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Wednesday, May 9, 2007

Some Additional TBS User Tips

Adding Contrast to Your Drawing View

This is a simple tip that can improve your use of the Onion Skinning feature in drawing view. You probably already are familiar with Onion Skinning but if not, be sure to read one of my previous tutorial articles A Good Place to Start Part 1. One of the nice features of Onion Skinning in Toon Boom Studio is that you can customize the color for displaying the “previous” drawings as well as the “next” drawings. For example you could set “previous” to a color like red and “next” to a color like blue. (The color choice is a personal preference with the desired result being a strong contrast.) To customize your Onion Skinning you need to go to Preferences and select the Light Table tab. Additionally you can use View>Onion Skin>Show Outline on Onion Skin as a contrast aid if your drawing objects are already paint filled. But sometimes even with all of those aids you still might like some additional visual contrast to help you see multiple levels in your drawing stack more clearly. Believe it or not you don’t have to draw on a pure white digital paper. You can customize the drawing view background to make it easier on your eyes and to add contrast to Onion Skinning too. To do this you want go to Preferences and select the Interface tab. There you will find a custom color choice for the drawing view panel. Pick what ever color helps you work more productively. I often use a pale cream color because it produces less of a glare and improves visual contract in Onion Skinning.


This tab also provides you a way to customize your element tracks to make them easier to identify in your Timeline panel.


Take Advantage of Colors as a Rough Drawing Aid

This is one of those tricks in animating that is so often not used, perhaps because it has to do with roughing out your animations and not finished work. I showed some basics of using forms in the construction of a character in a previous article Jumping into Animation Part 1. Much like the use of color for contrast can make it easier to work with Onion Skinning; contrasting colors are a great aid to roughing in a character. Not only does it help to use multiple scratch pad elements, but it is also useful to use different colors for each layer of your rough construction. Think about it like using several contrasting colored pencils for your rough sketching. I have a special color pallet that I created just for doing rough sketching which I import into every project. A great way to use Toon Boom Studio's color management system, which links color pallet swatches to their lines and fills, is to adjust the alpha or opacity setting of a color swatch used on a lower drawing layer when you want that color to be less visible. I crank my sketch pallet colors' opacity levels up and down often during rough construction. So I not only have the advantage of different colors for contrast, I also can adjust the visual brightness of a color too. It is like having a dimmer feature for the Auto Light table.

Here is an example of using colors and forms to construct a head turn.

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Sunday, April 15, 2007

It’s Elemental – Part 1

All animation is created by rendering a series of pictures in a sequence and displaying those pictures at a sufficient rate of speed so as to generate the phenomena called “persistence of vision”. One of a cartoon animator’s goals is to optically blend sequential images together to create the visual effect of continuous motion.




Pictures are composed of multiple picture elements

The individual pictures themselves can consist of a single visual element or a combination of many visual elements. In most animations, the pictures in the sequence, also referred to as the frames in the sequence, are constructed as compositions of many layered picture elements.


Traditionally, these picture elements are arranged in an overlapping layered stack lying flat under a photographic camera.




Each picture element traditionally was created individually on a clear transparent plastic sheet called a cell. The stacking order of the cells creates the visual effect of depth by allowing some picture elements to overlap other picture elements producing perspective in a 2D picture. In order to position each picture element’s cell relative to the other elements of that composite picture, there is the need for some means of element registration. And so each cell was pre-punched with several holes that could be aligned on a registration peg bar.

It is totally logical therefore that 2D software applications like Flash or Toon Boom Studio use the concept of “layers” to compose frames. Layers are just a way of describing a stacking or overlapping order. In Toon Boom layers are called elements. (more about the different kinds of element types later)

Going from the physical world to the virtual world

So as we make the transition from the physical world of hand drawn and photographed animation to the Toon Boom Studio virtual world of computer rendered animation, we need to carry forward virtual versions of many of the same tools that were used to produce photographic animations. In Toon Boom Studio, our picture elements or cells become our drawing elements or image elements, etc. as represented by the columns in the TBS exposure sheet.


By the way, the TBS exposure sheet itself is a virtual evolution of a similar picture organizational document used in traditional animation. Each element (layer) on the exposure sheet represents a specific level in the composite stacking order of each frame. And the individual picture elements that are contained in each individual exposure sheet element are in fact called cells. So reading across horizontally in the exposure sheet, we can view the stack of cells that makes up a single frame, and their relative positions correspond to their overlapping from the top to the bottom of the composite stack of cells. The top of the stack is to the reader’s far left and the bottom of the stack is to the reader’s far right in the TBS exposure sheet.

Planning layouts with field guides

With the TBS exposure sheet, we can describe which cells belong to which elements and we can show how those elements will be ordered in the composite stack for each frame. What about the relative positioning of elements in a frame? One way which evolved from traditional hand drawn animation production for determining relative positioning of picture elements in a frame is a device call a field guide or field grid.



Traditionally this field guide is a transparent sheet printed with a series of concentric rectangles displayed at increments of one-inch in width conforming to the standard 4:3 screen aspect ratio. Also indicated on this grid are the four horizontal plane directional reference points; North, South East and West. The function of the field guide is to provide a standard coordinate system so as to specify the area that the camera will be set up to render. It is also a vital aid to the animator in laying out a scene, working out the final composition of shots and in specifying any camera moves. In TBS the use of a simulated field guide means that if you have your hand drawn art scanned into the computer you will always be able to line up your artwork in Drawing View exactly the same way as you designed it on your drawing board. Essentially in animation, the viewable area under the camera can be expressed in terms of fields of view based on the optical distance from the camera to the art work. The closer the camera is positioned to the art work the smaller its field of view. Of course in the virtual world of TBS, we have no real way to create optical distance, so we can simulate it by scaling the size of our art work. The closer to the camera the larger we scale up our art work and the farther from the camera the smaller we scale down our art work. Scaling is therefore used to create the illusion of optical distance.

That’s all for this installment, more next time in It's Elemental - Part 2

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