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Setting Up Individual
Color Guide Palettes
One great feature in TBS is
the
color
management system. And one of the really useful
things you can do in planning a production is to create
individual color guide palettes for each of your characters. It
is easy to go to the properties panel on the color tab and
create a new palette. Then you will want to rename the new
palette to something meaningful. Like "Professor" if that is the
name of your character. Then you can begin to populate the
"Professor" color guide with the colors you need for this
character. With the (+) plus icon you can add a new color swatch
and then name that swatch. For example "coat" or "trousers" or
"hair". Then to set the actual color for the swatch you can use
the color picker panel to select the color you want. Perhaps you
want to duplicate a color from a different swatch on another
palette. You can pick up any existing swatch color from any
drawing and assign it to your new swatch by using the dropper
that is on the color picker panel. Just drag the dropper over
the desired color on an existing drawing and click on that
color. Be sure you use the dropper that is on the color picker
panel and not the dropper that is on the tool selection panel as
they function differently. If you don't have the colors you want
on an existing drawing then just create a temporary drawing and
paint a stroke for each color you want to copy from your other
palettes. Now when you are building your new palettes you can
pick up these colors and assign them to your new swatches with
the method described above. Learning to build color guide
palettes is simple and very useful and you will be glad you took
the time because it makes the painting of your characters much
faster and easier later on. Don't be lazy, take the time
to name your color guide palettes meaningful names and name each
swatch a meaningful name also. You will be glad you did.
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Viewing the Drawings in an Element
Each element in
Toon Boom Studio can contain one or more drawings. The term cell
is interchangeable with the term drawing. Each cell or drawing
has a title. For example if an element is identified as “c” then
one of the drawings in element “c” might be c-12. In classical
cel-animation drawing layers were often given alphabetical
letter designations such as “a”, “b” and “c” and drawing
assigned to that layer were numbered so the titling scheme was
layer + drawing number, hence layer “C” and drawing number 12
becomes drawing c-12.
You can think
of the collection of drawings contained in an element as that
element’s stack of drawings. Again, in classical animation,
physical drawings were often organized into stacks of drawings
and kept in protective folders. Each column on an exposure sheet
represents a cell layer for presentation beneath an animation
camera to be photographed. Several cell layers were combined to
produce a composed picture. The order of photography was
sequenced by assigning a frame number for each composed picture.
So in setting up animation art for photography a drawing would
be assigned to a cell layer (an element) and to a shooting frame
sequence number, a frame. In TBS sometimes a drawing is assigned
to an element on the exposure sheet and then that drawing is
deleted from the exposure sheet for some reason. The drawing is
not really deleted from the animation set; it just no longer has
any current frame assignments. The drawing is still kept in the
folder for that element to which it belongs and it is available
for reassignment to a frame for that element some time in the
future.
You might want
to view the stack of drawings for an element. To do this you can
go to the library panel [Window>Show Library] and
find the appropriate scene for this animation set that contains
the element you want to review. In the display area of the
library panel for the selected element you will see a list of
the drawing titles contained in that element. You can <right
click> and choose View Thumbnails to see
thumbnail pictures of the drawings. These are all the drawings
assigned to this element even if they currently are not visible
on the exposure sheet.
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Deleting a
Drawing from the Animation Set
As previously
discussed, when you delete a drawing from an element column on
the exposure sheet you aren’t really deleting that drawing from
the animation set but just un-assigning the drawing from a
frame. The drawing still is part of that element’s stack of
drawings in the element’s folder. If you want to actually delete
the drawing from the animation set, then you go to the library
panel to view the drawings for the desired element as described
above: and select the drawing and <right click>
and choose Delete Drawing. This actually removes
the drawing completely from the animation set and it is gone
forever.
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Element and Cell
Notes
Here are a couple of tips on
using two simple but very useful features of Toon Boom Studio.
These features are element notes and cell notes. You can attach
a text note to any element and you also can attach an individual
text note to any cell. As a long time Flash user I always wanted
to be able to have features like these so they come as exciting
additions. There are plenty of uses for cell notes. Just to name
a few, they are great for planning and layout notes to record
places in a sequence where you want to include special actions
(overlaps, antics, follow through, drag etc.), body language or
facial expressions to match lip sync. Cell notes are also a
great place to put timing notes and special effects notes and
sound effects notes. You can put an individual note on any cell
on any frame in your exposure sheet. To read the note all you
have to do is mouse over that frame cell location and it shows
as a “hint”.
This next tip is a real screen
space saver and also a great organizational technique. When we
create a scene we often have a significant number of elements
both static elements like drawing and image elements and dynamic
elements like pegs and effects. It can become quite confusing if
things aren’t labeled. Now viewing thumbnails is a helpful
practice but it takes up too much screen real-estate. So as an
old Flash user I learned to label my levels with descriptive
labels. You can name your elements descriptively too, but there
is a drawback. Descriptive names take up space both for your
time line tracks and particularly on the exposure sheet. You
need to be descriptive so that you can quickly find the desired
element when you are working. But even in a dual display
environment there just never is “enough” screen space. So here’s
a great tip. Label your elements as simply as possible with just
one or two letters and/or numbers. I use numbers (1, 2... 10,
11, 12, etc.) You could also add a letter for the element type
if you choose (D,I,S,M) But when I create a new element the
first thing I do after assigning it a short simple name is to
create an attached element note that is very descriptive of that
element. These notes show as an icon next to the track name in
the time line and the element name in the exposure sheet. And
just the same as cell notes, when you mouse over the element
name its element note shows as a “hint”. You can have very
descriptive notes and at the same time save tons of precious
screen space. And don’t neglect to use this technique for those
pegs and effects tracks too. It helps you stay very organized
and will save you time as you work.
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