Once you've installed, open the UI panel and hit 'Create Comp'. You should see something like the shot below!
A: This is where you watch the magic come to life!
B: This is the main controller panel. You'll be working mainly from here, and the rest of this guide mainly focuses on different options within this panel. If you're not seeing it, make sure your controller layer is selected and you're looking at the Effect Controls!
C: These are your layers. There are many like them, but these layers are yours. The topmost layer on this shot is the Controller layer. You'll control the action from here! Below it are a Fill and Stroke layer, which you can use to control the colours of your Vigoro composition (though you don't have to!). Below that is the Vigoro Stack! The top layer (VVVVV) and bottom layer (^^^^^^) signify the beginning and end of the stack - anything in between these layers will be taken into consideration in all the calculations Vigoro is doing, so you should keep only Vigoro layers here. Outside of the stack, anything is game!
NOTE: Whatever you do, don't delete the Controller, VVVVV, or ^^^^^ layers! Doing so will mess up your composition and you may have to start again!
D: This is the UI Panel. You can see here that it's docked it nicely in a corner. From here you can create your compositions, change options, Bake/Freeze and more! There's a help section for the UI panels here.
Once you've hit Create Comp on your UI panel (D), you should get a new composition with the name you've chosen (C), and when you select the controller layer, you should have access to the Control UI in the Effects Panel (B).
Note that if you select another composition in your Project Panel, Vigoro will ape that composition when it's created, and follow the selected composition's length, frame rate, dimensions etc.
Alright! So we've got ourselves a Vigoro Composition. What shall we do now? Let's have a look at the topmost level of the Controller panel.
First up, it's worth noting how animation works within the Vigoro Compositions. All of your animation will be done with the Controller Layer (unless you use some Custom Layer Options). As noted above, don't delete this layer! Within the Transform panel of the Controller layer, you can animate the Scale, Position and Rotation and your Vigoro layers will follow along.
You can also animate any of the options within the Controller panel.
The very first option within the panel is Time Offset (seconds). This is the first of many offset settings you'll find within Vigoro, all which let you offset different aspects of your layers to create something unique.
The time offsets work by offsetting each layer against each other. If you set the time offset to -0.1 seconds, each layer will be -0.1 seconds after the next layer; therefore if you have 10 layers the last layer will only start animating after 1 second! Because of this it's recommended to keep your time offsets fairly small, or you could be waiting a while for all of the layers to catch up.
If you set the Time offsets to - times (eg. -0.100 seconds), the bottom layer will animate in time with the keyframes, with each layer above offsetting ahead of it.
If it's set to + times (eg. 0.100 seconds), the bottom layer will animate in time with the keyframes, with each layer below offsetting behind it. Because of this, you may need to move keyframes slightly ahead of where they are to get your animation lined up properly.
It's also worth noting here that changing the Circle Size parameter does not affect the scale of the layers! If you've already animated your composition with some scale parameters, this means you can come back in and change the size of the Vigoro shape layers without messing up your finely-tuned scale animations!
Rundown of Basic Settings!
Time Offset (Seconds): The time offset in seconds of the rotation, scale and position properties of the animation. Keep in mind that seconds are quite long, so it's normally best to keep this between 0.02 and 0.5. Reverse it to reverse the offset!
The bottom layer will always 'stick' to the keyframes. If it's a minus time (eg. -0.1), the front layers will be offset after the keyframes, and if it's a plus time (eg. 0.1), the front layers will be offset before the keyframes.
Circle Size: The size of the circles in the animation, separated from the scale of the controller. This won't be offset by the Time Offset.
Circle (Checkbox): When this is on the layers will all be circles! Polygon sides and Polygon roundness will have no effect when this is checked.
Polygon Sides: The number of sides that the polygons will have. 3 is a triangle! No idea what 20 is called though. If you animate between these, the polygon will 'grow' new sides instead of snapping between them.
Polygon Roundness: The roundness of the Polygon. Play with + numbers to create blobby looks, and - numbers to create some crazy stuff.
Adjust Internal Rotation: This lets you adjust the internal rotation of the layers - say you make a 4 sided polygon, which will appear as a diamond. Adjust this to 45º and you've got a square!
Size Offset: This offsets the size of the layers. If it's set to 0 all the layers will be the same size. It's not controlled by the 'size' keyframe of the Controller layer.
Rotation Offset: This offsets the rotation of the layers - similar to the size offset, it's separate from the 'rotation' keyframe of the Controller layer.