basic questions - copying character, viewing, scaling

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basshole
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basic questions - copying character, viewing, scaling

Post by basshole »

I'm new to Anime Studio Pro. In my project, I have two characters that are identical, except the colors they have are reversed. How do I copy and rename a character so all I have to do is take the copy and re-color it? Is there a way to copy the skeleton/bone layer, and all the vector layers inside it?

Also, something I find very annoying is the way you are (I think) forced to view the vector layer once you've created a bone layer. I did it like the tutorial shows, where you take your different vector shapes/layers (arm, leg, etc.) and place them far away from each other on the canvas, and then draw bones, etc. Now, of course, whenever I want to make a vector adjustment, I have to look at that exploded view that makes it hard to tell what the assembled character looks like. Is there a way around this?

Also, is there a way to scale an entire character, bone and vector layers together?
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heyvern
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Post by heyvern »

Is there a way to copy the skeleton/bone layer, and all the vector layers inside it?
Select the bone layer, click the duplicate layer button on the layer palette. Now change the colors of the shapes in the duplicated layers.

If you have used named styles (better) you can save a second copy of the project with a different name, change the named styles and import that file into the other one. The styles will come in with new names.
I have to look at that exploded view that makes it hard to tell what the assembled character looks like. Is there a way around this?
Two possible options:

1. Turn on onion skin on a frame past 0. You can see how the vectors are moving on the onion skin frame while on frame 0. If the view on frame 0 is not positioned so you can see easily just use the camera translation tool to move the view around. Make sure there is a key for the camera translation on frame 1. You can delete the keys later if you need to.

2. Make your vector changes on frame 1 or some other frame other than 0. When you are done editing, copy the keyed point motion to frame 0 and delete the keys from the other frame. Keep in mind if you move stuff to far away from the bones the influence will change.

I use the first version the most but use the second one as well.
Also, is there a way to scale an entire character, bone and vector layers together?
Well, you can't actually scale the bones and vectors... but you can scale the layer. Select the bone layer and use the scale layer tool. This will scale all the layers.

-vern
basshole
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Post by basshole »

Ok. thanks.
basshole
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Joined: Tue Feb 12, 2008 1:11 am

Post by basshole »

Ok, on the same note. . .I have a character who has a basic head layer, with the eyes being a group layer containing brow, lid, and eyeball, and a separate mouth switch layer. Now, the thing is, I don't know how to make it so that the eyes and mouth move when the head moves. Right now, if I made the head nod, the eyes and mouth stay in the same place. This is really basic, but does not seem to be covered in the online manual's tutorials, except for the brief mention of "group layers."

I tried making a "head" group layer that contains the head shape, the eye layer, and the mouth layer, but stuff started turning "invisible," so that I could only see the points that made up the vector shape, and not the shape itself.

I also don't know if I'm supposed to set this stuff up in frame 0 or after that. Seems like if I set it up in, say, frame 1, then if the character walks I"d have to manually keyframe the eyes and mouth to move with the head. That can't be right.


EDIT: ok. . .I think I got it. I used "bind layer" to bind the eyes and mouth to the head bone, so when the head bone moves, they move with it. Is this "proper" way?
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heyvern
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Post by heyvern »

Is this "proper" way?
If it works and it's easy... it's proper. ;)

Glad you figured it out.
I tried making a "head" group layer that contains the head shape, the eye layer, and the mouth layer, but stuff started turning "invisible," so that I could only see the points that made up the vector shape, and not the shape itself.
Sounds to my like a "masking" issue. You must have set the mask of the "head" group layer to hide all or else there is another set to "subtract from mask" that is hiding those layers. Then when you drag another layer or group in there it "vanishes" because it's set to "mask this layer".

-vern
basshole
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Post by basshole »

But if the binding thing works, then I don't need to make the head a group layer, right? It's okay as it is? Or could I encounter some weird issue down the line?

I may have accidentally made a mask; the only one I did on purpose was for the eyelids, as in the tutorial.
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heyvern
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Post by heyvern »

But if the binding thing works, then I don't need to make the head a group layer, right? It's okay as it is? Or could I encounter some weird issue down the line?
I can't tell how your head is set up (forgive the pun). If the head layer contains more than a few layers or groups it is easier to bind ONE group/bone head layer to a bone then to bind all the layers that would be inside it. Plus binding the head group keeps all those sub layers together as a group, if you bind the group head layer to a parent bone, that head layer can also have bones to move groups or layers inside it. Sometimes I find it easier to have the "head" as a separate animated element.

This is just my personal preference but I like the head as it's own bone layer INSIDE the body bone layer so I can keep the specific animation of the head sub layers separate from the body bone animation.

-vern
basshole
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Post by basshole »

I am not familiar enough with the software to fully appreciate what you just said.

However, the head consists of a head shape, vector layer, an eye layer, (which I've decided to simply make one simple vector layer that contains eyes, lids and brows, and I'll just make several different ones for different emotions) and a mouth switch layer. So, not too fancy.

The head vector layer, is bound to one bone, which is then attached to a neck bone. That's the basic setup.
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heyvern
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Post by heyvern »

I would put all the head elements in a bone layer like this:

Body bone layer
---> Head Bone Layer (bound to head bone above)
-------> head shape
-------> eye switch layer*
-------> mouth switch layer

Then bind this head bone layer to the head bone of the body. With this setup you won't have to bind any of the other face or head layers since they will be inside the head bone layer.

* Eye switch layer:

You could put these in a switch. Create how ever many different emotions you need on duplicate modified layers. You can switch them just like the mouth. Another idea would be to have the brows and eyes not in a switch but bound to bones in the head bone layer. Then you can do a bunch of different expressions by just moving bones.

If you search the forum for "eyes" you will find a bunch of different ways to set up eyes with bones so you can close and open them etc.

-vern
basshole
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Post by basshole »

Thanks. I'll screw around with it.
basshole
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Post by basshole »

Okay, I think I misunderstood something you wrote. You say to bind the new head bone layer to the head bone of the body. When I create this head bone layer, and then put everything in it, it won't let me bind the layer to anything. Did you mean to draw a new head bone inside it and then bind it to the new head bone, and parent it to the body's NECK bone? I have the head bone on the body layer perfectly set up. . .if there some way to simply transfer that into the new head bone layer without moving it, that'd be better.
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heyvern
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Post by heyvern »

The head layer should be INSIDE the body layer according to my outline.

Image

The head bone layer contains the "head elements". You click on the head bone layer, select the layer bind tool and click on the head bone of the body.

You do not need any bones on the head bone layer. You are binding the layer to the head bone set up in the body layer.

Make sure you are on frame 0. You can only bind layers on frame 0.

p.s. In my original layer "outline" I didn't put the head shape at the bottom of the head layer.

-vern
basshole
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Post by basshole »

My bad. I overlooked that minor detail.

Last thing, for now, I think. . .

In a switch layer, if you're not using a source (e.g. an audio file) to cause the switching, how do you tell it which of the sublayers should be visible at a certain point in time?

For instance, if I have the eye switch layer (where each sublayer is a simple vector layer with eyes, lids, and brows), and want to have angry eyes, surprised eyes, sad eyes, etc., how can I force one to display at a given keyframe? Or do I even need a switch layer for this purpose?
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heyvern
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Post by heyvern »

Two ways:

Easy- Right click on the switch in the time line and select the layer.

Hard?- use the "Switch Layer" tool Image and pick the layer from the menu next to "Active Child" at the top of the work space.

-vern
basshole
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Post by basshole »

ah.
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