GIMP 2.9.6 & ZeMarmot

Note: this is a copy of a post initially posted on Patreon and Tipeee.

Splash of GIMP 2.9.6 by Aryeom
Splash of GIMP 2.9.6 by Aryeom

Last month, we released the third development version of GIMP, version 2.9.6, as preparation of the next stable version, GIMP 2.10.

Same as for previous versions, ZeMarmot project was one of the major contributors with 274 commits (out of 1885 total for this release) by Jehan, 4 by Aryeom (some icons, a new paint dynamics “Pressure Size” very useful for flat coloring, and the splash image for this development version), and even for the first time, 3 commits by Lionel, a board member of LILA association. Hence about 15% of GIMP 2.9.6 was brought to you by ZeMarmot! 🙂

To get some more insight, you can have a look at the official announcement. And if you want to get the full and accurate list of Jehan’s contributions in particular, it is available on the source repository.

Brought to you in 2.9.6 by ZeMarmot

  • made libgimp as thread-safe, which basically means simplify plug-in developer work to have plug-ins using  several cores (now all desktop computers are multi-core);
  • display angles when drawing lines;
  • code review for WebP image support, as well as some improvements and fixes (and even a patch upstream on libwebp library);
  • capability to switch exclusive visibility of layers inside layer groups only with shift-click (feature requested and tested/used by Aryeom for a few months before adding it to GIMP);
  • contributing to the Darktable and RawTherapee  developers efforts for our new “raw” plug-in allowing importing  RAW files through these third-party software and into GIMP (GIMP project advocates for cooperation with other Free Software);
  • contribution to allow GIMP to follow GEGL multi-thread limit (once again to have a better usage of modern computer processors but now in GIMP core in particular);
  • various improvements of PDF support, in particular multi-page PDF export from layers (this is the part where Lionel from LILA made his first steps as a developer with Jehan’s help!);
  • code review and fixes for improved support of PCX images import and export;
  • capacity of plug-ins to be installed in their own subdirectory,  which should in the long run allow to get rid of the “DLL hell”, in  particular on Windows system, a very common issue where some plug-ins  embed libraries breaking other plug-ins;
  • change various defaults values to get to up-to-date standards (bigger default font size, fullHD as the new default image dimension, 300 PPI default resolution instead of 72…);
  • intelligent adaptation of physical dimension precision based on printing resolution to allow better precision in various parts of the  software (measure tool, status bar, etc.);
  • capacity to choose the icon size, allowing to adapt GIMP on smaller or bigger screen and in particular high density screens, etc.;
  • auto-detection of native resolution of your screen to choose  better default icon size (this default choice can still be changed, cf.  previous point; but at least you should get better defaults);
  • vector icons by default for the various size support;
  • welcome new code contributors by adding a vim coding style file and integrating contributed emacs and kate coding style files;
  • Flatpak package for GIMP;
  • and much more! Bug fixes and minor features by the dozens!

Flatpak for creators on Linux?

For the creators who use GIMP on a GNU/Linux operating system, you may have heard of Flatpak,  the generic application package system. Since we also exclusively use  Linux, it felt important that GIMP be available in a timely manner (with  distribution package systems, it is not unheard of to have to wait  months after actual release to get some new version!). We take the opportunity of the release of 2.9.6 to test a first public Flatpak package. Since  we don’t have a stable server, we made it available to our Patreon  and Tipeee contributors only for the time being, then will try and make it available for everyone very  soon!

For information, Windows already has a GIMP  2.9.6 installer available; and a MacOS package should hopefully soon get  uploaded (it will depends on this package maintainer who has some family priorities right now). These are not maintained by us. » See the download page! « 🙂

Thanks and “en route to GIMP 2.10”!

I hope you appreciate our contributions to GIMP! Know that these are all thanks to our contributors, be them Patreon or Tipeee, in previous crowdfundings or the ones who make direct donations.

It is not easy everyday because we seriously lack funding, and we have had some blues more than once. ;-(
Yet the many of you who never failed us and continue to support us give us some courage.
Thanks to you!

We will continue in order to bring you an awesome stable GIMP 2.10. 🙂

Have fun with GIMP!

GIMP Motion: part 2 — complex animations

This is the second video to present GIMP Motion, our plug-in to create animations of professional quality in GIMP. As previously written, the code is pretty much work-in-progress, has its share of bugs and issues, and I am regularly reviewing some of the concepts as we experiment them on ZeMarmot. You are still welcome to play with the code, available on GIMP official source code repository under the same Free Software license (GPL v3 and over). Hopefully it will be at some point, not too far away, released with GIMP itself when I will deem it stable and good enough. The more funding (see in the end of the article for our crowdfunding links) we get, the faster it will happen.

Whereas the previous video was introducing “simple animations”, which are mostly animations where each layer is used as a different finale frame, this second video shows you how the plug-in handles animations where every frame can be composited from any number of layers. For instance a single layer for the background used throughout the whole animation, and separate layers for a character, other layers for a second character, and layers for other effects or objects (for instance the snow tracks in the example in the end of the video).

It also shows how we can “play” with the camera, for instance with a full cut larger than the scene where you “pan” while following the characters. In the end, we should be able to animate any effect (GEGL operations) as well. This could be to blur the background or foreground, adding light effects (lens flares for instance), or just artistic effects, even motion graphics…
All this is still very much work-in-progress.

One of the most difficult part is to find how to get the smoother experience. Rendering dozens of frames, each of these composited from several high resolution images and complex mathematical effects, takes time; yet one does not want to freeze the GUI, and the animation preview needs to be as smooth as possible as well. These are topics I worked on and experimented a lot too because these are some of the most painful aspect of working with Blender where we constantly had to render pieces of animation to see the real thing (the preview is terribly slow and we never found the right settings even with a good graphics card, 32GB of memory, a good processor, and SSD hard drives).
One of the results of my work in GIMP core should be to make libgimp finally thread-safe (my patch is still holding for review, yet it works very well for us already as you can see if you check out our branch). So it should be a very good step for all plug-ins, not only for animation only.
This allowed me to work more easily with multi-threading in my plug-in and I am pretty happy of the result so far (though I still plan a lot more work).

Another big workfield is to have a GUI as easy to use, yet powerful, as possible. We have so many issues with other software where the powerful options are just so complicated to use that we end up using them badly. That’s obviously a very difficult part (which is why it is so bad in so many software; I was not saying that’s because they are badly done: the solution is just never as easy as one can think of at first) and hopefully we will get something not too bad in the end. Aryeom is constantly reminding me and complaining of the bugs and GUI or experience issues in my software, so I have no other choices than do my best. 😉

 

You’ll note also that we work on very short animations. We actually only draw a single cut at a time in a given XCF file.  From GIMP Motion, we will then export images and will work on cut/scene transitions and other forms of compositing in another software (usually Blender VSE, but we hear a lot more good of Kdenlive lately, so we may give it a shot again; actually these 2 introduction videos were made in Kdenlive as a test). Since 2 cuts are a totally different viewpoint (per definition), there is not much interest on drawing them in the same file anyway. The other reasons is that GIMP is not made to work with thousands of high-definition layers. Even though GEGL allows GIMP to work on images bigger than memory size in theory, this may not be the best idea in practice, in particular if you want fast renders (some people tried and were not too happy, so I tested for debugging sake: that’s definitely not day-to-day workable). As long as GIMP core is made to work on images, it could be argued that it is acceptable. Maybe if animations were to make it to core one day, we could start thinking about how to be smarter on memory usage.
On the other hand, cuts are usually just a few seconds long which makes a single cut data pretty reasonable in memory. Also note that working and drawing animation films one cut at a time is a pretty standard workflow and makes complete sense (this is of course a whole different deal with live-action or 3D animation; I am really discussing the pure drawn animation style here), so this is actually not that huge of a deal for the time being.

To conclude, maybe you are wondering a bit about the term “cel animation”. Someday I guess I should explain more what was cel animation, also often called simply “traditional animation” and how our workflow is inspired by it. For now, just check Wikipedia, and you’ll see already how animation cels really fit well the concept of “layers” in GIMP. 🙂

Have a fun viewing!

ZeMarmot team

Reminder: my Free Software coding can be supported in
USD on Patreon or in EUR on Tipeee. The more we get
funding, the faster we will be able to have animation
capabilities in GIMP, along with a lot of other nice
features I work on in the same time. :-)

GIMP Motion: part 1 — basic animations

Mid-July, we finally published publicly the code of GIMP Motion, our software for animations in GIMP. It is available on GIMP official source code repository under the same Free Software license (GPL v3 and over).

We don’t have a public GIMP release containing this plugin yet. Hopefully it should happen soon, but the code is still much too experimental and incomplete. We are using it daily internally and you are welcome to do so as well, but the released version will be much better. 🙂
So it means that for the time being, if you want to play with it, you will have to build it yourself from source, or wait for someone to make a build (we may provide one at some point).

The video above describes some of the base features for simple animations, such as storyboards/animatics and most common needs for animated images (GIF, Webp…).  What we call “simple animations” is when you mostly have several images which you want to succeed at one another. No complex composition with background and character layers for instance. New features will still happen, for instance for panning/tilting/zooming on bigger panels (very common on storyboards as well), and adding various effects (a keyframed blur for instance would be a common movie effect).

We will soon publish a second part video where we will describe the more advanced features for complex animation (the ones with layered background/foreground/characters). Because we just scratched the surface of what we will be able to do with this plugin. 🙂

Have a fun viewing!

ZeMarmot team

Reminder: my Free Software coding can be supported in
USD on Patreon or in EUR on Tipeee.

Release of TinySegmenter 0.3

Today I released version 0.3 of TinySegmenter, a Japanese Tokenizer in pure Python (released in New BSD license), with a single minor fix for proper install on systems not-using UTF-8 (apparently that still exists! :P). Thanks to Mišo Belica for the patch. Apparently some of his Japanese users are using it for Sumy, his software to extract summary from texts.

About TinySegmenter and Japanese tokenization

It’s not much of a release, but it is a good occasion to tell about TinySegmenter. This is a “Tokenizer” for Japanese. What is a tokenizer? Basically it breaks sentences into words. For people who don’t know Japanese, it doesn’t use spaces or any other symbol to separate words. Theybasicallywritelikethis. Yet there are ways to break these sentences into words, usually based on statistical analysis (like most things in Natural Language Processing and Artificial Intelligence in general). For anyone who wants to know a bit more, this message from Kytea developer (another tokenizer, which is great) explains the 2 main methods with some links of software using them (among them Tinysegmenter) and especially keywords (allowing you to search more).
The reason why you want to “tokenize” Japanese or Chinese is that it is often a first step for further natural language analysis (for instance for automatic translation, grammar analysis, pronounciation hence speech synthesis, etc.).

Now the required example, “my name is Jehan” in Japanese is: 私の名前はJehanです。TinySegmenter breaks it like this:

In [7]: segmenter.tokenize(u”私の名前はJehanです。”)
Out[7]: [‘私’, ‘の’, ‘名前’, ‘は’, ‘Jehan’, ‘です’, ‘。’]

Future?

I am not planning on hacking much TinySegmenter anymore. I never was planning to; at the time I took over maintainership, I just wanted to use it for a project (which never went through) and the original developers were not answering. So I just properly packaged it, did minor changes (for instance better support of European words using Latin1 and extended Latin Unicode characters), added some tests, and that’s it. I don’t even use it anymore. Yet if more people are interested and want to use it, feel free to send me patches. I could also give commit rights, and even co-maintainership after a few patches. I just wanted to get these words out. 🙂

I also discover today the existence of a TinySegmenter3 on pypi, with less downloads than TinySegmenter (the older one I maintained, yes I know that’s a bit confusing, why would they keep the same name and just add a 3?) but worth looking at since they apparently improved performance a good deal (I haven’t checked but that’s what it says). Maybe I should look at their code and merge their commits at some points after talking to them?
We’ll see…

Anyway have fun! 🙂

Reminder: my Free Software coding can be supported in
USD on Patreon or in EUR on Tipeee.