A Mesmerizing Guide to Animating Skeletons Click Here to Learn How - Best Of Cinemax

A Mesmerizing Guide to Animating Skeletons Click Here to Learn How

Skeleton Animation Tutorial

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When your character is assembled and ready for animation, you should save it in the Library view for future reference, and easy reuse between projects—see Library .

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When reassembling your character, you might find a limb that does not appear in the correct order, such as the following arm that appears under the body.

The ordering method will differ, depending on whether your entire character is from a single drawing layer, or if your character's pieces are separated on several drawing layers.

If your drawing layers are in the wrong order, you can easily change the order in the Timeline view within the Skin Group.

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Drag the layer to the correct position within the Skin Group. Be careful to drop it between layers, and not on a layer as this would parent them.

Remember that the ordering of the drawing elements in the Timeline view works as follows: The higher the drawing element is in the Timeline ordering, the closer to the front it will appear in the Camera view—see Ordering Layers in the Timeline View.

You cannot change the order of the limbs when they are all drawn in the same layer. If you want to have an arm pass in front of the torso and the other one behind, you should draw them on separate drawing layers and attach them to the same Skin Group. At that point, you can change the order of your layers within the Skin Group.

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Drag the Bone element to the desired position within the Bone Group. Be careful to drop it between existing bone element hierarchies and not drop it on one as this would parent them.

Note that the ordering of the Bone elements in the Timeline view is the opposite of the other elements. The higher the bone element is in the Timeline ordering, the further back it will appear in the Camera view.

Guide

Note that hiding the Bone Group will only hide the bones and not disable the Skeleton Animation—see Disabling a Bone Animation .

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Use the square handle to drag the selected bone to a new position. Note that this handle is only available on the parent bone of a chain.

Use the circle handle to squash and stretch the bone. In the example below, notice how the parent bone is unaffected, but the child bone becomes squashed and stretched.

Scaling a bone with the Bone Manipulator tool will create up and down arrow-shaped keyframe markers in the Timeline view, on the layer of the selected bone, as well as on the layer of the child bone. The reason this manipulation produces the same types of keyframe markers that you would typically see for a scale and a rotation, is because the Bone Manipulator tool allows you to scale and rotate in the same movement.

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Tool from the Animation tools toolbar to perform a different type of scaling. Grab the tip of the bone to squash and stretch it. In the example below, notice that the parent and child bones are unaffected by the scaling, but the child's position changes relative to the scaling of the selected bone.

Scaling a bone with the Scale tool will create a down arrow keyframe marker in the Timeline view, on the layer of the selected bone.

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Rotating a bone will create a tiny up arrow keyframe marker in the Timeline view, on the layer of the selected bone.

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If the Skeleton Effect is collapsed, note that you will not see the keyframe marker. If you expand the puppet's elements by clicking on the arrow next to the master peg element, notice a red square on the parent element of the bone you moved. This indicates that a child of this bone has a keyframe.

By default, Toon Boom Studio is set to create non-constant keyframes. This means that the software will automatically create the movement between two keyframes. This can be very handy when animating your skeleton puppet. If in some situations you would rather create each keyframe in the interpolation of your movement, you can set your keyframe to be non-constant—see Constant and Non-Constant Segments

You can use the Onion Skin toolbar to help you create your animation. It will let you see the previous and next drawings of your animation as a handy reference while animating—see Using the Onion Skin in Cut-out Animation

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Using the Natural Movement tools, you can easily animate smooth and natural actions. The Natural Movement Forward and Natural Movement Inverse tools let you to rotate the parent bone and the rest of the children in the chain will follow the main movement and also rotate on their own to create fluid motions. Without these little additional rotations, the movement can be stiff and you will have to rotate the children bones on your own to smooth out the movement and make it flow naturally.

Tool rotates the children bones in the opposite direction from the parent. Therefore, if you rotate the upper arm of a character upward, the forearm and hand also rotate downward.This provides an illusion resistance in the motion as if gravity or air pressure were delaying the rotation of the limbs. This animation principle is called follow through. If you animate a flower bending in the wind, you will use the Natural Movement Inverse tool.

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Tool rotates the children bones in the same direction as the parent. Therefore, if you rotate the upper arm of a character upward, the forearm and hand also rotate upward. There is no illusion of resistance in this motion. The arm is deliberately bending.

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To toggle between the Natural Movement Forward and Natural Movement Inverse, hold down [Alt] before you start the motion to select the opposite tool.

Once you position your puppet, you can create a keyframe for all the bone elements of your collapsed skeleton and block the complete body at a specific frame.

Select Element > Peg > Add Keyframe or press [l]. If you expand the Skeleton effect after adding the keyframe, a keyframe will be added to all children layers. Do not forget to collapse your Skeleton effect before continuing your animation.

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If you select a keyframe on a collapsed layer, all the keyframes for all of that frame's collapsed elements will be removed.

You can use the Remove All Keyframes option if you need to delete all the keyframes on one or many selected bone elements.

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In the Timeline view, select the bone elements you want to remove all the keyframes from. You can select many elements at once.

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You can adjust the velocity to create ease-in and ease out motions or edit the movement Functions using the Function Editor view. This greatly improves the quality and look of an animation, giving a more organic feel to the movement. You can edit the velocity and function of

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