: Preset-based Cross-Point Architecture for Spin-Orbit-Torque Magnetic Random Access Memory."

Apart from her previous experience at HP Labs, Professor Zhao brings to UC San Diego a strong set of research relationships with industry, notably companies such as AMD, Intel, Micron, and Western Digital. "My collaborations exposed me to the technical challenges at the cutting edge of future computer systems but also promoted my research impact," explained Zhao. Her work on GPU system design using 3D+2.5D integration technology followed her collaboration with AMD, one of the top GPU vendors. Added Zhao: "Shortly after my work was published, both AMD and NVIDIA began to adopt such technology in their high-bandwidth, memory-based GPU products. My research also contributed nine patents to industry's intellectual property portfolios."

While her work addresses both technologies and applications roughly equally, Zhao admits that modern applications such as web search are usually executed on tens of thousands of interconnected processors. "This calls for a much broader research paradigm beyond stand-alone computers," she noted, "so I plan to explore digital ecosystems that are composed of interconnected sensors, mobile and cloud servers. I would like to research the scalability of my standalone computer designs as well as the problems posed by the heterogeneity of digital ecosystems."

In CSE, Jishen Zhao looks forward to collaborating with faculty in the Non-Volatile Systems Lab, including Steven Swanson. Continuing her dual focus on applications and technologies, she sees research directions driven by advancements on each count. With new technology (in the form of persistent memory) expected to take its place as a new tier in a data center's memory/storage stack because of their promising density and cost, Zhao plans to study next-generation designs that aim to use persistent memory in the cloud. "It's promising," she noted. "But this technical transition fundamentally changes current memory and storage system design assumptions… and introduces critical design challenges that demand a full-scale rethinking of data center memory and storage systems."

On the application side, Zhao's future research will hinge on machine learning's growth as a key enabler in a broad range of application domains (among them computer vision, autonomous navigation and social network analytics). In the past, the incoming UC San Diego professor has designed effective GPUs and custom accelerator application-specific integrated circuits (ASICs) and their clusters. "My team has optimized both architectures for neuromorphic computing, data mining and pattern recognition," recalled Zhao. "In the future, I want to investigate architectural support for reducing the performance constraints posed by specialization, and for increasing the programmability of special-purpose accelerators, while reducing the energy overhead for communication and moving data between accelerator clusters."

At UC San Diego, Zhao expects to teach both undergraduate and graduate courses, including introductory computer engineering courses such as computer architecture, computer organization and systems programming, digital systems and parallel computing. For the undergraduate courses, she will also design at least one project for each course to allow students to gain general skills that are usually not taught in the classroom. Said Zhao: "These skills are usually gained through immersively diving into every implementation detail – and finishing entire projects individually."

*C.-H. Lai, J. Zhao and C.-L. Yang, "Leave the Cache Hierarchy Operation As It Is: A New Persistent Memory Accelerating Approach," Design Automation Conference (DAC 2017), June 2017, Austin, TX.

UC San Diego's Studio Ten 300 offers radio and television connections for media interviews with our faculty. For more information, email .(JavaScript must be enabled to view this email address).


Source: New Computer Engineering Professor Crosses Fields of Computer Architecture and System Software

Wednesday, August 2, 2017

Building perfect website template framework that every growth hacker needs

Website template framework for growth hackers

Web template development may look like a that's-way-too-techy kind of job for growth hackers. Getting a website up-and-running is no big deal as it once was. But optimising the site for an optimum user experience continues to be a challenge what with most of the agencies identifying poor UX as the most detrimental factor for engagement and conversions.

For growth hackers looking to generate a higher ROI via the website, there is more to consider than merely the looks of the website as they need to ensure that visitors get a satisfying experience that leads to more conversions. We have here created a list of helpful guidelines that all growth hackers should consider while communicating their needs with the web designer.

Design and content

The placement of your copy, fonts, colors, images, calls-to-action and videos, all play an important role to create a rich experience for users. Here are a few elements where design and content will go hand in hand.

a) Headline: Since you rely on click-throughs from social, search or email, it is a good practice that the headline delivers exactly what is promised to the user.

b) Responsive hero images: If you provide a strong visual experience without even content or CTA, visitors might get tempted to scroll down further to read more. More businesses are displaying large pictures of their products via the hero shot.

c) Navigation: Usability and searchability get a big boost when the information architecture (IA) is organised and perfectly labeled. They should be intuitive and visually guide the user where they could find the required information.

d) Hamburger menus: It is likely that websites have a long menu that eats up screen space. The Hamburger menu brings together all the options on a single drop down menu for easy-scanning and provides attractive looks to the site.

e) Copy: Identify the user's goals and challenges. These are the major pre-requisites for creating a visitor-centric copy that helps in converting.

f) Web fonts: There are no restrictions on fonts any more as web fonts give designers an opportunity to be more creative and present text that is user-friendly.

g) Visual hierarchy: Readers mostly scan through the content. It is vital to arrange and organise elements so that visitor gravitates towards vital elements first. Follow the "F" reading pattern of the users discussed in a report by Nielsen and Norman.

h) Consistency: The overall look and tone of the website should be consistent. Backgrounds, color schemes, tone of writing and typefaces are all the areas where consistency will enhance usability and UX.

i) Responsive: In order to cater a truly wonderful user experience, your site should be compatible with different devices.

j) Images: High-quality visuals increase engagement and conversions. It's twice as important to work hard on them along with the copy. Here are some of the best practices for using images:

  • Images shown in different angles
  • Context of the image to the user
  • Zoomable images of jewelry and related products
  • 360-degree automatic rotating images for a holistic view of the product
  • Images showing real people to create an empathetic feel.
  • k) Videos: Videos are often used for storytelling and describing the features and benefits of a product or displaying customer reviews. They act as an essential trust factor for the visitors. Videos also form the part of an above-the-fold content strategy where it is presented on the hero image to boost engagement.

    l) Awards and recognition: Inspire a good impression by showing your certifications, awards and other recognitions that your business or professionals might have received. It reinforces the trust factor.

    m) Reviews: Reviews are the best trust indicators for your visitors. Nothing raises the bar as better as finding reviews on a website from real-life people like us.

    n) Breadcrumbs: These are small elements, but play a significant role to inform the users where they are in the browsing journey with complete URL mapping to enable jump back to previous sections.

    o) Footer: Users expect to find information about you and your contact details from the footer. If users have scrolled down the length of the page, they are highly engaged. It is a good practice to include a call-to-action here such as a subscription form.

    Call-to-Action

    A click on the call-to-action will turn your visitors into leads or customers. The effectiveness of a CTA could be measured with A/B testing. The most common practices of creating enticing calls-to-action are given here:

  • Actionable copy
  • Enticing button and complementary text color
  • Size
  • Shape
  • We will now discuss the kinds of CTA that could be placed at various locations.

    a) Main call-to-action: This is probably your lead generator and you want to make it prominent across the website to boost submissions.

    b) Social sharing buttons: Social sharing buttons remind the users to share and spread your message. Social shares count also plays a psychological factor that boosts shares.

    c) Secondary CTA: These are CTAs that don't convert immediately but make the visitors an integral part of the buyer's journey. A downloadable guide is one example of a secondary CTA.

    d) Cross-selling or up-selling: These are products or services that are related to what you are currently viewing and asks you to check out other options.

    Forms

    While designing forms, it is strongly recommended to build a bridge between growth hacking and user experience. That is because, growth hackers might be tempted to acquire maximum information, but that could be devastating for UX. So, how do you create a form for your users to increase conversions?

  • Every form should be scannable that defines the labels and group various sections to make sense. If there are many fields required in the same form, create sections for users to understand.
  • The forms should guide users at the appropriate places so that they enter the correct information. Tooltips work big time as when clicked, they tell users about the requirements of a particular field.
  • Form validation is an inevitable element as they validate the data entered by users and prompt in case any data is incorrect.
  • Accessibility is a major factor as your forms should be available to users accessing your webpage from various devices.
  • A growth hacker thinks about how every element will add a value and create a positive impression on the visitor's mind. With every section, try answering the following two questions:

  • Is the section and its elements suitable to my target audience?
  • What will they do on each particular section?
  • Answers to this question will put you way ahead of the competition as you will be optimising every element to provide a great user experience that boosts conversions.


    Source: Building perfect website template framework that every growth hacker needs

    Tuesday, August 1, 2017

    Adobe Alternatives: Animation Software

    Welcome to the final entry in our series exploring the creative software we have at our disposal outside the familiar world of Adobe. In this article we'll be going over some awesome alternatives to Animate CC, formerly known as Flash.

    Animation in Flash has been used heavily in both game dev and in animated shorts and shows, so we'll be taking a little look at software you can use for both these purposes. Most of these programs have a strong focus on "skeletal animation".

    For that reason, in case you're just getting into animation and deciding which tools to use, we'll start with a quick rundown of skeletal animation to help you better assess the features of each application and which is most suited to you and your projects. Let's go!

    Quick Skeletal Animation Rundown External Art Creation

    The first step in the skeletal animation process is typically using an external application to create artwork comprised of multiple pieces on different layers. For example, you might create a character with separate limbs, torso and head.

    When your art is finished you import it in pieces into your animation software and reassemble it. Some tools provide means to automate this import process, saving you the trouble of individual layer exports and manual reassembly.

    Bones and Rigging

    Once your art is laid out on the canvas correctly you then create a skeleton for your character. Skeletons are comprised of "bones", and bones get attached to each of the pieces in your character art. This process is typically referred to as "rigging".

    Now when you move a bone the attached images move and rotate along with it, and by manipulating the position and rotation of the bones you can set your character into various poses. Animations are created by putting your character in various poses at different points on the timeline and allowing the software to "tween", (automatically create frames in between), those poses.

    If that doesn't fully make sense just yet don't worry, as you'll see some videos of this process below.

    Meshes

    Some software takes the skeletal animation process a step further with the addition of "meshes". Normal bones typically only adjust the position and rotation of attached images. Meshes on the other hand add a series of points over the top of each image, and if any of those points are moved the image's nearby pixels move too. Through manipulating these points, either manually or via attached bones, you can perform sophisticated bending and warping of shapes, allowing for effects like pseudo 3D rotation or cloth moving in the wind.

    Runtimes

    Many skeletal animation softwares provide something called "runtimes", which are libraries of code that allow animation to be rendered at run time in certain game engines or other code based environments. Using runtimes has a couple of benefits.

    Firstly, you can dramatically reduce the file size your animations take up because rather than needing an image to represent every frame of a prerendered animation all you need is your artwork in its original pieces and the data on your skeleton and its poses over time.

    Secondly, you have the ability to change how the animation works at run time. For example, you might switch out the images associated with your skeleton so you can change your character's appearance or attachments on the fly. It also allows for smooth transitions between one animation and the next, such as gradually coming to a stop from a running state rather than the body suddenly switching its pose.

    That covers the fundamentals of skeletal animation, so now you know what to look for let's jump into looking at our software!

    1. Spine

    Spine is a skeletal animation application focused on character animation for game development. It's one of the most popular tools of its kind, and for good reason. It's packed with features, has a smooth user experience, and includes a comprehensive list of official and third party runtimes that cover 19 game engines & toolkits and 7 programming languages. Among leading game engines provided for are Unity, Unreal Engine, GameMaker, Construct 2 and Phaser.

    Spine comes in two flavors: the "Essential" version for $69 and the "Professional" version with more features at $299. However, the inclusions in the "Essential" version are strong and will take you a long way. You'll be missing out on meshes, free form deformation, clipping, and constraints, but you'll have everything else.

    I find working with Spine to be a very smooth experience and its rigging process is, in my opinion, probably the fastest most efficient among applications of its kind. Once rigged, posing characters is intuitive and straight forward. And from there you can activate the auto key function which allows you to just move the playhead to a particular time, pose your skeleton, and all the appropriate keys will be added for position, rotation and so on. Alternatively you can set keys manually if you'd rather have finer control.

    Spine has a skin system that allows you to create animations with one set of attached images, then use the same animations again with a totally different set of images. You can use this to create different versions of the same character or creature, such as switching gender for example, or changing the clothing or weapon images being used. These differing skins then provide either an easy way to render out multiple spritesheets or, if using a runtime, the ability to change these things on the fly

    In another feature helpful to game developers, Spine allows you to set bounding boxes that can be used for collision and physics in games. This means you can still have accurate collision even as your character's shape changes throughout their animation cycle.

    With the addition of scripts to Spine, images for animating can have their import automated from GIMP and Inkscape. And if you're working with both Affinity Designer or Photo you can use its built-in Spine batch export feature. With any of these processes you can start with all your body pieces arranged where they should be, as opposed to manually placing them.

    Spine also has the ability to export to video, (AVI and Quicktime), meaning you can use it for all kinds of animation purposes as well as game graphics.

  • Website: http://esotericsoftware.com
  • Platforms: Linux, Mac, Windows
  • Price: $69 for "Essential" version (no meshes, deformation or constraints), $299 for "Professional" version
  • 2. DragonBones

    DragonBones a completely free program that is very much like Spine. It doesn't have full feature parity, but it is quite close and given you don't pay a penny to use it that makes a pretty compelling case. In Spine you'll need the "Pro" version to access meshes, IK constraints and free form deformation, but these things are included out of the box in DragonBones.

    DragonBones, however, doesn't have as many runtimes as does Spine. It currently caters for C# (can be used with Unity), JS/TypeScript (use with Pixi, Egret), C++ (use with Cocos2d), ActionScript (use with Flash, Starling), SpriteKit and Java.

    One of my favorite features in Spine is the "skins" system, and the same type of functionality is available in DragonBones too, it's just referred to as an "avatar system" instead.

    The fact that DragonBones gives free access to all its features features, including meshes and free form deformation, (the ability to stretch and warp images), means you can create some very cool effects with zero cost software:

    Setting up bones is a pretty straight forward experience in DragonBones. It has an auto binding feature where with the "create bone" tool you can just click in the image you want a bone to be bound to then drag out to the desired length. This doesn't work flawlessly for every image you need to bind, but it certainly gets you part of the way there.

    The dev team behind DragonBones is Chinese, and while there are English docs you might just have to read a little carefully as English is the second language of the writers. However I haven't found any significant difficulty in understanding how things work, which I think is helped along by the fact that tools are placed in the UI in a way that is quite intuitive.

    If you're on Mac or Windows and want to get your skeletal animations rolling with a free application this will be a superb place to start. Note that you will, however, need to login to a free account in order to save your work. Other than that, it's all open access.

    3. Spriter

    Spriter is another application in the vein of Spine and DragonBones, being focused on creating animations for games. It's a little different to the above two options however in that it doesn't include any meshes, but it does include some interesting features that can help with pixel art assets.

    Spriter, like DragonBones, doesn't have as many runtimes as does Spine. But it does cover the major 2D engines with runtimes for Unity, Construct 2 & Game Maker Studio, and language specific runtimes for C#, C++ and JavaScript.

    If you're a pixel artist looking for a way to speed up animations Spriter is a stand out option for you due to its "Pixel art mode". With this mode active you can only move sprites in whole pixel increments, preventing any blurred half pixels. Additionally, no sampling happens between pixels as they move, so throughout animations your sprites will always retain crisp, blur free pixels.

    There is also a great color palette swapping feature that can be used with art in indexed mode, i.e. restricted to a palette with a fixed number of colors, as is most pixel art. With the help of a runtime this makes it possible to provide players with the ability to change a character's clothing color, hair color, skin color, eye color and so on.

    As with Spine and DragonBones, Spriter also offers the ability to swap out the images associated with your bones when using a runtime. In this case the feature is referred to as "character maps".

    And if using Spriter for game development, you can use it to create collision boxes that can be used in game, again as long as you're using a runtime.

    For Linux users a Spriter build is available, however it's targeted at Ubuntu 14 and relies on Gstreamer 0.10 which isn't bundled with the software. On older distros or anything based on Ubuntu 16.04 you should be able to easily install the required Gstreamer version manually. However on later distros you may find only Gstreamer 1.0 or higher is in your repos, making Spriter use problematic. Hopefully the developer will be able to update their Linux version soon, otherwise just be aware you may have to work around this issue.

    Spriter has both a free version and a "Pro" version for $69, making it an affordable application among its peers. That said, the free version of Spriter is a solid tool even without the full feature set of the "Pro" version. It allows you to create skeletal animations with basic easing control and basic IK so you can really get a strong feel for the software before deciding whether or not to grab the "Pro" version.

  • Website: https://brashmonkey.com
  • Platforms: Linux (Ubuntu 14), Mac, Windows
  • Price: Free version, and "Pro" version $59.99
  • 4. Creature

    In Creature we have another skeletal animation tool focused on game development. However this one is a little different to the above applications because not only does it include meshes in both its versions, in actual fact everything is a mesh.

    In Creature as soon as you import an image it becomes a mesh, as opposed to meshes being something optional you can add if you choose. As everything is mesh-based it means all parts of your image can be deformed, and bones can be used to affect any portion of the mesh as well. Through these features you get the ability to create graphics that have a 3D look to them even when done entirely in 2D.

    The standout features of Creature are, in my opinion, in its bone motors and force fields. Bone motors give you ways to control the positioning of your bones procedurally, rather than solely through manual posing. And force fields create environmental influences that can further impact how your motor-driven bones move.

    For example, to make hair that can blow in the wind you would add bones to the image meshes that make up the hair on a character, then apply a "bend motor" that would apply the physical properties of real hair, e.g. adding the effect of gravity on the hair, determining how stiff the hair is and so on.

    Then once you give the hair appropriate physical properties you can add a force field that simulates wind. This will interact with the bend motor on the hair to create the effect of the hair blowing in the breeze. The same process can be used to make clothing, flags and other flexible materials behave with flowing, physical realism.

    On top of in-application force fields, another incredibly cool feature Creature has is the ability to add live bend physics into a game. This allows elements of your images to bend in a realistic way according to their movement in game. For example, you might create a fox character whose tail and ears bounce around naturally when they move:

    When it comes to runtimes, Creature's current list includes: C++ (Cocod2d-x, Unreal Engine 4, Godot Engine), Objective-C (Cocod2D), C# (Unity, Monogame), Haxe (Haxe to Flash, HaxeFlixel), Java (libGDX), and JavaScript (Three.js, Babylon.js, Pixi.js, Phaser).

    As for what you get in the $99 "Basic" version, you get mesh creation, but not mesh sculpting, optimization and refinement. You get bone motors that can drive bend physics, rope physics, rotation cycles and walking, but you don't get mesh deformation motors. There's no path use, but there is spline use. In the "Basic" version you can also swap the sprites associated with meshes, referred to as "skin swapping".

    Right now Creature is available on Mac and Windows, though the lead dev has said Linux support should be coming in the future. Creature has a lot of powerful features that other animation software does not, so it's definitely an application to try.

    5. OpenToonz

    OpenToonz is different to the other animation software we've covered in that it's not focused on game dev, but rather on traditional animation for video. Also unlike our other applications OpenToonz is designed for you to be able to draw directly inside the software. OpenToonz is most well known for being the primary software used by beloved animation house Studio Ghibli, as well as being used in Futurama, The Maxx and other popular animated shows and movies.

    The animation method in OpenToonz is a different paradigm to the software we've talked about so far. There is quite a bit of emphasis on drawing animations frame by frame, though an "auto in-between" tool is available for filling in gaps in your timeline. However, skeletal animation tools are available too, with support for both regular bones as well as meshes.

    The included drawing and painting tools are quite robust, with included smoothing / stabilizing and pen pressure support. It also has support for vector based drawing with the ability to modify your art after laying down strokes. Even when working with vectors here the drawing process feels very natural, with no noticeable difference to drawing with raster strokes.

    OpenToonz used to be known as Toonz, and since 1993 was a closed source, paid, enterprise level application. Luckily for all of us, it was released as free and open source software in March of 2016. If you're animating for video it's a must try.

    Wrapping Up

    That's five awesome alternatives to Adobe software in the animation space, each one with a version available for a one time purchase of under $100, (or free). Let's quickly summary our applications, and crunch down how to decide which fits you best.

    Spine right now is the leader in 2D skeletal animation due to its smooth workflow, stack of features, and runtimes for just about everything. The full feature set in the "Pro" version would cost you more than our series price cap, and is more expensive than the highest price point on any of our other software. However the "Essentials" version gives you well enough to get on your way animating. If you're in game dev there's a good chance this might be the right animation software for you.

    If you're considering Spine and don't need Linux support, you should definitely check out DragonBones as part of your decision making process. It's not quite as smooth to use as Spine but it is very close. It doesn't have all the features of Spine, but it has several of them. And of course it's completely free. It does have fewer runtimes available however, so your choice may come down to how important Spine's extra features are to you, and whether a runtime is available for your chosen engine and / or coding language.

    Spriter is has a free version, and also a "Pro" version that's cheaper than Spine's "Essential" version, so price-wise it stacks up well against Spine. On the other hand its paid version doesn't have some of features that DragonBones offers free, which may make it tough to choose over DragonBones. However Spriter does have some great pixel art specific tools that aren't in other applications and could be very useful for pixel artists. It also has Linux support, which DragonBones does not. So Spriter might be for you if you want those pixel art features, and / or if you're on Linux and looking for a lower price point than Spine.

    Creature is different to the other skeletal animation software we covered in that everything you work with is a mesh, and it has powerful bone motors and force fields. This means you can do all sorts of cool things like warping images to create pseudo 3D, adding realistic physics effects to images so they look like they're blowing in the wind or being naturally effected by movement. Creature might be for you if you're on Mac or Windows and the mesh based animation style appeals to you.

    OpenToonz is the standout option if the animation you are producing is for rendered video rather than for games. You can paint directly inside the software in either raster or vector format, with stabilizers and pen pressure support. You can't do much better than the software used by Studio Ghibli, available completely free of charge.

    Of course every one of these applications has a massive list of features that is too long to cover completely in this article, so be sure to try each one out for yourself to see everything they have to offer.

    That's a Series Wrap!

    And with that, we're also wrapping up our series exploring the realms beyond our well known Adobe applications, looking to see what other cool software might be out there. Hopefully you've found not just some new animation software, but a whole slew of new software to enjoy. Have fun being creative!


    Source: Adobe Alternatives: Animation Software