Toon Boom- Clean up tricks

Bitmap

  • Photoshop- bitmap, construction of pixels
  • Depth of pixels, resolution quality

Vector

  • Made up of a mathematical algorithm, code which manipulates the vector
  • Mischief uses vectors
  • Recalculates display of a line

Notes

  • Brush use for colour
  • Pencil for drawing
  • Auto gap- fills gap between two lines close together
  • Flatten (auto)- Two lines become same object
  • Two tools, cutter tool and Contour editor
  • Can move line work into colour layer
  • Use create line art into colour art tool
  • Then in the colour layer (C) the lines should be blue then you can use paint bucket tool to add colour
  • Cutter tool- Cuts lines out (under black arrow drop down)
  • Contour editor- (under white arrow drop down) changes line points
  • Stroke tool- (Under paint bucket drop down) Draw new lines for new colours, but not shown as lines
  • Not lines- strokes so no need to be neat
  • Colours are unique new colour for new tab, duplicate colour and adjust to use colour
  • Otherwise if change colour you have already used it will change everything else with that colour.

Clean_up_tricks_1.png

Here I have used the notes above to make a very basic cat drawing with neat vector lines that have been cleaned using the tools I have learned today. Furthermore I have used the various ideas for colour and line art to make the drawing more appealing with those neat lines.

Toon Boom Pathways notes

  • Layers are assets
  • All layers/ drawings MUST have pegs 
  • No purple all must be Yellow when selected
  • Default menu
  • Change pivot point using tools above on the left look like circle with 4 arrows around and a circle with spiral around
  • Frame 1, 48 copy and paste
  • Another frame same flour sack shape but different action
  • Side view frame 22
  • Go to peg carries all the way through bad
  • Change default position of drawings (top of arc)
  • Auto Keyframes
  • Rotate flour sack to lay flat
  • Click inbetween frames and delete keyframes (arrow)
  • Adjust so before
  • Apex, copy frame to foward
  • 6-7 frames so 2 Identical frames
  • 2nd slightly angled
  • Press f5 to expose the frames
  • View>Show>Control for pathway
  • Shows pathway or arc
  • Hover mouse other arc and press P to manipulate (pink marker)
  • Add roughly where arc is
  • Click frame before keyframe and press f5
  • Good to combine hand drawn animation with this

Above I have animated a basic jump animation using the transform tool to move the pathways around, along with moving the peg to move the drawing around the stage.

Timing characters

This task was to create a 24 frame animation with multiple characters showing different timings between each of the characters to help develop my understanding of animating character with different timings. As you can see below the animation has multiple characters have some additional notes on the scene that has some of the timing plans for the characters.

So the first timing on the left is a head bang where the timing has a long pause and then a quick movement going from standing straight to head tilted. This is a natural movement for a head bang as you pause before you move, I have mad the timing A=frame 1 same for A1, B is fame 16 and C is frame 20. The second character in the middle has the timing for a simple tilt which has the timing of A=1, B=8 and C is 12. Finally the last character on the right has a robotic movement which is not natural as all the frames have the same spacing, so it is A=1, B=12 and C=24 which is not a natural movement.

This animation has allowed me to see that using different timing affects the various character movements and how it is represented to the audience. I think this will allow me to develop my understanding for changing my other animations to have better timing for the animations and so they look natural.

Staging- animated an environment before a character

This task was to animated a environment of our choosing to help develop our understanding of the staging principle of animation. Designing the background we used Background, Middle ground and Foreground to have multiple layers that would show different components to the environment, making it look more three dimensional than flat. I have animated the middle ground and foreground to have various objects in the scene move for when the character interacts with them. For instance I have animated the sign, fence, cactus, rocks and puddle to help make a plan of where the character will go along the path.

Below is a screenshot of the guide layer and the other three layers to show how I planned the timing and movement of the character. As you can see I have written some frame numbers of the key points in the animation. However throughout the production of the animation, these changed as the timing seemed to quick for the character to move naturally, meaning I had to change the key frame numbers appropriately. However I used my previous Mack the sack jump animation as reference to help get some of the timing and key poses to make the animation look more natural and interactive with the environment.

Staging_01_screenshot_guide.png

The video below has both Mack the sack and the environment animated, with the character interacting with the already animated environment. I have tried to get the character in time with the environment, but I feel that some of the key poses do not look quite right on the scene. But if I get some feedback from my peers I will be able to gain some different opinions on what looks good and what doesn’t. Overall I think the animation has come out nicely, as Mack the sack seems to move quite naturally and the environment moves accordingly. But I think some of the timing on the environment is a little off in some places.

I have also added a camera to the scene because when Mack the sack jumps around the scene, he goes off camera making it difficult for the audience to clearly see all the movement, therefore I added a basic camera movement just to help show all the movement from the character in the scene.

Notes

  • Animation principle-Staging
  • Narrative led locations
  • Every frame a painting (pause at anytime and see composition)
  • Story through colour
  • Background
  • Midground
  • Foreground

Rules when drawing a environment

  • No Symmetry (ever)
  • Perspective
  • Rhythem
  • Middle ground z axis -0.5 F
  • Foreground- z axis -0.5 F
  • These two make the image move forward to create a 3d feel to the environment using the three different layers.

Rigging in Toon Boom Harmony (Secondary action)

This is my animation for the 12 principles of animation, Secondary action where I was tasked to create a 32 frame animation using the knocking animation below (1st video). Furthermore I am not allowed to change the knocking animation,but I can add additional movement, using legs, another arm & hand and I can move the head and torso. The animation below is a animation made using the rigging process of animation in Toon Boom Harmony. To make this knocking animation I have to draw the arm making two lines, then you right click on the top menu and select Deformation.

This brings up some additional buttons to the menu, where you have a hammer button this creates the tool to make the joints for the rigs. Therefore in the arm I needed to make three joints, which is made by simply clicking on the stage in the correct place. Then I drew out the hand allowing me to then add a peg to the hand. Using the transform tool I was able to move the pivot point on the hand to make the hand move naturally. The video below is a rough hand drawn animation to get me the general idea of the movement for the secondary action.

Next I needed to sort the layers in the Node view, here I parented the joints and layers together, in the image below I have moved the layers into a suitable position to parent the layers together easily. Furthermore I have parented the deformation layer of the arm and the peg for the hand, allowing the arm joints and hand to bend/ move together. The image below is a final node view for the final animation, where I have combined all the suitable layers and deformation layers, allowing me to move all the components of the character movements to move naturally.

node_view_screenshot_secondary_action_

The image above shows the node view, for the final animation where I have moved all the layers and parented them to the appropriate videos together allowing me to make sure all the movement flows nicely. However the video below is the final animation, from the node view in the image above. The final animation is a character, knocking on a door with his back turned as he is swinging his suitcase waiting for another character to come out the door. So he is knocking on the door as he is in a rush, with the foot taping to show the character being impatient. But he becomes so impatient he falls asleep and then wakes up suddenly.

I think this animation has come out quite nice, where I have made a clean lined animation, with some smooth flowing movement, allowing me to make a natural moving animation. However I think I should add some head movement for the animation, making the character look back at the door impatiently to help express that idea. I think that the character design looks a bit to simplistic, but because it is my first attempt at a rigged animation I think it has come out nicely. Furthermore I think the additional props for the animation has helped to express the idea.

This is my edited version of the final animation where I have edited the head movement to look back suddenly to show that expression of being in a hurry, but then he falls asleep because of being bored of waiting. I think this has helped to show the expression that I wanted to show than the previous video, but I still think the line work could be refined, but perhaps it is because of being my first attempt of a rigged animation it looks unappealing.

 

2D Production- Rigging notes

Toon Boom Cut out animation (rigging)

Deformation rigging

  • Toolbar>right click>Deformation (from list)
  • Hammer= rigging setup bottom
  • Should be purple if can rig
  • 3 clicks for rig arm to make joints
  • Circle is bend axis
  • Draw hand and add peg
  • Use transform tool, then move rotate point

Node view

  • Separate squares out
  • Peg (add) to deformation
  • Move hand (green square)
  • Connect to bone deformation not peg (node view)
  • Hand tool to move stage/ camera (default) around)
  • If hand playing up- right click node view> deformation> output> Kilomatic output
  • Animate only using pegs
  • Secondary action, moving
  • Other parts of body/ posing
  • Parts to show
  • Expression the main action
  • Make 32 frame knocking movement

Mack the flour sack Exam Jump

Today I was tasked to create a fully animated jump for the Mack the flour sack character. This all had to be completed within the time limit of 90 minutes using Toon Boom Harmony. During this time I started with the basic blocking for the animation with a rough soft lead brush to sketch out the key poses for the animation within the limit of 24 frames. The first video below was made in the time limit where I made the key poses for the keyframes and break frames, allowing me to plot the height of the jump and the positions of the flour sack to help me later add the inbetween frames.

This video is the final animation that I managed to complete within the time limit of 90 minutes in the exam conditions. Here I have drawn all the frames using the soft lead with really rough sketch lines. This is because I wanted to get the animation to the best I could before playing around with adding smooth outlines. I also managed to add a basic camera movement using the pegs on the camera to move up when the flour sack jumps. The reason for this is because when I animated the sack I realised the animation went outside the camera box on the stage. This will cut the character from wherever it is outside the camera box, so adding the camera just allowed me to show the full movement and not cut anything out.

Below is the final refined line work for the animation, unfortunately this was not made in the allocated time, as I ran out of time to add the smooth line work. Therefore I made it this evening to keep on track with the animation whilst it was fresh in my head. I used the tools effectively in that challenge/ exam, as I managed to complete the animation fully using the rotate tool (ctrl+alt) to rotate the stage to help me draw that character as some of the lines where taking to long to get done the way I wanted.

I think this challenge/ exam has allowed me to see where I struggle with Toon Boom and what I can do well. For instance I can draw efficiently using the copy and paste of frames and cutting them in the timeline to then readjust them using the brush tool. However I think that I struggle with the use of keeping track of the cutting tool in the timeline, as I think it was because of the pressure but some times I would forget to cut a keyframe if I copied it from a previous frame making the original frame become the same as the edited version so that became a pain. But I think I am starting to get used to the different tools in Toon Boom with what I have learned so far.

Speaking of learning things, I learned today how to render a animation using the Node view. To do this you add the node view on the top right hand bar using the top right hand + button. This brings up a scene with a spider like diagram in the middle overlaying each other. Pressing the little square on the write bar it brings up a menu with the information needed to render the nodes. So you check the nodes will go into the correct file which should automatically be the frame folder in your File folder, then using the drop down you choose the file type, so a Jpeg or Tga (targa) file for the images. You can also check the little box that says movie to render a Quicktime video of the animation.

I was also tasked today to choose my three best frames from the animation to show that we can also review animation rather than just being able to make it.

mack_the_sack_exam_jump_0007

This is frame 7 out of 24, this is appealing to me because the shape helps to show the expression of the character bending down to gain momentum to jump upwards. Furthermore I think this frame has become really effective in the animation, as it gives the character that natural squash like shape to go into the jump making the animation look natural and appealing.

mack_the_sack_exam_jump_0014

This frame is 14 out of 24, a keyframe where the flour sack is in the air and preparing to fall down. This frame was probably the hardest to get right because the shape of the lower torso and feet kept looking wrong to me. In some cases the legs looked too stretched or too low down making it look really unusual so I had to keep redrawing it to make it look right. But then I decided to copy and paste the first frame and edit it to look like the image above. Furthermore I used the rotate key (ctrl+alt) to rotate the image allowing me to draw it easier. But this frame took the longest and clearly demonstrates what I wanted to achieve making me really happy with the result.

mack_the_sack_exam_jump_0018

This final image is the smear frame for the falling part of the jump as the flour sack falls back to the ground. I chose this frame 18/24 because the frame helps to give a natural and exaggerated part to the fall making the fast pace movement as the flour sack falls. Furthermore the shapes I used have given the character the sense of a stretched out flour sack as if he is being forced down to the ground making a natural and interesting character pose.

Finally after looking at other peoples work for the exam I think that Robyn will get my vote for the best as her jump looks really interesting. As the animation flows nicely with the flour sacks movement as it jumps into the air, showing a clear understanding of the natural movement.