Hey y'all,
if you read my previous post, you know that i've been working on an animation editor, SLUG. well, i'm excited to announce that SLUG v1 is live, free, and available on all major operating systems.

i weighed the thought of charging for the app, but i don't think that's the right move when so many artists are struggling to stay afloat. if my app can save people a few bucks a month, or at least not cost them any more, then i'm happy to keep it free for artists. long term, i may look into developing a split between the base app and the more business-oriented features like SSO, scripting, export pipelines, and cloud based tooling. keeping the base app free-for-indie seems like the best place to be.
what is SLUG though? it's vector animation, but with raster styles.

for years i've been experimenting with what i'd want out of an animation software. most of my past short films were done in photoshop, just because i want those chunky gross lines, but photoshop's animation doesn't scale out past short experiements. there's flash, which i've been working with since i was around 12 years old, but it has no capabilities for raster tooling. there's toonboom harmony, but that's incredibly expensive and overly complex for what i would want to do. blender's grease pencil is promising, but the 3d aspects make it complex to do things that are simple in other programs. finally, there's tvpaint, but working all the way in raster throws out the benefits of vector processes and requires a much tighter plan of action as mistakes become costly to correct.
SLUG sits at the intersection of these tools. flash's vectors, blender's effects stack, photoshop and tvpaint's texturing. SLUG has all your vector needs: symbols, tweens, layers, keyframes, swfs. then, on top of that i've built in an effects pipeline that allows you to produce raster works. take this vector drawing:

apply a few effects and you get something like:

these effects are non-destructive, meaning you can change them on the fly, edit them per scene, or scrap them entirely and still be left with your original animation.
you can also do things like bring in 3D assets as reference:

and then turn those into 2D shaded renders:

SLUG exports image sequences, videos, gifs, and even swfs thanks to ruffle. it's worth noting that SLUG does not support multiple scenes as of right now. if you want to create a long movie all within SLUG, you'd need to create one main timeline with multiple symbols sequenced one after another. SLUG is primarily inteded for a compositing & editorial pipeline where SLUG is not the final program to touch your animation.
for imports, SLUG supports images, videos, 3d, and natively opens fla files. it does not, and i do not plan to, support actionscript. i believe there are a few other projects out there at the moment that are already implementing or have implemented actionscript, and i would prefer to stay in my wheelhouse and focus on what i know: wonky animation.
i guess all that is to say there's a lot you can already do in SLUG, but at the same time it's just getting started. i think now that v1 is out there i'm going to get to work on the initial documentation, which is definitely lacking at the moment. expect videos, images, and writeups in the coming weeks.
if you want to check SLUG out, the free download is available on slugstuff.com

love ya,
dylan






