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	<id>https://docs.panel-forge.com/wiki/8/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Cat</id>
	<title>PanelForge 8 Documentation - User contributions [en-gb]</title>
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	<updated>2026-04-08T11:36:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://docs.panel-forge.com/wiki/8/index.php?title=Exporting&amp;diff=437</id>
		<title>Exporting</title>
		<link rel="alternate" type="text/html" href="https://docs.panel-forge.com/wiki/8/index.php?title=Exporting&amp;diff=437"/>
		<updated>2018-05-11T16:10:40Z</updated>

		<summary type="html">&lt;p&gt;Cat: /* Image Sequence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A key feature of PanelForge is to exporting the data contained in your PanelForge Project and Panels to other file formats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Exporting from PanelForge is performed via the ‘Export Dialog Window’. This Dialog Window is accessed by selecting the ‘Export…’ item from the Main ‘File’ menu.&lt;br /&gt;
&lt;br /&gt;
Using the ‘Export Dialog Window’ various export file types can be exported to simultaneously. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Image Sequence==&lt;br /&gt;
&lt;br /&gt;
:[[File: exportImageSequenceTab.png|thumb|593px|none]]&lt;br /&gt;
&lt;br /&gt;
Exporting an image sequence will make a folder with all panels created in Panelforge as separate images. This allows the images to be played in sequence outside of the program and to be used by an editor to create an animatic. &lt;br /&gt;
&lt;br /&gt;
As shown above, there&#039;s a lot of options available when exporting to best cater to what information you need to share. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prefix filenames with a sequence position&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hopefully your storyboard will be named correctly, however, there may be times where you&#039;re exporting out something rough or a board that is correct in how its sequenced in the PF timeline but not in the naming conventions appear. this is where the prefix comes in. If you tick this, it&#039;ll create a number in front of your panel names from 01- whatever you need. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally speaking exporting Composited Image is the way to go as it&#039;ll contain the full efforts of your storyboard, however, it&#039;s possible to export just the stage layer without any drawing work over, or the canvas only, without the stage layer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Guides]] are helpful that can be exported out with the panel. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Overlays]] are information that may be needed by the editor/director to make sense of the panels. For what information they need, please contact whomever your working with. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File Type allows you to export out either as a &#039;&#039;&#039;.png&#039;&#039;&#039; or a &#039;&#039;&#039;.jpg&#039;&#039;&#039; Generally speaking exporting out as a .jpg is the best format, unless you asked to export out otherwise.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Video File==&lt;br /&gt;
&lt;br /&gt;
:[[File: exportVideoFileTab.png|thumb|598px|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Project XML==&lt;br /&gt;
&lt;br /&gt;
:[[File: exportProjectXMLTab.png|thumb|601px|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Final Cut Pro XML==&lt;br /&gt;
&lt;br /&gt;
:[[File: exportFinalCutXMLTab.png|thumb|600px|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PDF==&lt;br /&gt;
&lt;br /&gt;
:[[File: exportPDFFileTab.png|thumb|596px|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
&lt;br /&gt;
:[[File: exportProjectTab.png|thumb|595px|none]]&lt;/div&gt;</summary>
		<author><name>Cat</name></author>
	</entry>
	<entry>
		<id>https://docs.panel-forge.com/wiki/8/index.php?title=Assets&amp;diff=436</id>
		<title>Assets</title>
		<link rel="alternate" type="text/html" href="https://docs.panel-forge.com/wiki/8/index.php?title=Assets&amp;diff=436"/>
		<updated>2018-05-11T16:09:05Z</updated>

		<summary type="html">&lt;p&gt;Cat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Assets are vital to creating a 3D board as well as speeding up workflow for 2D boards. These are imported in via an asset library. If you wish to learn about Asset Library Creation please go to  [[Asset Library Manager]], where you can also learn more about managing and linking in Asset Libraries to your project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 5 types of file that can be imported into a Panelforge Project via the Assets Palette. These are: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;.obj files&#039;&#039;&#039; - Commonly exported from Maya or other 3D object creation programs.&lt;br /&gt;
# &#039;&#039;&#039;.pfe files&#039;&#039;&#039; - A file type particular to Panelforge, which can be exported from Maya through ___&lt;br /&gt;
# &#039;&#039;&#039;.png files&#039;&#039;&#039; - Image files with a transparent background.&lt;br /&gt;
# &#039;&#039;&#039;.jpg files&#039;&#039;&#039; - Image files with a non transparent background.&lt;br /&gt;
# &#039;&#039;&#039;.pn files&#039;&#039;&#039; - Panel files that you have pulled from other projects*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;*Please be aware if the panel has 3D assets they will need to have the corresponding Asset library attached the project to be fully functional.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using 3D Assets==&lt;br /&gt;
&lt;br /&gt;
3D assets can only be used within the stage workspace, should attempt to add them while in the canvas they add button is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the stage workspace is accessed and the asset window is open. It&#039;s easy to add an asset from the default library or your own. Simply select a 3D item in the folder and choose to add. Or simply select and drag an object from the asset library to the stage viewport. This will import the asset to the stage viewport and the 3D Origin point.* &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:PIC]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an object has previously been placed in a space where you want to import a new asset it can be easily done by selecting the object already within the stage viewport and then within assets selecting the object that needs to be imported in. A second selection option should appear in the top right of the palette under &amp;quot;Add in place&amp;quot; Choosing this will add the object to the same location as the initial item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For inserting multiple objects, using ctrl and selecting your chosen items will allow you to add them both through &amp;quot;Add&amp;quot; and &amp;quot;Add in place. This is also possible to do with the folders in your library, which will then insert the folder and its contents to the stage viewport. At this time it&#039;s not possible to drag multiple highlighted objects from the asset palette to the stage viewport.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;*Please note, if the object is exported from the initial 3D creation program not central to the origin point then the object will be imported as it has been exported as such. This means when its added to the stage viewport it may appear central to the origin point. &#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using 2D Assets==&lt;br /&gt;
&lt;br /&gt;
2D assets are for use within the canvas view. Like 3D assets, it&#039;s possible to add from within the asset palette (via &amp;quot;+add&amp;quot; ) or dragging the item onto the stage. These assets will keep their naming convention, even when added multiple times to one panel.&lt;/div&gt;</summary>
		<author><name>Cat</name></author>
	</entry>
	<entry>
		<id>https://docs.panel-forge.com/wiki/8/index.php?title=Assets&amp;diff=435</id>
		<title>Assets</title>
		<link rel="alternate" type="text/html" href="https://docs.panel-forge.com/wiki/8/index.php?title=Assets&amp;diff=435"/>
		<updated>2018-05-11T16:08:50Z</updated>

		<summary type="html">&lt;p&gt;Cat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Assets are vital to creating a 3D board as well as speeding up workflow for 2D boards. These are imported in via an asset library. If you wish to learn about Asset Library Creation please go to  [[Asset Library Manager]], where you can also learn more about managing and linking in Asset Libraries to your project.&lt;br /&gt;
&lt;br /&gt;
There are 5 types of file that can be imported into a Panelforge Project via the Assets Palette. These are: &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;.obj files&#039;&#039;&#039; - Commonly exported from Maya or other 3D object creation programs.&lt;br /&gt;
# &#039;&#039;&#039;.pfe files&#039;&#039;&#039; - A file type particular to Panelforge, which can be exported from Maya through ___&lt;br /&gt;
# &#039;&#039;&#039;.png files&#039;&#039;&#039; - Image files with a transparent background.&lt;br /&gt;
# &#039;&#039;&#039;.jpg files&#039;&#039;&#039; - Image files with a non transparent background.&lt;br /&gt;
# &#039;&#039;&#039;.pn files&#039;&#039;&#039; - Panel files that you have pulled from other projects*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;*Please be aware if the panel has 3D assets they will need to have the corresponding Asset library attached the project to be fully functional.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using 3D Assets==&lt;br /&gt;
&lt;br /&gt;
3D assets can only be used within the stage workspace, should attempt to add them while in the canvas they add button is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the stage workspace is accessed and the asset window is open. It&#039;s easy to add an asset from the default library or your own. Simply select a 3D item in the folder and choose to add. Or simply select and drag an object from the asset library to the stage viewport. This will import the asset to the stage viewport and the 3D Origin point.* &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:PIC]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an object has previously been placed in a space where you want to import a new asset it can be easily done by selecting the object already within the stage viewport and then within assets selecting the object that needs to be imported in. A second selection option should appear in the top right of the palette under &amp;quot;Add in place&amp;quot; Choosing this will add the object to the same location as the initial item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For inserting multiple objects, using ctrl and selecting your chosen items will allow you to add them both through &amp;quot;Add&amp;quot; and &amp;quot;Add in place. This is also possible to do with the folders in your library, which will then insert the folder and its contents to the stage viewport. At this time it&#039;s not possible to drag multiple highlighted objects from the asset palette to the stage viewport.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;*Please note, if the object is exported from the initial 3D creation program not central to the origin point then the object will be imported as it has been exported as such. This means when its added to the stage viewport it may appear central to the origin point. &#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using 2D Assets==&lt;br /&gt;
&lt;br /&gt;
2D assets are for use within the canvas view. Like 3D assets, it&#039;s possible to add from within the asset palette (via &amp;quot;+add&amp;quot; ) or dragging the item onto the stage. These assets will keep their naming convention, even when added multiple times to one panel.&lt;/div&gt;</summary>
		<author><name>Cat</name></author>
	</entry>
	<entry>
		<id>https://docs.panel-forge.com/wiki/8/index.php?title=Exporting&amp;diff=434</id>
		<title>Exporting</title>
		<link rel="alternate" type="text/html" href="https://docs.panel-forge.com/wiki/8/index.php?title=Exporting&amp;diff=434"/>
		<updated>2018-05-11T16:06:27Z</updated>

		<summary type="html">&lt;p&gt;Cat: /* Image Sequence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A key feature of PanelForge is to exporting the data contained in your PanelForge Project and Panels to other file formats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Exporting from PanelForge is performed via the ‘Export Dialog Window’. This Dialog Window is accessed by selecting the ‘Export…’ item from the Main ‘File’ menu.&lt;br /&gt;
&lt;br /&gt;
Using the ‘Export Dialog Window’ various export file types can be exported to simultaneously. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Image Sequence==&lt;br /&gt;
&lt;br /&gt;
:[[File: exportImageSequenceTab.png|thumb|593px|none]]&lt;br /&gt;
&lt;br /&gt;
Exporting an image sequence will make a folder with all panels created in Panelforge as separate images. This allows the images to be played in sequence outside of the program and to be used by an editor to create an animatic. &lt;br /&gt;
&lt;br /&gt;
As shown above, there&#039;s a lot of options available when exporting to best cater to what information you need to share. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prefix filenames with a sequence position&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hopefully your storyboard will be named correctly however there may be times where your exporting out something rough or a board that is correct in how its sequenced in the PF timeline but not in the naming conventions appear. this is where the prefix comes in. If you tick this, it&#039;ll create a number in front of your panel names from 01- whatever you need. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Export Panel Images&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally speaking exporting Composited Image is the way to go as it&#039;ll contain the full efforts of your storyboard, however, it&#039;s possible to export just the stage layer without any drawing work over, or the canvas only, without the stage layer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;MAKE INTO LINK&#039;&#039;&#039; Guides are helpful that can be exported out with the panel. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MAKE INTO LINK Overlays are information that may be needed by the editor / director to make sense of the panels. For what information they need, please contact whomever your working with. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File Type allows you to export out either as a &#039;&#039;&#039;.png&#039;&#039;&#039; or a &#039;&#039;&#039;.jpg&#039;&#039;&#039; Generally speaking exporting out as a .jpg is the best format, unless your asked to export out otherwise.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Video File==&lt;br /&gt;
&lt;br /&gt;
:[[File: exportVideoFileTab.png|thumb|598px|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Project XML==&lt;br /&gt;
&lt;br /&gt;
:[[File: exportProjectXMLTab.png|thumb|601px|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Final Cut Pro XML==&lt;br /&gt;
&lt;br /&gt;
:[[File: exportFinalCutXMLTab.png|thumb|600px|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PDF==&lt;br /&gt;
&lt;br /&gt;
:[[File: exportPDFFileTab.png|thumb|596px|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
&lt;br /&gt;
:[[File: exportProjectTab.png|thumb|595px|none]]&lt;/div&gt;</summary>
		<author><name>Cat</name></author>
	</entry>
	<entry>
		<id>https://docs.panel-forge.com/wiki/8/index.php?title=Exporting&amp;diff=433</id>
		<title>Exporting</title>
		<link rel="alternate" type="text/html" href="https://docs.panel-forge.com/wiki/8/index.php?title=Exporting&amp;diff=433"/>
		<updated>2018-05-11T16:04:29Z</updated>

		<summary type="html">&lt;p&gt;Cat: /* Image Sequence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A key feature of PanelForge is to exporting the data contained in your PanelForge Project and Panels to other file formats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Exporting from PanelForge is performed via the ‘Export Dialog Window’. This Dialog Window is accessed by selecting the ‘Export…’ item from the Main ‘File’ menu.&lt;br /&gt;
&lt;br /&gt;
Using the ‘Export Dialog Window’ various export file types can be exported to simultaneously. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Image Sequence==&lt;br /&gt;
&lt;br /&gt;
:[[File: exportImageSequenceTab.png|thumb|593px|none]]&lt;br /&gt;
&lt;br /&gt;
Exporting an image sequence will make a folder with all panels created in Panelforge as separate images. This allows the images to be played in sequence outside of the program and to be used by an editor to create an animatic. &lt;br /&gt;
&lt;br /&gt;
As shown above, there&#039;s a lot of options available when exporting to best cater to what information you need to share. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prefix filenames with a sequence position&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hopefully your storyboard will be named correctly however there may be times where your exporting out something rough or a board that is correct in how its sequenced in the PF timeline but not in the naming conventions appear. this is where the prefix comes in. If you tick this, it&#039;ll create a number in front of your panel names from 01- whatever you need. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Export Panel Images&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generally speaking exporting Composited Image is the way to go as it&#039;ll contain the full efforts of your storyboard, however, it&#039;s possible to export just the stage layer without any drawing work over, or the canvas only, without the stage layer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;MAKE INTO LINK&#039;&#039;&#039; Guides are helpful that can be exported out with the panel. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MAKE INTO LINK Overlays are information that may be needed by the editor / director to make sense of the panels. For what information they need, please contact whomever your working with. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
File Type allows you to export out either as a &#039;&#039;&#039;.png&#039;&#039;&#039; or a &#039;&#039;&#039;.jpg&#039;&#039;&#039; Generally speaking exporting out as a .jpg is the best format, unless your asked to export out otherwise.&lt;br /&gt;
&lt;br /&gt;
==Video File==&lt;br /&gt;
&lt;br /&gt;
:[[File: exportVideoFileTab.png|thumb|598px|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Project XML==&lt;br /&gt;
&lt;br /&gt;
:[[File: exportProjectXMLTab.png|thumb|601px|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Final Cut Pro XML==&lt;br /&gt;
&lt;br /&gt;
:[[File: exportFinalCutXMLTab.png|thumb|600px|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PDF==&lt;br /&gt;
&lt;br /&gt;
:[[File: exportPDFFileTab.png|thumb|596px|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
&lt;br /&gt;
:[[File: exportProjectTab.png|thumb|595px|none]]&lt;/div&gt;</summary>
		<author><name>Cat</name></author>
	</entry>
	<entry>
		<id>https://docs.panel-forge.com/wiki/8/index.php?title=Panel_Timeline&amp;diff=432</id>
		<title>Panel Timeline</title>
		<link rel="alternate" type="text/html" href="https://docs.panel-forge.com/wiki/8/index.php?title=Panel_Timeline&amp;diff=432"/>
		<updated>2018-05-11T15:50:15Z</updated>

		<summary type="html">&lt;p&gt;Cat: /* Timing and Playthrough Options */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
The Panel Timeline, in its default view, is found along the bottom of the window. On creation of any new project, a new panel is already in the timeline by default. How the panels are named depends on the set up you create or are given depending on how you&#039;re working. Please see [Basic Panel Organisation] to learn more about modifying naming conventions within Panelforge. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The default project naming set up of a panel within Panelforge is &#039;&#039;&#039;EP010_SC010_SH010_PN010. &#039;&#039;&#039; It&#039;s good practice to split up your work into Scenes (for different areas / times of day.) And Shots with panels to help create a cohesive board.  The play rate is set to the default of 10 frames which matches the speed of 10 frames per second within the playback features.&lt;br /&gt;
&lt;br /&gt;
There are 3 branches of functionality to the right of the timeline palette &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Deleting a Panel===&lt;br /&gt;
&lt;br /&gt;
When deleting a panel this is a final action, once deleted the panel is not returnable. If deleting feels a little too final but you need to &#039;hide&#039; panels this is possible via the timing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[PIC]&lt;br /&gt;
&lt;br /&gt;
In the bottom right of the panel thumbnail is &#039;&#039;&#039;10 frames&#039;&#039;&#039; by double-clicking this it opens up a quick edit box, if you input &#039;&#039;&#039;0&#039;&#039;&#039;  a cross will display over the panel thumbnail. When using playback or using the shortcuts to scroll through the timeline the panel will now be ignored. Its still accessible if selected manually. So it doesn&#039;t interfere with future renaming, double-click the panel name and rename it to something that isn&#039;t going to appear later on. E.g. 1 or aaaa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Duplicating a Panel ===&lt;br /&gt;
&lt;br /&gt;
Duplicating a panel will take any attributes from the panel selected. This is broken down into Duplicate &#039;&#039;&#039;Panel&#039;&#039;&#039;, &#039;&#039;&#039;Shot&#039;&#039;&#039; and &#039;&#039;&#039;Scene&#039;&#039;&#039;. All this means is that the naming convention will alter depending on your choice. Duplicating SH010_PN010, for instance, will give you SH020_PN010 with everything that&#039;s in or on it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you duplicate a &#039;&#039;&#039;Panel&#039;&#039;&#039; from SH020_PN010 it&#039;ll keep all the attributes given in PN010 which allows you to expand your panel shots, you can then alter the assets or drawings to suite the shot action. &lt;br /&gt;
&lt;br /&gt;
[Pic]&lt;br /&gt;
&lt;br /&gt;
Generally speaking, duplicating panels and shots is the most useful in working quickly rather than rebuilding a Shot or panels from new. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Creating a New Panel ===&lt;br /&gt;
&lt;br /&gt;
Creating a new panel, shot or scene will bring in a blank panel to work from, with the naming changed to reflect which option is chosen as it does with duplicating panel. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Timing and Playthrough Options==&lt;br /&gt;
&lt;br /&gt;
[[Pic]]&lt;br /&gt;
&lt;br /&gt;
Panels have the option to have their timings adjusted. This can be done by double-clicking the timing in the bottom right of the panel or by the Panel Thumbnails window. These adjusted times allow you to roughly plan out the timing on a board via the playback feature. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are two modes of play through, fixed which plays at the speed you set it to in the Speed slider. This ignores any timing adjustments you&#039;ve made. Or the basic mode which then will allow you to play through your panels with rough timing&#039;s on.&lt;/div&gt;</summary>
		<author><name>Cat</name></author>
	</entry>
	<entry>
		<id>https://docs.panel-forge.com/wiki/8/index.php?title=Panel_Timeline&amp;diff=431</id>
		<title>Panel Timeline</title>
		<link rel="alternate" type="text/html" href="https://docs.panel-forge.com/wiki/8/index.php?title=Panel_Timeline&amp;diff=431"/>
		<updated>2018-05-11T15:39:42Z</updated>

		<summary type="html">&lt;p&gt;Cat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
The Panel Timeline, in its default view, is found along the bottom of the window. On creation of any new project, a new panel is already in the timeline by default. How the panels are named depends on the set up you create or are given depending on how you&#039;re working. Please see [Basic Panel Organisation] to learn more about modifying naming conventions within Panelforge. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The default project naming set up of a panel within Panelforge is &#039;&#039;&#039;EP010_SC010_SH010_PN010. &#039;&#039;&#039; It&#039;s good practice to split up your work into Scenes (for different areas / times of day.) And Shots with panels to help create a cohesive board.  The play rate is set to the default of 10 frames which matches the speed of 10 frames per second within the playback features.&lt;br /&gt;
&lt;br /&gt;
There are 3 branches of functionality to the right of the timeline palette &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Deleting a Panel===&lt;br /&gt;
&lt;br /&gt;
When deleting a panel this is a final action, once deleted the panel is not returnable. If deleting feels a little too final but you need to &#039;hide&#039; panels this is possible via the timing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[PIC]&lt;br /&gt;
&lt;br /&gt;
In the bottom right of the panel thumbnail is &#039;&#039;&#039;10 frames&#039;&#039;&#039; by double-clicking this it opens up a quick edit box, if you input &#039;&#039;&#039;0&#039;&#039;&#039;  a cross will display over the panel thumbnail. When using playback or using the shortcuts to scroll through the timeline the panel will now be ignored. Its still accessible if selected manually. So it doesn&#039;t interfere with future renaming, double-click the panel name and rename it to something that isn&#039;t going to appear later on. E.g. 1 or aaaa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Duplicating a Panel ===&lt;br /&gt;
&lt;br /&gt;
Duplicating a panel will take any attributes from the panel selected. This is broken down into Duplicate &#039;&#039;&#039;Panel&#039;&#039;&#039;, &#039;&#039;&#039;Shot&#039;&#039;&#039; and &#039;&#039;&#039;Scene&#039;&#039;&#039;. All this means is that the naming convention will alter depending on your choice. Duplicating SH010_PN010, for instance, will give you SH020_PN010 with everything that&#039;s in or on it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you duplicate a &#039;&#039;&#039;Panel&#039;&#039;&#039; from SH020_PN010 it&#039;ll keep all the attributes given in PN010 which allows you to expand your panel shots, you can then alter the assets or drawings to suite the shot action. &lt;br /&gt;
&lt;br /&gt;
[Pic]&lt;br /&gt;
&lt;br /&gt;
Generally speaking, duplicating panels and shots is the most useful in working quickly rather than rebuilding a Shot or panels from new. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Creating a New Panel ===&lt;br /&gt;
&lt;br /&gt;
Creating a new panel, shot or scene will bring in a blank panel to work from, with the naming changed to reflect which option is chosen as it does with duplicating panel. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Timing and Playthrough Options==&lt;br /&gt;
&lt;br /&gt;
INFO&lt;/div&gt;</summary>
		<author><name>Cat</name></author>
	</entry>
	<entry>
		<id>https://docs.panel-forge.com/wiki/8/index.php?title=Panel_Timeline&amp;diff=430</id>
		<title>Panel Timeline</title>
		<link rel="alternate" type="text/html" href="https://docs.panel-forge.com/wiki/8/index.php?title=Panel_Timeline&amp;diff=430"/>
		<updated>2018-05-11T15:38:06Z</updated>

		<summary type="html">&lt;p&gt;Cat: /* Creating a New Panel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
The Panel Timeline, in its default view, is found along the bottom of the window. On creation of any new project, a new panel is already in the timeline by default. How the panels are named depends on the set up you create or are given depending on how you&#039;re working. Please see [Basic Panel Organisation] to learn more about modifying naming conventions within Panelforge. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The default project naming set up of a panel within Panelforge is &#039;&#039;&#039;EP010_SC010_SH010_PN010. &#039;&#039;&#039; The play rate is set to the default of 10 frames which matches the speed of 10 frames per second within the playback features.&lt;br /&gt;
&lt;br /&gt;
There are 3 branches of functionality to the right of the timeline palette &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Deleting a Panel===&lt;br /&gt;
&lt;br /&gt;
When deleting a panel this is a final action, once deleted the panel is not returnable. If deleting feels a little too final but you need to &#039;hide&#039; panels this is possible via the timing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[PIC]&lt;br /&gt;
&lt;br /&gt;
In the bottom right of the panel thumbnail is &#039;&#039;&#039;10 frames&#039;&#039;&#039; by double-clicking this it opens up a quick edit box, if you input &#039;&#039;&#039;0&#039;&#039;&#039;  a cross will display over the panel thumbnail. When using playback or using the shortcuts to scroll through the timeline the panel will now be ignored. Its still accessible if selected manually. So it doesn&#039;t interfere with future renaming, double-click the panel name and rename it to something that isn&#039;t going to appear later on. E.g. 1 or aaaa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Duplicating a Panel ===&lt;br /&gt;
&lt;br /&gt;
Duplicating a panel will take any attributes from the panel selected. This is broken down into Duplicate &#039;&#039;&#039;Panel&#039;&#039;&#039;, &#039;&#039;&#039;Shot&#039;&#039;&#039; and &#039;&#039;&#039;Scene&#039;&#039;&#039;. All this means is that the naming convention will alter depending on your choice. Duplicating SH010_PN010, for instance, will give you SH020_PN010 with everything that&#039;s in or on it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you duplicate a &#039;&#039;&#039;Panel&#039;&#039;&#039; from SH020_PN010 it&#039;ll keep all the attributes given in PN010 which allows you to expand your panel shots, you can then alter the assets or drawings to suite the shot action. &lt;br /&gt;
&lt;br /&gt;
[Pic]&lt;br /&gt;
&lt;br /&gt;
Generally speaking, duplicating panels and shots is the most useful in working quickly rather than rebuilding a Shot or panels from new. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Creating a New Panel ===&lt;br /&gt;
&lt;br /&gt;
Creating a new panel, shot or scene will bring in a blank panel to work from, with the naming changed to reflect which option is chosen as it does with duplicating panel. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Timing and Playthrough Options==&lt;br /&gt;
&lt;br /&gt;
INFO&lt;/div&gt;</summary>
		<author><name>Cat</name></author>
	</entry>
	<entry>
		<id>https://docs.panel-forge.com/wiki/8/index.php?title=Panel_Timeline&amp;diff=429</id>
		<title>Panel Timeline</title>
		<link rel="alternate" type="text/html" href="https://docs.panel-forge.com/wiki/8/index.php?title=Panel_Timeline&amp;diff=429"/>
		<updated>2018-05-11T15:35:58Z</updated>

		<summary type="html">&lt;p&gt;Cat: Created page with &amp;quot;File:Example.jpg  The Panel Timeline, in its default view, is found along the bottom of the window. On creation of any new project, a new panel is already in the timeline...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
The Panel Timeline, in its default view, is found along the bottom of the window. On creation of any new project, a new panel is already in the timeline by default. How the panels are named depends on the set up you create or are given depending on how you&#039;re working. Please see [Basic Panel Organisation] to learn more about modifying naming conventions within Panelforge. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The default project naming set up of a panel within Panelforge is &#039;&#039;&#039;EP010_SC010_SH010_PN010. &#039;&#039;&#039; The play rate is set to the default of 10 frames which matches the speed of 10 frames per second within the playback features.&lt;br /&gt;
&lt;br /&gt;
There are 3 branches of functionality to the right of the timeline palette &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Deleting a Panel===&lt;br /&gt;
&lt;br /&gt;
When deleting a panel this is a final action, once deleted the panel is not returnable. If deleting feels a little too final but you need to &#039;hide&#039; panels this is possible via the timing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[PIC]&lt;br /&gt;
&lt;br /&gt;
In the bottom right of the panel thumbnail is &#039;&#039;&#039;10 frames&#039;&#039;&#039; by double-clicking this it opens up a quick edit box, if you input &#039;&#039;&#039;0&#039;&#039;&#039;  a cross will display over the panel thumbnail. When using playback or using the shortcuts to scroll through the timeline the panel will now be ignored. Its still accessible if selected manually. So it doesn&#039;t interfere with future renaming, double-click the panel name and rename it to something that isn&#039;t going to appear later on. E.g. 1 or aaaa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Duplicating a Panel ===&lt;br /&gt;
&lt;br /&gt;
Duplicating a panel will take any attributes from the panel selected. This is broken down into Duplicate &#039;&#039;&#039;Panel&#039;&#039;&#039;, &#039;&#039;&#039;Shot&#039;&#039;&#039; and &#039;&#039;&#039;Scene&#039;&#039;&#039;. All this means is that the naming convention will alter depending on your choice. Duplicating SH010_PN010, for instance, will give you SH020_PN010 with everything that&#039;s in or on it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you duplicate a &#039;&#039;&#039;Panel&#039;&#039;&#039; from SH020_PN010 it&#039;ll keep all the attributes given in PN010 which allows you to expand your panel shots, you can then alter the assets or drawings to suite the shot action. &lt;br /&gt;
&lt;br /&gt;
[Pic]&lt;br /&gt;
&lt;br /&gt;
Generally speaking, duplicating panels and shots is the most useful in working quickly rather than rebuilding a Shot or panels from new. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Creating a New Panel ===&lt;br /&gt;
&lt;br /&gt;
INFORMATION &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Timing and Playthrough Options==&lt;br /&gt;
&lt;br /&gt;
INFO&lt;/div&gt;</summary>
		<author><name>Cat</name></author>
	</entry>
	<entry>
		<id>https://docs.panel-forge.com/wiki/8/index.php?title=Asset_Reference_Manager&amp;diff=428</id>
		<title>Asset Reference Manager</title>
		<link rel="alternate" type="text/html" href="https://docs.panel-forge.com/wiki/8/index.php?title=Asset_Reference_Manager&amp;diff=428"/>
		<updated>2018-05-11T14:45:27Z</updated>

		<summary type="html">&lt;p&gt;Cat: /* Using the Asset Reference Manager */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hopefully it will never happen for you, but now and again a project may be sent back broken, or a folder may be deleted accidentally or a model&#039;s name is changed... in such a case this is this the tab you want to use to fix it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Asset Reference path is the path which the project links the .obj/pfe. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
If the obj is moved or deleted the reference path source will default to absolute path due to being unable to find the initial true path of the file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before using the Asset Reference Manager please make sure you&#039;ve added or have a fixed asset library in your project. Otherwise, Panelforge will not be able to relink the assets properly. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Using the Asset Reference Manager==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Found under Project, the Asset Reference manager gives you two options, to fix &#039;All Panels...&#039; or &#039;Selected Panels...&#039; Generally speaking, if the asset paths are broken its best to fix all panels but to do selected panels, pick what you need from the timeline or the Panel Thumbnails palette and then chose the above tab option. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you access the palette the assets used within the project are listed, firstly the type of reference source.  &#039;&#039;&#039;Primitive&#039;&#039;&#039;, &#039;&#039;&#039;Local&#039;&#039;&#039; or &#039;&#039;&#039;Absolute Path&#039;&#039;&#039;. Then, the path, ending with the object name for instance &#039;&#039;Stage/Decimetre/Characters/Boy.pfe&#039;&#039;. Then the number of times the asset appears in the project. These lines of assets will be back coloured, so if the link is broken they will be red, if they&#039;re working they&#039;ll be green.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s the option to individually change the Reference Source type of the asset, as well as the paths. To the top right corner a setting&#039;s cog which will allow you to change all the source type&#039;s at once which is more efficient. When your happy with the adjustments made within the reference editor its then possible to regenerate the stage layer through a tick box, as well as save the panels as it replaces the assets upon confirming via &#039;ok&#039; the changes made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The time taken for the reference editor to work through depends on how heavy the project is and the amount of assets it has to work through.&lt;/div&gt;</summary>
		<author><name>Cat</name></author>
	</entry>
	<entry>
		<id>https://docs.panel-forge.com/wiki/8/index.php?title=Assets&amp;diff=427</id>
		<title>Assets</title>
		<link rel="alternate" type="text/html" href="https://docs.panel-forge.com/wiki/8/index.php?title=Assets&amp;diff=427"/>
		<updated>2018-05-11T14:37:10Z</updated>

		<summary type="html">&lt;p&gt;Cat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Assets are vital to creating a 3D board as well as speeding up workflow for 2D boards. These are imported in via an asset library. If you wish to learn about Asset Library Creation please go to  [Asset Library Manager]], where you can also learn more about managing and linking in Asset Libraries to your project.&lt;br /&gt;
&lt;br /&gt;
There are 5 types of file that can be imported into a Panelforge Project via the Assets Palette. These are: &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;.obj files&#039;&#039;&#039; - Commonly exported from Maya or other 3D object creation programs.&lt;br /&gt;
# &#039;&#039;&#039;.pfe files&#039;&#039;&#039; - A file type particular to Panelforge, which can be exported from Maya through ___&lt;br /&gt;
# &#039;&#039;&#039;.png files&#039;&#039;&#039; - Image files with a transparent background.&lt;br /&gt;
# &#039;&#039;&#039;.jpg files&#039;&#039;&#039; - Image files with a non transparent background.&lt;br /&gt;
# &#039;&#039;&#039;.pn files&#039;&#039;&#039; - Panel files that you have pulled from other projects*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;*Please be aware if the panel has 3D assets they will need to have the corresponding Asset library attached the project to be fully functional.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using 3D Assets==&lt;br /&gt;
&lt;br /&gt;
3D assets can only be used within the stage workspace, should attempt to add them while in the canvas they add button is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the stage workspace is accessed and the asset window is open. It&#039;s easy to add an asset from the default library or your own. Simply select a 3D item in the folder and choose to add. Or simply select and drag an object from the asset library to the stage viewport. This will import the asset to the stage viewport and the 3D Origin point.* &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:PIC]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an object has previously been placed in a space where you want to import a new asset it can be easily done by selecting the object already within the stage viewport and then within assets selecting the object that needs to be imported in. A second selection option should appear in the top right of the palette under &amp;quot;Add in place&amp;quot; Choosing this will add the object to the same location as the initial item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For inserting multiple objects, using ctrl and selecting your chosen items will allow you to add them both through &amp;quot;Add&amp;quot; and &amp;quot;Add in place. This is also possible to do with the folders in your library, which will then insert the folder and its contents to the stage viewport. At this time it&#039;s not possible to drag multiple highlighted objects from the asset palette to the stage viewport.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;*Please note, if the object is exported from the initial 3D creation program not central to the origin point then the object will be imported as it has been exported as such. This means when its added to the stage viewport it may appear central to the origin point. &#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using 2D Assets==&lt;br /&gt;
&lt;br /&gt;
2D assets are for use within the canvas view. Like 3D assets, it&#039;s possible to add from within the asset palette (via &amp;quot;+add&amp;quot; ) or dragging the item onto the stage. These assets will keep their naming convention, even when added multiple times to one panel.&lt;/div&gt;</summary>
		<author><name>Cat</name></author>
	</entry>
	<entry>
		<id>https://docs.panel-forge.com/wiki/8/index.php?title=Assets&amp;diff=426</id>
		<title>Assets</title>
		<link rel="alternate" type="text/html" href="https://docs.panel-forge.com/wiki/8/index.php?title=Assets&amp;diff=426"/>
		<updated>2018-05-11T14:35:22Z</updated>

		<summary type="html">&lt;p&gt;Cat: /* Using 2D Assets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Assets are vital to creating a 3D board as well as speeding up workflow for 2D boards. These are imported in via an asset library. If you wish to learn about Asset Library Creation please go to  [[Asset Library Creation]], if you wish to learn more about managing and linking in Asset Libraries to your project please go to the [[Asset Library Manager]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 5 types of file that can be imported into a Panelforge Project via the Assets Palette. These are: &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;.obj files&#039;&#039;&#039; - Commonly exported from Maya or other 3D object creation programs.&lt;br /&gt;
# &#039;&#039;&#039;.pfe files&#039;&#039;&#039; - A file type particular to Panelforge, which can be exported from Maya through ___&lt;br /&gt;
# &#039;&#039;&#039;.png files&#039;&#039;&#039; - Image files with a transparent background.&lt;br /&gt;
# &#039;&#039;&#039;.jpg files&#039;&#039;&#039; - Image files with a non transparent background.&lt;br /&gt;
# &#039;&#039;&#039;.pn files&#039;&#039;&#039; - Panel files that you have pulled from other projects*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;*Please be aware if the panel has 3D assets they will need to have the corresponding Asset library attached the project to be fully functional.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using 3D Assets==&lt;br /&gt;
&lt;br /&gt;
3D assets can only be used within the stage workspace, should attempt to add them while in the canvas they add button is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the stage workspace is accessed and the asset window is open. It&#039;s easy to add an asset from the default library or your own. Simply select a 3D item in the folder and choose to add. Or simply select and drag an object from the asset library to the stage viewport. This will import the asset to the stage viewport and the 3D Origin point.* &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:PIC]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an object has previously been placed in a space where you want to import a new asset it can be easily done by selecting the object already within the stage viewport and then within assets selecting the object that needs to be imported in. A second selection option should appear in the top right of the palette under &amp;quot;Add in place&amp;quot; Choosing this will add the object to the same location as the initial item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For inserting multiple objects, using ctrl and selecting your chosen items will allow you to add them both through &amp;quot;Add&amp;quot; and &amp;quot;Add in place. This is also possible to do with the folders in your library, which will then insert the folder and its contents to the stage viewport. At this time it&#039;s not possible to drag multiple highlighted objects from the asset palette to the stage viewport.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;*Please note, if the object is exported from the initial 3D creation program not central to the origin point then the object will be imported as it has been exported as such. This means when its added to the stage viewport it may appear central to the origin point. &#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using 2D Assets==&lt;br /&gt;
&lt;br /&gt;
2D assets are for use within the canvas view. Like 3D assets, it&#039;s possible to add from within the asset palette (via &amp;quot;+add&amp;quot; ) or dragging the item onto the stage. These assets will keep their naming convention, even when added multiple times to one panel.&lt;/div&gt;</summary>
		<author><name>Cat</name></author>
	</entry>
	<entry>
		<id>https://docs.panel-forge.com/wiki/8/index.php?title=Assets&amp;diff=425</id>
		<title>Assets</title>
		<link rel="alternate" type="text/html" href="https://docs.panel-forge.com/wiki/8/index.php?title=Assets&amp;diff=425"/>
		<updated>2018-05-11T14:24:27Z</updated>

		<summary type="html">&lt;p&gt;Cat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Assets are vital to creating a 3D board as well as speeding up workflow for 2D boards. These are imported in via an asset library. If you wish to learn about Asset Library Creation please go to  [[Asset Library Creation]], if you wish to learn more about managing and linking in Asset Libraries to your project please go to the [[Asset Library Manager]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 5 types of file that can be imported into a Panelforge Project via the Assets Palette. These are: &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;.obj files&#039;&#039;&#039; - Commonly exported from Maya or other 3D object creation programs.&lt;br /&gt;
# &#039;&#039;&#039;.pfe files&#039;&#039;&#039; - A file type particular to Panelforge, which can be exported from Maya through ___&lt;br /&gt;
# &#039;&#039;&#039;.png files&#039;&#039;&#039; - Image files with a transparent background.&lt;br /&gt;
# &#039;&#039;&#039;.jpg files&#039;&#039;&#039; - Image files with a non transparent background.&lt;br /&gt;
# &#039;&#039;&#039;.pn files&#039;&#039;&#039; - Panel files that you have pulled from other projects*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;*Please be aware if the panel has 3D assets they will need to have the corresponding Asset library attached the project to be fully functional.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using 3D Assets==&lt;br /&gt;
&lt;br /&gt;
3D assets can only be used within the stage workspace, should attempt to add them while in the canvas they add button is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the stage workspace is accessed and the asset window is open. It&#039;s easy to add an asset from the default library or your own. Simply select a 3D item in the folder and choose to add. Or simply select and drag an object from the asset library to the stage viewport. This will import the asset to the stage viewport and the 3D Origin point.* &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:PIC]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an object has previously been placed in a space where you want to import a new asset it can be easily done by selecting the object already within the stage viewport and then within assets selecting the object that needs to be imported in. A second selection option should appear in the top right of the palette under &amp;quot;Add in place&amp;quot; Choosing this will add the object to the same location as the initial item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For inserting multiple objects, using ctrl and selecting your chosen items will allow you to add them both through &amp;quot;Add&amp;quot; and &amp;quot;Add in place. This is also possible to do with the folders in your library, which will then insert the folder and its contents to the stage viewport. At this time it&#039;s not possible to drag multiple highlighted objects from the asset palette to the stage viewport.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;*Please note, if the object is exported from the initial 3D creation program not central to the origin point then the object will be imported as it has been exported as such. This means when its added to the stage viewport it may appear central to the origin point. &#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using 2D Assets==&lt;br /&gt;
&lt;br /&gt;
INFORMATION&lt;/div&gt;</summary>
		<author><name>Cat</name></author>
	</entry>
	<entry>
		<id>https://docs.panel-forge.com/wiki/8/index.php?title=Assets&amp;diff=424</id>
		<title>Assets</title>
		<link rel="alternate" type="text/html" href="https://docs.panel-forge.com/wiki/8/index.php?title=Assets&amp;diff=424"/>
		<updated>2018-05-11T14:22:40Z</updated>

		<summary type="html">&lt;p&gt;Cat: /* Using 3D Assets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Assets are vital to creating a 3D board as well as speeding up workflow for 2D boards. These are imported in via an asset library. If you wish to learn about Asset Library Creation please go to  [[Asset Library Creation]], if you wish to learn more about managing and linking in Asset Libraries to your project please go to the [[Asset Library Manager]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 5 types of file that can be imported into a Panelforge Project via the Assets Palette. These are: &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;.obj files&#039;&#039;&#039; - Commonly exported from Maya or other 3D object creation programs.&lt;br /&gt;
# &#039;&#039;&#039;.pfe files&#039;&#039;&#039; - A file type particular to Panelforge, which can be exported from Maya through ___&lt;br /&gt;
# &#039;&#039;&#039;.png files&#039;&#039;&#039; - Image files with a transparent background.&lt;br /&gt;
# &#039;&#039;&#039;.jpg files&#039;&#039;&#039; - Image files with a non transparent background.&lt;br /&gt;
# &#039;&#039;&#039;.pn files&#039;&#039;&#039; - Panel files that you have pulled from other projects*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;*Please be aware if the panel has 3D assets they will need to have the corresponding Asset library attached the project to be fully functional.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Using 3D Assets==&lt;br /&gt;
&lt;br /&gt;
3D assets can only be used within the stage workspace, should attempt to add them while in the canvas they add button is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the stage workspace is accessed and the asset window is open. It&#039;s easy to add an asset from the default library or your own. Simply select a 3D item in the folder and choose to add. Or simply select and drag an object from the asset library to the stage viewport. This will import the asset to the stage viewport and the 3D Origin point.* &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:PIC]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an object has previously been placed in a space where you want to import a new asset it can be easily done by selecting the object already within the stage viewport and then within assets selecting the object that needs to be imported in. A second selection option should appear in the top right of the palette under &amp;quot;Add in place&amp;quot; Choosing this will add the object to the same location as the initial item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For inserting multiple objects, using ctrl and selecting your chosen items will allow you to add them both through &amp;quot;Add&amp;quot; and &amp;quot;Add in place. This is also possible to do with the folders in your library, which will then insert the folder and its contents to the stage viewport. At this time it&#039;s not possible to drag multiple highlighted objects from the asset palette to the stage viewport.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;*Please note, if the object is exported from the initial 3D creation program not central to the origin point then the object will be imported as it has been exported as such. This means when its added to the stage viewport it may appear central to the origin point. &#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using 2D Assets==&lt;br /&gt;
&lt;br /&gt;
INFORMATION&lt;/div&gt;</summary>
		<author><name>Cat</name></author>
	</entry>
	<entry>
		<id>https://docs.panel-forge.com/wiki/8/index.php?title=Assets&amp;diff=423</id>
		<title>Assets</title>
		<link rel="alternate" type="text/html" href="https://docs.panel-forge.com/wiki/8/index.php?title=Assets&amp;diff=423"/>
		<updated>2018-05-11T14:20:38Z</updated>

		<summary type="html">&lt;p&gt;Cat: /* Using 3D Assets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Assets are vital to creating a 3D board as well as speeding up workflow for 2D boards. These are imported in via an asset library. If you wish to learn about Asset Library Creation please go to  [[Asset Library Creation]], if you wish to learn more about managing and linking in Asset Libraries to your project please go to the [[Asset Library Manager]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 5 types of file that can be imported into a Panelforge Project via the Assets Palette. These are: &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;.obj files&#039;&#039;&#039; - Commonly exported from Maya or other 3D object creation programs.&lt;br /&gt;
# &#039;&#039;&#039;.pfe files&#039;&#039;&#039; - A file type particular to Panelforge, which can be exported from Maya through ___&lt;br /&gt;
# &#039;&#039;&#039;.png files&#039;&#039;&#039; - Image files with a transparent background.&lt;br /&gt;
# &#039;&#039;&#039;.jpg files&#039;&#039;&#039; - Image files with a non transparent background.&lt;br /&gt;
# &#039;&#039;&#039;.pn files&#039;&#039;&#039; - Panel files that you have pulled from other projects*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;*Please be aware if the panel has 3D assets they will need to have the corresponding Asset library attached the project to be fully functional.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Using 3D Assets==&lt;br /&gt;
&lt;br /&gt;
3D assets can only be used within the stage workspace, should attempt to add them while in the canvas they add button is disabled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once the stage workspace is accessed and the asset window is open. It&#039;s easy to add an asset from the default library or your own. Simply select a 3D item in the folder and choose to add. This will import the asset to the stage viewport and the 3D Origin point.* &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:PIC]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an object has previously been placed in a space where you want to import a new asset it can be easily done by selecting the object already within the stage viewport and then within assets selecting the object that needs to be imported in. A second selection option should appear in the top right of the palette under &amp;quot;Add in place&amp;quot; Chosing this will add the object to the same location as the initial item. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For inserting multiple objects, using ctrl and selecting your chosen items will allow you to add them both through &amp;quot;Add&amp;quot; and &amp;quot;Add in place. This is also possible to do with the folders in your library, which will then insert the folder and its contents to the stage viewport.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;*Please note, if the object is exported from the initial 3D creation program not central to the origin point then the object will be imported as it has been exported as such. This means when its added to the stage viewport it may appear central to the origin point. &#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Using 2D Assets==&lt;br /&gt;
&lt;br /&gt;
INFORMATION&lt;/div&gt;</summary>
		<author><name>Cat</name></author>
	</entry>
	<entry>
		<id>https://docs.panel-forge.com/wiki/8/index.php?title=Assets&amp;diff=420</id>
		<title>Assets</title>
		<link rel="alternate" type="text/html" href="https://docs.panel-forge.com/wiki/8/index.php?title=Assets&amp;diff=420"/>
		<updated>2018-04-27T16:54:21Z</updated>

		<summary type="html">&lt;p&gt;Cat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Assets are vital to creating a 3D board as well as speeding up workflow for 2D boards. These are imported in via an asset library. If you wish to learn about Asset Library Creation please go to  [[Asset Library Creation]], if you wish to learn more about managing and linking in Asset Libraries to your project please go to the [[Asset Library Manager]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 5 types of file that can be imported into a Panelforge Project via the Assets Palette. These are: &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;.obj files&#039;&#039;&#039; - Commonly exported from Maya or other 3D object creation programs.&lt;br /&gt;
# &#039;&#039;&#039;.pfe files&#039;&#039;&#039; - A file type particular to Panelforge, which can be exported from Maya through ___&lt;br /&gt;
# &#039;&#039;&#039;.png files&#039;&#039;&#039; - Image files with a transparent background.&lt;br /&gt;
# &#039;&#039;&#039;.jpg files&#039;&#039;&#039; - Image files with a non transparent background.&lt;br /&gt;
# &#039;&#039;&#039;.pn files&#039;&#039;&#039; - Panel files that you have pulled from other projects*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;*Please be aware if the panel has 3D assets they will need to have the corresponding Asset library attached the project to be fully functional.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Using 3D Assets==&lt;br /&gt;
&lt;br /&gt;
INFORMATION &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Using 2D Assets==&lt;br /&gt;
&lt;br /&gt;
INFORMATION&lt;/div&gt;</summary>
		<author><name>Cat</name></author>
	</entry>
	<entry>
		<id>https://docs.panel-forge.com/wiki/8/index.php?title=Assets&amp;diff=419</id>
		<title>Assets</title>
		<link rel="alternate" type="text/html" href="https://docs.panel-forge.com/wiki/8/index.php?title=Assets&amp;diff=419"/>
		<updated>2018-04-27T16:54:06Z</updated>

		<summary type="html">&lt;p&gt;Cat: Created page with &amp;quot;Assets are vital to creating a 3D board as well as speeding up workflow for 2D boards. These are imported in via an asset library. If you wish to learn about Asset Library Cre...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Assets are vital to creating a 3D board as well as speeding up workflow for 2D boards. These are imported in via an asset library. If you wish to learn about Asset Library Creation please go to  [[Asset Library Creation]], if you wish to learn more about managing and linking in Asset Libraries to your project please go to the [[Asset Library Manager]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are 5 types of file that can be imported into a Panelforge Project via the Assets Palette. These are: &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;.obj files&#039;&#039;&#039; - Commonly exported from Maya or other 3D object creation programs.&lt;br /&gt;
# &#039;&#039;&#039;.pfe files&#039;&#039;&#039; - A file type particular to Panelforge, which can be exported from Maya through ___&lt;br /&gt;
# &#039;&#039;&#039;.png files&#039;&#039;&#039; - Image files with a transparent background.&lt;br /&gt;
# &#039;&#039;&#039;.jpg files&#039;&#039;&#039; - Image files with a non transparent background.&lt;br /&gt;
# &#039;&#039;&#039;.pn files&#039;&#039;&#039; - Panel files that you have pulled from other projects*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;*Please be aware if the panel has 3D assets they will need to have the corresponding Asset library attached the project to be fully functional.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Using 3D Assets==&lt;br /&gt;
&lt;br /&gt;
INFORMATION &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Using 2D Assets==&lt;br /&gt;
&lt;br /&gt;
INFORMATION&lt;/div&gt;</summary>
		<author><name>Cat</name></author>
	</entry>
	<entry>
		<id>https://docs.panel-forge.com/wiki/8/index.php?title=Asset_Reference_Manager&amp;diff=418</id>
		<title>Asset Reference Manager</title>
		<link rel="alternate" type="text/html" href="https://docs.panel-forge.com/wiki/8/index.php?title=Asset_Reference_Manager&amp;diff=418"/>
		<updated>2018-04-27T16:25:41Z</updated>

		<summary type="html">&lt;p&gt;Cat: Created page with &amp;quot;Hopefully it will never happen for you, but now and again a project may be sent back broken, or a folder may be deleted accidentally or a model&amp;#039;s name is changed... in such a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hopefully it will never happen for you, but now and again a project may be sent back broken, or a folder may be deleted accidentally or a model&#039;s name is changed... in such a case this is this the tab you want to use to fix it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Asset Reference path is the path which the project links the .obj/pfe. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
If the obj is moved or deleted the reference path source will default to absolute path due to being unable to find the initial true path of the file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before using the Asset Reference Manager please make sure you&#039;ve added or have a fixed asset library in your project. Otherwise, Panelforge will not be able to relink the assets properly. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Using the Asset Reference Manager==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Found under Project, the Asset Reference manager gives you two options, to fix &#039;All Panels...&#039; or &#039;Selected Panels...&#039; Generally speaking, if the asset paths are broken its best to fix all panels but to do selected panels, pick what you need from the timeline or the Panel Thumbnails palette and then chose the above tab option. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once you access the palette the assets used within the project are listed, firstly the type of reference source.  &#039;&#039;&#039;Primitive&#039;&#039;&#039;, &#039;&#039;&#039;Local&#039;&#039;&#039; or &#039;&#039;&#039;Absolute Path&#039;&#039;&#039;. Then, the path, ending with the object name for instance &#039;&#039;Stage/Decimetre/Characters/Boy.pfe&#039;&#039;. Then the number of times the asset appears in the project. These lines of assets will be back coloured, so if the link is broken they will be red, if they&#039;re working they&#039;ll be green.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&lt;br /&gt;
There&#039;s the object to individually change the Reference Source Type, as well as the paths. There&#039;s also in the top right corner a setting&#039;s cog which will allow you to change all the source type&#039;s at once.&lt;/div&gt;</summary>
		<author><name>Cat</name></author>
	</entry>
	<entry>
		<id>https://docs.panel-forge.com/wiki/8/index.php?title=Asset_Library_Manager&amp;diff=417</id>
		<title>Asset Library Manager</title>
		<link rel="alternate" type="text/html" href="https://docs.panel-forge.com/wiki/8/index.php?title=Asset_Library_Manager&amp;diff=417"/>
		<updated>2018-04-27T15:58:28Z</updated>

		<summary type="html">&lt;p&gt;Cat: /* Asset Reference Manager */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Assets are vital to creating a 3D board. These are imported in via a library. The assets can also be utilized to speed up 2D workflow through the creation of image libraries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Assets can be accessed from the Window tab. A standalone palette will appear with the prebuilt PF asset library in, selecting the plus icon next to the library folder will open the root and concurrent folders. It&#039;s also very easy to create and link to your own asset libraries through the asset management palette. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently the &#039;&#039;Local Asset Library&#039;&#039; isn&#039;t meant for use with 3D objects, especially in use with studios. However, it can be used for adding in images and 2D items to the folder. Please see &lt;br /&gt;
[[Assets]] for more information on Assets types and utilize them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Creating a library===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
An asset library is a computer folder that is linked to the Panelforge project. Within this, you can have multiple levels of folders.  Once you’ve created the folders needed you need to populate them with the .objs or .pfe you wish to use in the episode. The lower the size of the asset, the better it should run within the program.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Asset Management===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once you’ve created an asset library or been given one the next step is to link it to the project. Please make sure you keep your assets in the original folder if you’ve been given one by a studio. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To link between the library and the project, make sure you’ve saved your Asset library where you want it, then go into Panelforge. The Asset tab can be found under the Window tab. Once in the Assets palette click the Manage assets tab on the top bar.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This will bring up Manage Asset Libraries Dialogue box. This features actions you can do within this box as well as where the asset libraries and their file paths will display. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
To import a library you can click the Add button. This allows you to browse the file system and select the folder needed. As mentioned previously you can have multiple folders within a folder so if you make sure you select the root folder. &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The selected folder and the file path will appear in the manage asset libraries palette. Multiple asset libraries can be added here. To leave this palette just select close. The new asset library should now be in the assets palette as a collapsable folder. To remove a library, go back into manage asset libraries, and with the folder selected click the remove button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;In the case of studios with freelancers, when supplying freelancers with an asset library it’s possible to relink asset libraries upon receiving a completed panelforge project back from the artist. However to do so, the asset library given to the freelancer should match the inhouse asset library. This includes not moving .objs otherwise the links will break. Asset libraries in house can work from servers and can be assessed by multiple board artists  at once.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon re-opening an asset library from a different location you will be given this notification.&lt;br /&gt;
&lt;br /&gt;
[[File:Example.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is due to the file paths&#039;s changing, from location to location. To easily relink the assets click &amp;lt;I forget to check.&amp;gt;, and the manage asset libraries palette should appear. Here you can edit the path of the folder system to the location you keep your own assets. This can also be done inside the project from the asset library manager dialogue box.&lt;br /&gt;
To relink multiple broken object paths please see  [[Asset Reference Manager]]&lt;/div&gt;</summary>
		<author><name>Cat</name></author>
	</entry>
	<entry>
		<id>https://docs.panel-forge.com/wiki/8/index.php?title=Asset_Library_Manager&amp;diff=416</id>
		<title>Asset Library Manager</title>
		<link rel="alternate" type="text/html" href="https://docs.panel-forge.com/wiki/8/index.php?title=Asset_Library_Manager&amp;diff=416"/>
		<updated>2018-04-27T15:51:38Z</updated>

		<summary type="html">&lt;p&gt;Cat: Created page with &amp;quot;= Asset Reference Manager= Assets are vital to creating a 3D board. These are imported in via a library.     Panelforge comes equipped with a preset library of assets, which i...&amp;quot;&lt;/p&gt;
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&lt;div&gt;= Asset Reference Manager=&lt;br /&gt;
Assets are vital to creating a 3D board. These are imported in via a library.  &lt;br /&gt;
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Panelforge comes equipped with a preset library of assets, which include objects, primitives and environments. It&#039;s also very easy to create and link to your own asset libraries through the asset management palette. &lt;br /&gt;
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Assets can be accessed from the Window tab. A standalone palette with the prebuild asset library in, selecting the plus icon next to the library folder will open the root and concurrent folders. &lt;br /&gt;
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Currently the &#039;&#039;Local Asset Library&#039;&#039; isn&#039;t meant for use with 3D objects, especially in use with studios. However, it can be used for adding in images and 2D items to the folder. Please see &lt;br /&gt;
[[Assets]] for more information on Assets types and utilize them.&lt;br /&gt;
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===Creating a library===&lt;br /&gt;
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An asset library is a computer folder that is linked to the Panelforge project. Within this, you can have multiple levels of folders.  Once you’ve created the folders needed you need to populate them with the .objs or .pfe you wish to use in the episode. The lower the size of the asset, the better it should run within the program.&lt;br /&gt;
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===Asset Management===&lt;br /&gt;
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Once you’ve created an asset library or been given one the next step is to link it to the project. Please make sure you keep your assets in the original folder if you’ve been given one by a studio. &lt;br /&gt;
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To link between the library and the project, make sure you’ve saved your Asset library where you want it, then go into Panelforge. The Asset tab can be found under the Window tab. Once in the Assets palette click the Manage assets tab on the top bar.&lt;br /&gt;
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[[File:Example.jpg]]&lt;br /&gt;
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This will bring up Manage Asset Libraries Dialogue box. This features actions you can do within this box as well as where the asset libraries and their file paths will display. &lt;br /&gt;
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[[File:Example.jpg]]&lt;br /&gt;
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To import a library you can click the Add button. This allows you to browse the file system and select the folder needed. As mentioned previously you can have multiple folders within a folder so if you make sure you select the root folder. &lt;br /&gt;
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[[File:Example.jpg]]&lt;br /&gt;
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The selected folder and the file path will appear in the manage asset libraries palette. Multiple asset libraries can be added here. To leave this palette just select close. The new asset library should now be in the assets palette as a collapsable folder. To remove a library, go back into manage asset libraries, and with the folder selected click the remove button.&lt;br /&gt;
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::&#039;&#039;In the case of studios with freelancers, when supplying freelancers with an asset library it’s possible to relink asset libraries upon receiving a completed panelforge project back from the artist. However to do so, the asset library given to the freelancer should match the inhouse asset library. This includes not moving .objs otherwise the links will break. Asset libraries in house can work from servers and can be assessed by multiple board artists  at once.&#039;&#039; &lt;br /&gt;
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Upon re-opening an asset library from a different location you will be given this notification.&lt;br /&gt;
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[[File:Example.jpg]]&lt;br /&gt;
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This is due to the file paths&#039;s changing, from location to location. To easily relink the assets click &amp;lt;I forget to check.&amp;gt;, and the manage asset libraries palette should appear. Here you can edit the path of the folder system to the location you keep your own assets. This can also be done inside the project from the asset library manager dialogue box.&lt;br /&gt;
To relink multiple broken object paths please see  [[Asset Reference Manager]]&lt;/div&gt;</summary>
		<author><name>Cat</name></author>
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