You create your anime with series of shots. Lenght of the shot can vary, a shot represent an individual scene block, that will carry its own layers, textures, subtitles, animations, effects. Shots can be copyed and pasted, deleted. A shot can be stripped from animation to be reused later to form a different scene. Animation within a shot can be recorded by pressing a rec button, then every animation made with the mouse on the layers will be recorded into the shot. Shots can carry sounds and music too, audio is not stopped if the time of shot elapses, thus allowing to create contignous conversations and music effects. This revolutionary technology brings the anime creation closer to the human mindset, eliminating the need of complicated film cutting.


You can apply bones on characters and objects to create real, natural movements, or to move them like ragdolls. Each layer can have 8 bones, and each bone can have 4 joints. A typical bone for example is a hand, and joints of the hand are begin in the shoulder, then continues in the elbow, and ends in the palm. Just select the layer, click on add bones, and click to the places where you want to insert the joints (first place the fix point, like the shoulder). Then click to animate bones, and everything will happen just as supposed to. After the shots are placed, the character can be animated, or the animation can be recorded with the rec button just as any other animation in the software. Each joint can be moved individually, and even the bone-starting joint can be moved. Processing the bone management will happen on 4 threads, allowing fluid animation, and quick video export. Bones can also be used on hair simulations, and cloth simulation, to bring more life into movements where it is necessary. Items, such as a swinging keychain also can have bones, as bones are the easyest way to morph things.

Particle effects

When creating a layer, you can create particle effects with it. Particles can have dozens of motivum programs, including fire, wind, clouds, fog, smoke, sparks, fountain effects, rain, snow. Particles can be extinguished or gently started by using the transparency controls. Most particles can be moved or rescaled, and the movements can be recorded. Adding multiple layers of particles with combining proper coloring will give you really nice results. You can use your own textures with the particle effects, this basically creates unlimited possibilities when effecting the software, without having to worry of the manual movements of the individual particles. Most particle effect can use up to 99 particle, but some will use less when its looks better to use much fewer particles. Multiple layers of particle with decreased transparency will give the best results, the software uses rapid and realistic particle movements, as they resemble the realitiy more, and can be more actively used in the counteractions with the scene itself.

WYSIWYG - What you see is what you get

One of the most important features in todays production software is the WYSIWYG-paradigm. You can directly interact with the scene while organizing and recording your shots and timeline. All the animation, including the effects will look like the same when recording, and when exporting them to video. Interacting with the scene directly allows you to see the results instantly, or to organize the layer animation properly for the first try. WYSIWYG conception saves you precious time, and ultimately reduces the time required to process with your work. The simple interface of the program allows you to get used to the menu locations after a few hours of usage, and speeds up your work rapidly. When creating new layers or inserting audio, just type a few letters from the name of the file to find it faster, so you can literally put your scenes together within seconds. Anime Maker even guides you when creating mouth movements visually - it has a special mode to allow mouth textures to speak with by recording, and just clicking on the mouse on the screen. Every part of the software is actually organized to allow creating an anime, the productive usability was the main point when the software was made.

Extreme good quality of underlying code

To have good compatibility across all systems, and avoid all compatibility glitch with drivers and hardware manufacturers, this software will not use your graphics chip to render the contents, and it will not rely on external codecs, or unnecessary third-party bloat. The software renderer used in this software is a simple and naive design, yet still enough to process the graphics fluidly on every recent computers, and when its runned on old and weak hardware, or gets a heavy workload, it scales back the resolution and precisity to preserve responsibility of the software. Competitive software are usually puzzled together from tons of questionable libraries, and consuming gigabytes of rams, randomly crashing or bringing down the whole system - this will NOT happen with Anime Maker, as it was written by programmer, and not by script-kiddies. Anime Maker will work and properly scale from old VIA C7 netbooks, through quadcore ARM/Qualcomm Snapdragons, up to the newest Intel i7 and AMD Ryzen desktop pc-s. The software is portable, and it does not have to be installed, it can be runned from a pendrive, it will even work (slowly) on your 20 year old cyrix computer you find in the basement in the case of a major computer breakdown in your house, so you can continue your work literally everwhere in every conditions.