Krita To Kickstart New Text And Vector Tools
Krita Foundation announced their third Kickstarter project to fund development of new text and vector tools. With the proposed features, the team aims to improve the user experience for, among others, comic book and webcomic artists.
Essentially, the team will ditch the Text tool inherited from Calligra Suite and create an easier-to-use UI for managing text and its styling, improve RTL and complex scripts support (think CJK, Devanagari), add text on path editing, non-destructive bending and distortion of text items etc.
Additionally, they will completely switch to SVG as an internal storage format for vector graphics and improve usability of related editing tools.
There are also 24 stretch goals: from composition guides to reference image docker improvements to LUT baking. In all likeliness we are going to see at least some of the stretch goals done: it was the case for both past Kickstarter campaigns, and after the first two days this new campaign is already ca. 30% funded.
As usual, LGW asked project leader Boudewijn Rempt some technical questions about the development plans within the campaign.
Given the focus on text and vector tools, how many bits of Calligra Suite does Krita still share with the original project?
There is nothing shared anymore: the libraries that we used to share have been forked, so Calligra and Krita have separate and, by now, very different versions of those libraries. That was a really tough decision, but in the end we all realized that office and art applications are just too different.
So, we'll probably drop all the OpenDocument loading and saving code in favor of SVG, with just an OpenDocument to SVG converter for compatibility with old KRA files.
We'll implement a completely new text tool and drop the old text tools and its libraries. As for the vector tools, we'll keep most of that code, since it is already half-ported to SVG, but we'll rework the tools to work better in the context of Krita.
How far do you think Krita should go in terms of vector tools? I'm guessing, you wouldn't want duplicating Karbon/Inkscape. But importing/exporting (EPS, AI, PDF, CDR etc.), boolean operations on paths, masks and clipping paths, groups, and suchlike?
For import/export, only SVG. And the functionality we want to implement first is what's really important for artists: it must support the main thing, the raster art. So, things like vector based speech balloons for comics, or decorative borders for trading cards or some kinds of effects. Boolean ops on paths are really import for comic book frames, for instance.
Regarding text direction flow and OpenType features: how much do Qt and Harfbuzz provide for Krita already, and how much (and what exactly) do you need to write from scratch?
Qt's text layout is a bit limited, it doesn't do top-to-bottom for Japanese, for instance. So likely we'll have to write our own layout engine, but we'll be using harfbuzz for the glyph shaper.
Do you think it's faster/easier to write and maintain your own engine than to patch Qt?
Well, they serve different purposes: Qt's layout engine is general purpose and mostly meant for things like the text editor widget or QML labels. We want things like automatic semi-random font substitution that places glyps from different fonts so we can have a better imitation of hand-lettered text, for instance. How far we'll be able to this is a bit of an adventure!
Some specifics of the proposed implementation make it look like you would slightly extend SVG. Is that correct?
Well, first we'll look at what SVG2 proposes and see if that's enough, then we'll check what Inkscape is doing, and if we still need more flexibility, we'll start working on extending SVG with our own namespace.
For vectors, I don't think that will be necessary, but it might be necessary for text. If the kickstarter gets funded, I suspect I'll be mailing Tavmjong Bah a lot!
Stretch goals cover all aspects of Krita: composition, game art, deep painting, general workflow improvements. How did you compile the list?
This January, we had a sprint in Deventer with some developers and some artists (Dmitry, me, beelzy, wolthera), where we went through all the wish bugs and feature requests and classified them. That gave us a big list of wishes of stretch goal size. Then later on, Timothée, Wolthera, Irina, and me sat down and compiled a list that felt balanced: some things that almost made it last years, some new things, bigger things, smaller things, something for every user.
One of the stretch goals is audio import for animation sequences. How far are you willing to go there? Just the basics, or do you see things like lipsync happen in the future?
Just the basics: we discussed this with the animators in our community, and lipsyncing just isn't that much of a priority for them. It's more having the music and the movement next to each other.
But that suggests multiple audio objects on the timeline, or would it be just a single track preprocessed in something like Ardour?
For now, a single track!